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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ColonelKlink
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Re: Modeling a weapon, for the first time

Post by ColonelKlink »

Which is why I said "dang it"
Did I do something wrong?
I clicked the "Hide" button, then inside it, clicked "Img", and then posted the link to the file. If think this is wrong. What do I need to do to make it show?
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Re: Modeling a weapon, for the first time

Post by acryptozoo »

fixed :wink:
Hidden/Spoiler:
Image
EDIT: you need to use the direct link
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Re: Modeling a weapon, for the first time

Post by ColonelKlink »

Ah, thank you. I will remember that next time.
So what do you think? Its pretty square, and it has no texture, which is really bad. But, hey I put it together in about 30 minutes. And it was my first time to actually use any options beside, the X,Y,Z axis and sizing and rotation options.
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Re: Modeling a weapon, for the first time

Post by acryptozoo »

ColonelKlink wrote:Ah, thank you. I will remember that next time.
So what do you think? Its pretty square, and it has no texture, which is really bad. But, hey I put it together in about 30 minutes. And it was my first time to actually use any options beside, the X,Y,Z axis and sizing and rotation options.
looks pretty good esp. for a first model :D
i remember mine was a camp house XD
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Re: Modeling a weapon, for the first time

Post by Cerfon Rournes »

Looks good for a start! :mrgreen:
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Re: Modeling a weapon, for the first time

Post by ColonelKlink »

Thanks!!! Any suggestions? I know the "thing that makes the bullet shoot" is really bad, but for some reason I couldn't change one side, and I had to make the change to both sides, but I fixed it for the trigger. The barrel could use work, maybe I could insert a small cylinder that goes in the middel of the barrel, to make it look like it was the Barrel's axis point. I could maybe also addd a small cylinder on the bottom of the shaft. Oh, and how would you assign a texture to it?
I have gimp, so I can make textures. What dimensions would you make the TGA? I was gonna use 256 x 256, I saw that was the dimensions of another pistol.
And the Render, Preview, is okay. I just have to go out, and start Modtools back up, and preview it.
Anyways, back to the topic, any suggestions?

EDIT
Sorry for double posting, but I need some more help.
Okay, I changed it a little bit (minor stuff), and am now ready to fiddle around with the texture. But, before I do that, I would like to know.....
What do I do now? I have a bunch of separate cubes, and about 5 separate cylinders, in the explorer window. Do I have to group them together or something? In the XSI tutorial, it says something about grouping them in a Polymesh. Do I have to do that here? And the "null" I have to rename it "MS3DSceneRoot" right? I noticed that this tutorial was for BF1, because all the pictures are not of an Battlefront 2 screen. I might be wrong, but I am pretty sure I am not.

As for the texture, I'll just wait until I have the model working, but I would like to start making it soon, sooooo please help me finish the model. Thanks!!

Double posting is against the RULES, please EDIT your post instead -Staff
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Re: Modeling a weapon, for the first time

Post by acryptozoo »

just edit your post :S

as for your questions
its "dummyroot" not ms3dsceneroot
and yes just drag all your objects into the dummyroot
and middle click and export
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Re: Modeling a weapon, for the first time

Post by ColonelKlink »

What do you mean by export? I am using Modtools 6.01, just you let you know. I moved all the cubes and cylinders to the "dummyroot". What do I do now? If I go to "file" I see "export" then "model..." Is that what you are talking about?
And I hate getting in trouble, so, sorry gametoast for double posting.
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Re: Modeling a weapon, for the first time

Post by DarthD.U.C.K. »

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Re: Modeling a weapon, for the first time

Post by ColonelKlink »

Okay, I am gonna read that right now, and hopefully, am able to export it.
By the way, what is a good toturial on how to texture the gun? There is one in the "basic modeling in xsi" but it is a little to complicated for me right now, and I will need to spend LOTS of time on it, to just get the basics of what they are talking about.
Okay, just to make sure I have it right, here is the current setup of my weapon.
I have a null named "dummyroot" (which is stationed at 0.0.0.) and in that I have all my cubes and cylinders (which are named cube, cube1, cube2, cylinder, cylinder1...); and I have a null named "hp_fire" which is on the end of the gun. I did not check "render visibility" on the cubes, or cylinders. The gun is saved as a .scn file. I believe I have Crosswalk 3.11, (that what the folder is named). I downloaded "MshEx_beta3" (that is the name of the folder I have). For the texture I have a 512 x 512 tga that is all silver. I assigned it to my model (like it said in the tutorial, but I stopped when I got to the texture editor, to complicated to learn in the amount of time I had yesterday).
Can I export it now, or will it crash the game if I put it in a mod?
Thanks for you help.
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Re: Modeling a weapon, for the first time

Post by DarthD.U.C.K. »

that sounds good so far. :)
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Re: Modeling a weapon, for the first time

Post by ColonelKlink »

Oh, and is there a particular direction the gun has to face? I got it facing horizontally, and the tip is pointing away from the origin, on the X scale. It is facing towards the negative X axis part, (the tip is pointing away from the X arrow). I think I read something about it facing some particular direction, in the topic you posted, but I am not sure now.
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Re: Modeling a weapon, for the first time

Post by DarthD.U.C.K. »

it must point along the z-axis. in other words: make sure the viewportdescriptions in xsi fit (you must see the front on the frontviewport etc.)
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Re: Modeling a weapon, for the first time

Post by ColonelKlink »

oh...............
Is there a button, or something, that makes the whole object rotate? I tried using rotate on the objects and it discombobulated the gun. I hope there is, otherwise I might be making it point the right way for a while.
it must point along the z-axis.
do you mean that the tip has to point away for the origin, on the Z axis, and pointing the same way the Z axis arrow? I didn't understand the last bit you said, sorry, I am not that familiar with the terms of XSI. Oh wait, I think I just did. You mean in a window with the view of "front" the tip has to be pointing to me? It all makes sense now, sorta.
Thanks for your help.
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Re: Modeling a weapon, for the first time

Post by DarthD.U.C.K. »

yes, thats what i meant and ys, the gun must point in the diretion of the z-axis-arrow.
about rotating everything: select all obects go into the rotationmode and make sure the "global" and "COG"(center of geometry) buttons under the transformnumbers on the right side of the screen are activated. when you are done you can deactivate "COG" again.
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Re: Modeling a weapon, for the first time

Post by ColonelKlink »

I did what you said, and it worked. I did have to duplicate dummyroot, and reposition hp_active (which is by the way, not in "dummyroot") and delete the old dummyroot, because It didn't shift the same as the other objects. It all looks fine now though. And I was reading "exporting models to battlefront with meshex", and it said put all under a null, not sceneroot. My null is "dummyroot" right? Do I have to move hp_fire under "dummyroot" too?

Well, I was trying to do what RepSharpshooter said. I did what he said to do with Crosswalk and put the file in the MshEx folder. That do I type in? My file's name is "revolver version 3.XSITFK" do I have to type in the full name (and the type of file that it is)? What do I do after that? hit "enter"?
Thanks for your help.
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Re: Modeling a weapon, for the first time

Post by DarthD.U.C.K. »

about the xsi-part: you dont need the hp_active. where the gun is grißßed is solely dependend on the position of the modl in relation to the dummyroot. and yes, put everything under the dummyroot, only the object that are children of (under) the dummyrrot will be put in the msh.
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Re: Modeling a weapon, for the first time

Post by ColonelKlink »

Sorry, I meant to say hp_fire. I said the wrong thing. And I would put hp_fire under dummyroot right?
How would I use MshEx? I exported the file so that it is now "revolver version 3.XSIFTK
" I moved it the the MshEx folder. Now what do I do?
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Re: Modeling a weapon, for the first time

Post by acryptozoo »

ColonelKlink wrote:Sorry, I meant to say hp_fire. I said the wrong thing. And I would put hp_fire under dummyroot right?
How would I use MshEx? I exported the file so that it is now "revolver version 3.XSIFTK
" I moved it the the MshEx folder. Now what do I do?
now type revolver version 3.xsi into mshex and
watch the numbers fly
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Re: Modeling a weapon, for the first time

Post by ColonelKlink »

What do I hit to get it started? I hit "enter" but it closes MshEx. Am I not supposed to hit enter?
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