Mshex help

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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General_Nate
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Mshex help

Post by General_Nate »

Alright, I read the tut on the D/L page, and I'm confused. (What's new?) So, I thought I would finally pop the question(s).
Repsharpshooter wrote: Instructions:
Put everything you're going to export under a null (not the scene root). I'm not sure what this means.
In the scene explorer, middle-mouse click the name of the null.
Go to File, Crosswalk, Export (it should be on 6.0 text when it pops up). I don't see this. Like the only thing I see is: File/Crosswalk/ExportFBX...
Click the Settings tab. I can't find this.
Select a filename/filepath.
CHECK "EXPORT SELECTION ONLY"
CHECK "CONVERT GEOMETRY TO TRIANGLES" or "CONVERT MESHES TO TRIANGLES"
CHECK "EXPORT XSI NORMALS"
UNCHECK "Keep referenced paths relative"
Press Export.
Run mshex in same directory and convert file to a msh. (and if you're really stupid to put it bluntly, this means put the .xsi file in the same folder as mshex.exe and hedr.msh, then double click on mshex. Then type in the .xsi name such as box.xsi)
Oh, and these I'm not understanding these ether:
Repsharpshooter wrote:Rules you must follow:
Make sure you have Crosswalk 2.6 or higher (you probably don't)
A polygon has to be in one and only one cluster at a time. What's this?
Each cluster must have a local copy of a material (the material name will be italicized = BAD, drag the material from the material editor onto the cluster) And this?
There has to be one and only one texture projection (can someone say how to collapse a lot of them into one explicit uv map?)
There has to be a null as the parent of everything. And what is this?
You cannot use rotation or scale (well you can use them, but remember to freeze transforms before exporting). And, how do I do that?
You can only use a max of 5000-6000 triangles (polys times two). If you go over that, you're pushing your luck. ZE will freeze/lock up.
Pew! That's a lot of questions! Alright guys, I need your help! Thanks in advance.
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CodaRez
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Re: Mshex help

Post by CodaRez »

Ahahaha! Always here.
Repsharpshooter wrote: Instructions:
Put everything you're going to export under a null (not the scene root). Create a null in ur XSI scene named "dummyroot", and just drag and drop ur model and other stuff into it.
In the scene explorer, middle-mouse click the name of the null.
Go to File, Crosswalk, Export (it should be on 6.0 text when it pops up). Are you sure? Try looking again, or just get the latest crosswalk version
Click the Settings tab. This will become clear after that
Select a filename/filepath.
CHECK "EXPORT SELECTION ONLY"
CHECK "CONVERT GEOMETRY TO TRIANGLES" or "CONVERT MESHES TO TRIANGLES"
CHECK "EXPORT XSI NORMALS"
UNCHECK "Keep referenced paths relative"
Press Export.
Run mshex in same directory and convert file to a msh. (and if you're really stupid to put it bluntly, this means put the .xsi file in the same folder as mshex.exe and hedr.msh, then double click on mshex. Then type in the .xsi name such as box.xsi)
Repsharpshooter wrote:Rules you must follow:
Make sure you have Crosswalk 2.6 or higher (you probably don't)
A polygon has to be in one and only one cluster at a time. I sorta ignored this, most of the time my models turn out fine
Each cluster must have a local copy of a material (the material name will be italicized = BAD, drag the material from the material editor onto the cluster)I suggest ignoring this too, unless you are REALLY into modding first
There has to be one and only one texture projection (can someone say how to collapse a lot of them into one explicit uv map?)
There has to be a null as the parent of everything. That dummyroot above?, yeah ALL the objects have to be a child of it(i.e. drag and drop all the objects into dummyroot)
You cannot use rotation or scale (well you can use them, but remember to freeze transforms before exporting). Ill explain on that with a pic below
You can only use a max of 5000-6000 triangles (polys times two). If you go over that, you're pushing your luck. ZE will freeze/lock up.
Now about the freeze button:
Hidden/Spoiler:
Image
Its in red, if ur wondering. Your meant to select ur object and click this button(apparently so it doesnt mess up on export) This step is performed JUST BEFORE the crosswalk stuff.

BTW the freeze button is on the right panel, and if u can't find it, right click the buttons in blue so as to deform the panels till u find it.
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General_Nate
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Re: Mshex help

Post by General_Nate »

Thank you very much! You rock!

Just one thing:
CodaRez wrote:
Repsharpshooter wrote:Go to File, Crosswalk, Export (it should be on 6.0 text when it pops up). Are you sure? Try looking again, or just get the latest crosswalk version
Nope, not there.

Here is a screen shot:
Hidden/Spoiler:
Image
And here is what it shows when I click "ExportFBX":
Hidden/Spoiler:
Image
And just so that I'm not missing anything, here is what I see when I roll over just Export:
Hidden/Spoiler:
Image
I have Crosswalk 3.11 And XSI Mod tool 6.01.

If it makes since, could you send me the installer for Crosswalk 2.6? It seems as though I can't D/L it...
Please help!
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DarthD.U.C.K.
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Re: Mshex help

Post by DarthD.U.C.K. »

crosswalk 3.11 is also higher than 2.5
i reckon something got wrong with the crosswalk installation since i highly doubt they removed 3 actions in version 3.11
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Re: Mshex help

Post by Maveritchell »

I've used several of the different versions of Crosswalk since the 2.6 version, and none of them are missing what you've shown. Re-install Crosswalk.
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