Modeling a weapon, for the first time (Solved) Thanks!

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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Fiodis
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Re: Modeling a weapon, for the first time

Post by Fiodis »

SAMofBIA wrote:okay, as far as i know, you dont need a texture, but you do have to export through crosswalk as an .xsi 6.0 text file
Woah, wait, MshEx doesn't need a texture? And there's a MshEx 4?
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Re: Modeling a weapon, for the first time

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Re: Modeling a weapon, for the first time

Post by SAMofBIA »

lol fiodis, you didnt know it didnt need a texture?? AND that there was a meshex4?
BUT the meshex4 is for 3DS max stuff so it may or may not be useful to some people.
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Re: Modeling a weapon, for the first time

Post by Fiodis »

Ah, that. I always read it as "MeshEx for (3Ds)Max". But yeah, I was pretty sure MshEx3 (the .xsi kind) needed a texture.
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Re: Modeling a weapon, for the first time

Post by ColonelKlink »

Um, guys? I am still waiting for your highly valued comments on the XSI pictures. No offence meant, but I would really like to get this weapon to work.
Thanks for your help so far, but I still need some more help.
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Re: Modeling a weapon, for the first time

Post by Darth_Spiderpig »

Maybe renaming "dummyroot" to "DummyRoot" works.

I did it always like this and it always worked.
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Re: Modeling a weapon, for the first time

Post by ColonelKlink »

Okay, I will do that, but is there anything else that looks wrong?
Is there something I have to do before exporting it? I saw in some topic, there was something about freezing?
Anyways, thanks I will rename it to that and try it.
Thanks!!
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Re: Modeling a weapon, for the first time

Post by Darth_Spiderpig »

Hm, from the errors it seems like you exported something the game can't read.

Did you check your model with the mshviewer after exporting?
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Re: Modeling a weapon, for the first time

Post by ColonelKlink »

Okay, I renamed it like you said. I exported it, and ran MshEx, and it took quite a bit longer than my first time I used MshEx. I then viewed it in BFviewer, and an error popped up, "An exception of class OutOfBoundsException was not handled." and then it said it must close. I think renaming DummyRoot helped, but what does the error mean?
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Re: Modeling a weapon, for the first time

Post by Darth_Spiderpig »

BFviewer = MSHviewer?

If so, it's most likely the texture if you have one now, open it in gimp and resave as tga with RLE compression off.
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Re: Modeling a weapon, for the first time

Post by sampip »

Renaming dummyroot to DummyRoot doesn't do anything as far as I'm aware, apart from rename the scene root. I call all my scene roots MS3DSceneRoot (as instructed in an old tutorial) and it doesn't make a visual difference in my models. Forgive me if I'm wrong.
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Re: Modeling a weapon, for the first time

Post by ColonelKlink »

I am using SWBFViewer, I just call it BFviewer for some reason. I exported it again, after assigning a texture that I made sure RLE compression was off, and converted it with MshEx. It said the same error, the one I mentioned earlier. When I am converting it to a msh file, at the bottom of the MshEx scripting, it says stuff like "cube was already used once, cube 1 was already once" is this bad? And when it says, "press q to exit" I press it, but nothing happens, so I hit "x" instead. Is this something I shouldn't do?
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Re: Modeling a weapon, for the first time

Post by Darth_Spiderpig »

Hm, I never worked with the meshex since I have the full 5.11 version of xsi, so I can't really say.
:?
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Re: Modeling a weapon, for the first time

Post by ColonelKlink »

You're lucky to have the real version. Can your version make, or modify, units? That's cool if you can.
Well, thanks for your help. What does the error mean anyways? Does it relate to the texture, or the model?
I hope I can figure this out soon, otherwise, it will add to my failure list. LOL!! Its about a foot long so far. First, the downloads of Modtools I got were .exe's, and they ended up as a "file" file. I thought they were bad downloads. Then, when I learned to use the "rename" button, I installed them, and my munge didn't work. Then I installed modtools on a computer that did work, but then ZeroEditor didn't work on that PC. So then I had to get 3DAnalylizer (or however it is spelled). Then, I made a lava map, pretty simple (just so you know), and that crashed after a couple times of editing it in ZE. After that, well the list goes on with ODF typos, and multiple times at trying to create a side. LOL, and now this!! Well, I gotta look at the good side. I can download other people's work, and organize it into a mod, even though I don't know how good, or bad, I am at making maps.
But, I guess we all got our limitations, and skills. Nonetheless, I will keep going at this msh thing. It seems so fun to be able to model, cause there are soooo many different things to create.
Anyways....
Thank you all for your help, I hope I work this out soon.

GOOD NEWS!!!! I made a much simpler weapon, two cubes, and one cylinder, to be exact, exported, and it showed up in SWBFViewer!!! I am getting closer to success!! The model has a rectangle for a handle, a cylinder for the barrel, and a another cube connecting the two. In the SWBFViewer, the cylinder and connecter cube apear fine, its the handle that is wrong. Instead of a rectangle, it appears as a cube, and does not connect to the other part of the gun. Any advice why this is like this?
Thanks for all your help guys, I could not have figured this out on my own. You guys rock!!
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