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XSI problem (from the SWBF2 Showcase thread)
Posted: Wed May 09, 2012 1:41 pm
by Webster27
As in the Showcase thread mentioned, my gun won't import into XSI. I modelled and textured it in blender and now I want to import it into XSI. I exported it as .xsi file, but if I try to import it in XSI an error pops up "Failed to save scene before system failure" then I have to press OK and then the typicall window pops up to say that XSI encountered a problem and needs to be shut. I tried to import it as an .obj, but when I press import nothing happens and the scene stays blank. Help would be appreciated !

Re: XSI problem (from the SWBF2 Showcase thread)
Posted: Wed May 09, 2012 3:36 pm
by ANDEWEGET
Make sure you select the model in blender before export.
Open the .obj file in a text editor and check if there is anything in it. If there is but you still cant import post the content or upload the file. The chances are pretty high that the problem lies with blender, not XSI. So make sure youre doing eveything right there.
Re: XSI problem (from the SWBF2 Showcase thread)
Posted: Thu May 10, 2012 2:15 am
by lucasfart
Well exporting as .obj in blender 2.6 works for me. As Ande says, make sure to select the model before export.
Re: XSI problem (from the SWBF2 Showcase thread)
Posted: Thu May 10, 2012 10:16 am
by Webster27
Ok thanks guys, got the gun in XSI and I did forget to select it

. But it still doesn't work as .xsi

well doesn't matter. But now the gun hasn't got a texture anymore. (Sry still quite a N00b in XSI)
Re: XSI problem (from the SWBF2 Showcase thread)
Posted: Thu May 10, 2012 7:28 pm
by lucasfart
Yeah, .xsi didn't work for me either. I think it's an older format, not the currently used one. You'll need to reapply your texture - just use one of the tuts on gametoast for help. It's actually not too hard, although it is a bit harder then doing it in blender..
Re: XSI problem (from the SWBF2 Showcase thread)
Posted: Thu May 10, 2012 7:40 pm
by Marth8880
Are you branch selecting the dummyroot null, and are you exporting as .xsi using Crosswalk?
Re: XSI problem (from the SWBF2 Showcase thread)
Posted: Thu May 10, 2012 7:50 pm
by lucasfart
I think he means he couldn't get the .xsi exported in blender to import into XSI.
Re: XSI problem (from the SWBF2 Showcase thread)
Posted: Thu May 10, 2012 7:58 pm
by Marth8880
Ah, alright.
Re: XSI problem (from the SWBF2 Showcase thread)
Posted: Fri May 11, 2012 10:36 am
by Webster27
So now I only have to reapply the texture(I'll put pics up today or tomorrow) and then I'll try and get it ingame. One more question, what do I have to do with an ODF file, should I just copy an existing one ? And if what should I name differently ? Thanks everyone for baring with me

! And yes Lucasfart is right.
Re: XSI problem (from the SWBF2 Showcase thread)
Posted: Fri May 11, 2012 10:42 am
by THEWULFMAN
You can copy any ODF to edit. I suggest you go with rep_weap_inf_rifle and the corresponding rep_weap_inf_rifle_ord ODF as well.
Then rename it something like web_weap_inf_rifle and web_weap_inf_rifle_ord.
Then open up the web_weap_inf_rifle ODF, and change the line for it's GeometryName and the HighResGeometry line to your new model(I suggest naming your rifle model the same as it's ODF (web_weap_inf_rifle) to make this simpler.
Also in the same ODF make sure to change the OrdnanceName like to reflect your web_weap_inf_rifle_ord ODF.
If you need anything explained in detail let me know.
Re: XSI problem (from the SWBF2 Showcase thread)
Posted: Fri May 11, 2012 11:04 am
by Webster27
Ok, thanks, but how exactly do I export the model ? What do I need ? (This would make a great Blender to XSI to BF2 sticky topic

)
Re: XSI problem (from the SWBF2 Showcase thread)
Posted: Fri May 11, 2012 11:57 am
by lucasfart
Most people use Ande's tool - it's at the top of this thread. It includes instructions on how to install/use it.
Re: XSI problem (from the SWBF2 Showcase thread)
Posted: Fri May 11, 2012 12:01 pm
by THEWULFMAN
Re: XSI problem (from the SWBF2 Showcase thread)
Posted: Fri May 11, 2012 12:25 pm
by lucasfart
It's not THAT hard to scroll to the top of this forum.

Re: XSI problem (from the SWBF2 Showcase thread)
Posted: Fri May 11, 2012 12:30 pm
by THEWULFMAN
Well, not to be
that guy, you said "
thread" initially (as opposed to forum) and I wanted to try and avoid confusion as best I can.
We're all just trying to help out.
Speaking of which, Webster, if you have any issues with ANDE's tool you can ask for help in the same topic I linked to. Someone would be more than willing to give a helping hand, and you seem to learn quickly.
Re: XSI problem (from the SWBF2 Showcase thread)
Posted: Fri May 11, 2012 12:31 pm
by Webster27
Well thanks Wulfman and Lucasfart !

i thought i had to use that, but I didn't know how to use it
Edit: Does this setup look ok ?
I think I need to change something with the explorer ?! And I kept the texture very simple, because I need to get used to the UV stuff in XSI.(If I ever get this weapon ingame I shall shout "YES!!" in a very loud tone

)
Re: XSI problem (from the SWBF2 Showcase thread)
Posted: Fri May 11, 2012 1:45 pm
by FragMe!
You should make your hp children of your msh.
More importantly you will need to rotate the model so the barrel is along the Z axis
and you will need to scale it, right now it is about the size of a building.
Re: XSI problem (from the SWBF2 Showcase thread)
Posted: Fri May 11, 2012 1:49 pm
by ANDEWEGET
2 Squares in XSI is about the height of a character(2 meters).
If you're using my exporter you need to have one root object, all other objects have to be parented to this object. The simplest way is to just drag and drop everything onto your root model.
Re: XSI problem (from the SWBF2 Showcase thread)
Posted: Fri May 11, 2012 2:03 pm
by Webster27
Is this better ? (I'm really sorry bothering you all

):
Re: XSI problem (from the SWBF2 Showcase thread)
Posted: Fri May 11, 2012 4:00 pm
by ANDEWEGET
Now re-parent light and CameraRoot back to Scene_Root then you're fine. You don't need those ingame and they could crash the exporter so it's better to move them out of the exported hierarchy.