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A favor

Posted: Tue Feb 23, 2010 10:59 pm
by SW_elite
I've made a quick little object in sketchup and expoted it as a kml, changed the file to a zip and then extracted it but I dont have the full version of XSI to change it to an msh file. So can someone please do it for me?

Ive uploaded a pic to show you what it looks like...
Hidden/Spoiler:
Image

Re: A favor

Posted: Tue Feb 23, 2010 11:10 pm
by Fiodis
There's this and there's them tutorial things.

Re: A favor

Posted: Tue Feb 23, 2010 11:24 pm
by SW_elite
I just want to see if my model is any good, and then maybe if it is ill do the whole conversion thingo myself.

Re: A favor

Posted: Tue Feb 23, 2010 11:36 pm
by Fiodis
What do you mean by good? Only you can judge if the model suits a purpose you have for it, and if you meant "good for BF2" and you have plans to export it yourself if it is, there's no need to ask someone else to. If you just wanted some criticism on it, there's a Sketchup showcase thread. IMO, it looks a bit too square, but again, I have no idea what you want it to do or be (and never mind that that is a tough perspective to judge - you can see hints of an interior but not really what's in there).

Re: A favor

Posted: Wed Feb 24, 2010 12:04 am
by SW_elite
Can someone just convert it to msh so i can get it ingame please?

Re: A favor

Posted: Wed Feb 24, 2010 4:43 am
by Sky_216
SW_elite wrote:Can someone just convert it to msh so i can get it ingame please?
there's a thing called the request thread. Oh and some advice: do it yourself.

Re: A favor

Posted: Wed Feb 24, 2010 5:49 am
by SW_elite
Cant you read. I said why bother if the object dosent even look good?

Re: A favor

Posted: Wed Feb 24, 2010 8:14 am
by Sky_216
Yeah I can. It seemed a bit odd. Since almost no-one has got sketchup models ingame (i did a few times and rogueknight did i think?)... it seems like you're asking was for someone else to (possibly) waste their time if it doesn't look good. It's your model, so do it yourself if its possible.


Sketchup models look similar the same ingame. Only real difference is it'll have lighting. If you can maybe add a light to your sketchup scene (haven't used sketchup for ages, no idea if this is possible).

Re: A favor

Posted: Wed Feb 24, 2010 8:56 am
by Knightfire2201
Skyhammer_216 wrote:Yeah I can. It seemed a bit odd. Since almost no-one has got sketchup models ingame (i did a few times and rogueknight did i think?)... it seems like you're asking was for someone else to (possibly) waste their time if it doesn't look good. It's your model, so do it yourself if its possible.


Sketchup models look similar the same ingame. Only real difference is it'll have lighting. If you can maybe add a light to your sketchup scene (haven't used sketchup for ages, no idea if this is possible).
Nah. No lights in sketchup. He could use the sun thingy, but i don't that ports out of sketchup, and it's fairly limited.

Re: A favor

Posted: Wed Feb 24, 2010 10:04 am
by FragMe!
SW_elite wrote:Cant you read. I said why bother if the object dosent even look good?
Fiodis gave you the solution, it isn't any more work for you to get it into XSI Modtools and use Reps mshex to get it in game. Regardless of whether it turns out to look good or not. If you want to create custom models now is as good a time as any to learn how to export them yourself.
Full version of XSI is only really needed if you are doing enveloping, animation, super complex things like that. A wall with a door in it is really easy model for mshex to handle.

Give it a try.

Re: A favor

Posted: Wed Feb 24, 2010 5:32 pm
by SW_elite
Where may i find this meshex?

Re: A favor

Posted: Wed Feb 24, 2010 5:35 pm
by sampip

Re: A favor

Posted: Wed Feb 24, 2010 5:36 pm
by FragMe!
Found in the XSI FAQ and Tutorial right above this post

http://www.gametoast.com/forums/viewtop ... 64&t=15082

Re: A favor

Posted: Wed Feb 24, 2010 5:37 pm
by sampip
Oh. I guess that's slightly more helpful. :lol:

Re: A favor

Posted: Fri Feb 26, 2010 12:11 am
by SW_elite
Correct me if im wrong, so i make my model in sketchup, get it into XSI, change it to a format that is understood by the full version of XSI, get the collision and the shader thing onto the model, and then ask if some one can export it to msh in the Requests thread.

Re: A favor

Posted: Fri Feb 26, 2010 4:40 pm
by Knightfire2201
SW_elite wrote:Correct me if im wrong, so i make my model in sketchup, get it into XSI, change it to a format that is understood by the full version of XSI, get the collision and the shader thing onto the model, and then ask if some one can export it to msh in the Requests thread.
If it's just a prop, you don't need someone to export it for you. You could use MeshEx, as stated above, or the Mesh Viewer, if XSI can export to VRML, or if you happen to have Blender.

MeshEx and the mesh viewer can both be found in the Everything You Need Thread.

Also, after getting it into XSI, you might want do do some "damage control". Sketchup(at least for me) is not very poly-friendly.

Re: A favor

Posted: Fri Feb 26, 2010 8:53 pm
by SW_elite
i think i need to read a tutorial, cause some of this isnt making much sense for me

Re: A favor

Posted: Fri Feb 26, 2010 9:43 pm
by Knightfire2201
I think there is a tutorial for this somewhere, but i don't know where it is, and i'm too lazy to look. :mrgreen:

Anyways, there's two ways that I know to get SketchUp PROPS into SWBF2.
Method 1-Mesh Viewer
1.) Export your SketchUp model to .dae format(If you can't, update your SketchUp.)
2.)Open the file using Blender(if you don't have it, it can be found here) Any program that can convert dae to VRML will work, but Blender lets you fix up your model first.
3.)Open up the Mesh Viewer and drag your VRML file into the viewport.
4.) Click File>Save As, and save your file.
5.) TA DAH!!! You now have a new .msh file.

Method 2-MeshEx
1.)Export yourt file as a .dae.
2.)Open it up in XSI modtools, and export as a .xsi file.
3.)Place it inside the MeshEx directory, and run MeshEx. Type in the name of your file.
4.)You now should have a new mesh file inside the MeshEx directory.

Personally, I prefer the first method, but either way should work. It's up to you which one you pick. I'm almost positve someone did write up a tutorial for this, though... Ah, well, it's too late now.

Re: A favor

Posted: Fri Feb 26, 2010 11:39 pm
by RogueKnight
Knightfire2201 wrote:I think there is a tutorial for this somewhere, but i don't know where it is, and i'm too lazy to look. :mrgreen:

Anyways, there's two ways that I know to get SketchUp PROPS into SWBF2.
Method 1-Mesh Viewer
1.) Export your SketchUp model to .dae format(If you can't, update your SketchUp.)
2.)Open the file using Blender(if you don't have it, it can be found here) Any program that can convert dae to VRML will work, but Blender lets you fix up your model first.
3.)Open up the Mesh Viewer and drag your VRML file into the viewport.
4.) Click File>Save As, and save your file.
5.) TA DAH!!! You now have a new .msh file.

Method 2-MeshEx
1.)Export yourt file as a .dae.
2.)Open it up in XSI modtools, and export as a .xsi file.
3.)Place it inside the MeshEx directory, and run MeshEx. Type in the name of your file.
4.)You now should have a new mesh file inside the MeshEx directory.

Personally, I prefer the first method, but either way should work. It's up to you which one you pick. I'm almost positve someone did write up a tutorial for this, though... Ah, well, it's too late now.
Neither one of those will work properly without the tutorial that me and fett wrote.

EDIT: http://www.gametoast.com/forums/viewtop ... 36&t=18215

Re: A favor

Posted: Sat Feb 27, 2010 6:09 am
by SW_elite
Thanks. This should help a lot. lol-im on a psp atm :)