Meshtool mutilating UVs
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- Fiodis
- Master of the Force

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Meshtool mutilating UVs
I tried recently importing the Republic bandturret into XSI via Meshtool, and when I applied the texture it came out all distorted, especially around the barrels where it was very pixelated and grainy and stretched. Then I selected "Unique UVs" for the projection and it cleaned itself up slightly (no more grainyness) but the texture was in the wrong spots. How can I import an object through Meshtool so that its UVs are completely preserved? Do I have to copy over .option files as well as a .msh into Meshtool's folder, or what?
A quick search of this forum didn't show anything.
A quick search of this forum didn't show anything.
- DarthD.U.C.K.
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Re: Meshtool mutilating UVs
meshtool merges all shadowvolumes lowrezmodels and collision together, you have to seperate them
the UV are correctly imported, they only appear stretched because of the overlaping models
the UV are correctly imported, they only appear stretched because of the overlaping models
- Fiodis
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Re: Meshtool mutilating UVs
Oh. So how do I separate them?
- DarthD.U.C.K.
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Re: Meshtool mutilating UVs
select the model click modify>polymesh>weld boundary points/edges and set the tolerance to 0,001
then search for a polygon of a modelpart, rightclick and selet grow selection until you selected the whole object the rightclick and select extract polygons (delete)
do that on every modelpart
then search for a polygon of a modelpart, rightclick and selet grow selection until you selected the whole object the rightclick and select extract polygons (delete)
do that on every modelpart
- AceMastermind
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Re: Meshtool mutilating UVs
Try this free conversion pipeline if you just want to work with the main model:
msh>SWBFViewer>Vivaty Studio>Mod Tool
Another way to get the .msh into XSI is to use this method:
.msh > SWBFViewer > .wrl > Accutrans3d > .obj > XSI
msh>SWBFViewer>Vivaty Studio>Mod Tool
Hidden/Spoiler:
.msh > SWBFViewer > .wrl > Accutrans3d > .obj > XSI
or you can use the Polygon Island selection filter to select entire connected parts in a single click to ensure that you got the whole thing, it's much quicker too.DarthD.U.C.K. wrote:...rightclick and selet grow selection until you selected the whole object...
- DarthD.U.C.K.
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Re: Meshtool mutilating UVs
really?
i must memorize that, clicking 10 times on grow selection allways annoyed me...
- Fluffy_the_ic
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Re: Meshtool mutilating UVs
Oh, yeah. If you do Ace's method where you weld the boundary points and edges, set the tolerance to .001, and then use polygon island, make sure that you're using the raycast select tool, not the rectangle select tool. To my knowledge, you can't access polygon island from teh mod tool layout.
-I'm saying this all in-depth, probably too in-depth, lol.
Weld the boundary points and edges with a tolerance of .001.
Go to the modes tab at the top, click XSI Default (Pro Mode).
Hit F10.
In the select box (The box that has the giant circle with a mouse in it) select your object again. Then click polygon.
There's a drop down menu that says "polygon" in it. Click it.
There should be an option called "Polygon Island." Choose that.
Click on anything with screwy UVs and delete.
-I'm saying this all in-depth, probably too in-depth, lol.
Weld the boundary points and edges with a tolerance of .001.
Go to the modes tab at the top, click XSI Default (Pro Mode).
Hit F10.
In the select box (The box that has the giant circle with a mouse in it) select your object again. Then click polygon.
There's a drop down menu that says "polygon" in it. Click it.
There should be an option called "Polygon Island." Choose that.
Click on anything with screwy UVs and delete.
- Fiodis
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Re: Meshtool mutilating UVs
I select one of the polygons that is grainy and right-click, but I do not see any "grow selection" option.
EDIT - Just saw the other posts. What is Vivaty Studio?
EDIT 2 - I tried the Polygon Island method. It works a good bit, but when I click on a messed up UV on the main body of the turret it selects the whole body, not just the screwy UVs, and so when I hit delete it removes the whole thing. Similarly, when I click on a screwy UV on a barrel and hit delete, it deletes the whole barrel.
EDIT - Just saw the other posts. What is Vivaty Studio?
EDIT 2 - I tried the Polygon Island method. It works a good bit, but when I click on a messed up UV on the main body of the turret it selects the whole body, not just the screwy UVs, and so when I hit delete it removes the whole thing. Similarly, when I click on a screwy UV on a barrel and hit delete, it deletes the whole barrel.
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FragMe!
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Re: Meshtool mutilating UVs
Grow selection is Shift +
And they meant Extract Polygons (delete) not just delete.
The command is in the Model/Create/Polygon Mesh menus
And they meant Extract Polygons (delete) not just delete.
The command is in the Model/Create/Polygon Mesh menus
- Fluffy_the_ic
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Re: Meshtool mutilating UVs
Did you hit F10? I know it seems like a barely important step, one key, right? It makes it raycast select, so it selects just what you click on, not rectangle, where it selects anything under your mouse.Fiodis wrote:EDIT 2 - I tried the Polygon Island method. It works a good bit, but when I click on a messed up UV on the main body of the turret it selects the whole body, not just the screwy UVs, and so when I hit delete it removes the whole thing. Similarly, when I click on a screwy UV on a barrel and hit delete, it deletes the whole barrel.
