Sketchup to Battlefront
Moderator: Moderators
-
JediJalepinio
- Private Recruit
- Posts: 26
- Joined: Tue Feb 24, 2009 4:50 pm
Sketchup to Battlefront
Is there a way to get models made in google sketchup 7 into Battlefront II?
-
mswf
- Master Bounty Hunter

- Posts: 1674
- Joined: Tue Mar 31, 2009 3:40 pm
- Location: Twello, The Netherlands
- Contact:
Re: Sketchup to Battlefront
Yes, somehow... (I'm also trying to convert them to a usable .msh file)JediJalepinio wrote:Is there a way to get models made in google sketchup 7 into Battlefront II?
EDIT:
Sorry, I'll try to be more clear.
I've tried the following things (they turned out wrong, I think it's a problem with my XSI Modtools)
Export as .kmz. Change the extension to .zip. Unzip, and load in XSI modtools with the textures in the same folder as the model.
(Try to search the fora for better methods)
EDIT:
Try this one
-
JediJalepinio
- Private Recruit
- Posts: 26
- Joined: Tue Feb 24, 2009 4:50 pm
Re: Sketchup to Battlefront
many thanks, I will be trying that very soon
-
Null_1138
- Jedi

- Posts: 1192
- Joined: Thu Oct 16, 2008 4:05 pm
Re: Sketchup to Battlefront
Didn't someone say not to use that tut anymore? I forgot who and why though...
-
RogueKnight
- Space Ranger
- Posts: 2512
- Joined: Sat Nov 22, 2008 1:50 pm
- Projects :: Life. Work.
- xbox live or psn: No gamertag set
- Location: Washington, US
Re: Sketchup to Battlefront
That would be me, and it would be because the tutorial does not explain al of the steps properly.Null_1138 wrote:Didn't someone say not to use that tut anymore? I forgot who and why though...
Commanderfett's tutorial is the best we have right now, but if I ever get the time, I'll type up a fully detailed documentation on getting sketchup models ingame.
- AceMastermind
- Gametoast Staff

- Posts: 3285
- Joined: Mon Aug 21, 2006 6:23 am
- Contact:
Re: Sketchup to Battlefront
Which part of it doesn't explain the given steps properly? It works fine for me so i'm not sure where your problems stem from.DarthRogueKnight wrote:That would be me, and it would be because the tutorial does not explain al of the steps properly.
The point of that tutorial is how to get models from the free version of SketchUp into the free Softimage Mod Tool, but also has a brief explanation of what to do afterwards, basic knowledge of modeling, topology and Mod Tool usage is assumed and not appropriate for that tutorial so there's no need for a detailed explanation of those, F1 is your friend.
-
RogueKnight
- Space Ranger
- Posts: 2512
- Joined: Sat Nov 22, 2008 1:50 pm
- Projects :: Life. Work.
- xbox live or psn: No gamertag set
- Location: Washington, US
Re: Sketchup to Battlefront
Oh, yes, that is mostly my point, espicialy since your tutorial is part of Commanderfett's, but my point was that it covers "almost" every deatil of getting models ingame.AceMastermind wrote:Which part of it doesn't explain the given steps properly? It works fine for me so i'm not sure where your problems stem from.DarthRogueKnight wrote:That would be me, and it would be because the tutorial does not explain al of the steps properly.
The point of that tutorial is how to get models from the free version of SketchUp into the free Softimage Mod Tool, but also has a brief explanation of what to do afterwards, basic knowledge of modeling, topology and Mod Tool usage is assumed and not appropriate for that tutorial so there's no need for a detailed explanation of those, F1 is your friend.
-
JediJalepinio
- Private Recruit
- Posts: 26
- Joined: Tue Feb 24, 2009 4:50 pm
Re: Sketchup to Battlefront
lets say i follow this tutorial, getting the model into the free trial of XSI and exporting it as .obj.
The tutorial says that you have to give it to someone with XSI Foundations so that they can export it to .msh for you. Who are some of these people that I can send my .obj's to? Or is there another way to get it from .obj to .msh?
The tutorial says that you have to give it to someone with XSI Foundations so that they can export it to .msh for you. Who are some of these people that I can send my .obj's to? Or is there another way to get it from .obj to .msh?
-
Commander_Fett
- High General

- Posts: 847
- Joined: Fri Oct 17, 2008 9:59 pm
- Projects :: No Mod project currently.
Re: Sketchup to Battlefront
You don't necesarily need foundations, I believe regular XSI and meshex can be used as well. Also, before exporting, remember
Commander_Fett's sketchup-SWBF2 tutorial wrote:3. In XSI, you have to invert polies that are black on both sides (apparently there are 2, if someone could elaborate on this it would be appreciated).
to do so, do the following: go into shaded mode and turn on the headlight.I believe you can also right click on the polies and select invert.FragMe! wrote:For inverting polies, select the polies you want to invert and on the left side menus under Model go to Modify/Poly. Mesh/Invert Polygons
4. After the right polies have been inverted, you have to scale down the model. Based on what I found, the human in XSI is a lot bigger than the SWBF2 soldier, so scale down accordingly.
-
JediJalepinio
- Private Recruit
- Posts: 26
- Joined: Tue Feb 24, 2009 4:50 pm
Re: Sketchup to Battlefront
thanks so much, ill look into that. But by regular XSI, do you mean the free trial version, or the one you have to pay for
-
Commander_Fett
- High General

- Posts: 847
- Joined: Fri Oct 17, 2008 9:59 pm
- Projects :: No Mod project currently.
Re: Sketchup to Battlefront
well, you can use the one you have to pay for and use the pandemic exporter, or use the trial version and repsharpshooter's Meshex. Either one.
- AceMastermind
- Gametoast Staff

- Posts: 3285
- Joined: Mon Aug 21, 2006 6:23 am
- Contact:
Re: Sketchup to Battlefront
The versions of XSI that work with the Pandemic Tools can no longer be purchased, however there are 4 different trial versions of XSI Foundation available here that you can use with the Pandemic Tools to export anything for SWBF(animated or not).well, you can use the one you have to pay for and use the pandemic exporter, or use the trial version and repsharpshooter's Meshex. Either one.
Autodesk Softimage Mod Tool or any previous version of Mod Tool is not a trial but a free 3d package for game modders based on Autodesk Softimage(formerly XSI Essentials) but with some limitations since it is free. This package is best used in conjunction with Crosswalk and MshEx to get non-animated objects into SWBF.
You can also model in MilkShape 3D and export from there as MilkShape 3D ASCII.txt then import that file into BConstructor then Save the non-animated model as msh which can be used in SWBF.
If your 3d package supports exporting as vrml 2.0 then you can model in that package then export as vrml 2.0 then drag n drop the wrl file into SWBFViewer then export your non-animated model to msh for use in SWBF.
A vrml export plugin for Mod Tool has been developed as well and will hopefully be completed and released soon but it's still in beta and has some UV bugs to work out, this method eliminates the use of Crosswalk and the non-animated model can be converted to msh using the SWBFViewer.
If the developers of these msh export programs were to share their source code or collaborate then a msh export plugin for Mod Tool would be possible.
-
RogueKnight
- Space Ranger
- Posts: 2512
- Joined: Sat Nov 22, 2008 1:50 pm
- Projects :: Life. Work.
- xbox live or psn: No gamertag set
- Location: Washington, US
Re: Sketchup to Battlefront
So, if Modtool 4.2 and up* isn't sold anymore, how do we export animated .msh?
*up to compatibility with pandemic tools
*up to compatibility with pandemic tools
- AceMastermind
- Gametoast Staff

- Posts: 3285
- Joined: Mon Aug 21, 2006 6:23 am
- Contact:
Re: Sketchup to Battlefront
Mod Tool was never sold, has never been compatible with the Pandemic Tools export script and has always been free.DarthRogueKnight wrote:So, if Modtool 4.2 and up* isn't sold anymore...
DarthRogueKnight wrote:...how do we export animated .msh?
...and as alwaysAceMastermind wrote:...there are 4 different trial versions of XSI Foundation available here that you can use with the Pandemic Tools to export anything for SWBF(animated or not).
- CommanderBacara/CC-1138
- First Lance Corporal

- Posts: 130
- Joined: Mon Aug 03, 2009 4:53 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Madrid(Spain)
Re: Sketchup to Battlefront
i have a problem with the models of google gallery 3d that have .dae extension, when i import .dae in xsi mod tool the model appears disordered :S, Does anyone know if I can use buildings of google gallery for convert to MSH and put into the game?
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: Sketchup to Battlefront
sketchup modle generally apperar huge and "messed" up when you import them to XSI
this is due the way sketchup works, it somehow creates many inverted polygons, there can me many unnecassery edges and details can have some many polygons that you wont se a single one ingame
but "theoretically" there is absolutely no problem converting them (and no difference to any other sketchup models)
this is due the way sketchup works, it somehow creates many inverted polygons, there can me many unnecassery edges and details can have some many polygons that you wont se a single one ingame
but "theoretically" there is absolutely no problem converting them (and no difference to any other sketchup models)
- CommanderBacara/CC-1138
- First Lance Corporal

- Posts: 130
- Joined: Mon Aug 03, 2009 4:53 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Madrid(Spain)
Re: Sketchup to Battlefront
:O thanks DarthD.U.C.K. I will try convert again, Which means that the model is blocked and that only can be opened in read mode?DarthD.U.C.K. wrote:sketchup modle generally apperar huge and "messed" up when you import them to XSI
this is due the way sketchup works, it somehow creates many inverted polygons, there can me many unnecassery edges and details can have some many polygons that you wont se a single one ingame
but "theoretically" there is absolutely no problem converting them (and no difference to any other sketchup models)
-
FragMe!
- Gametoast Staff

- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
Re: Sketchup to Battlefront
There is another way, costs @ $50us though and will require a bit of work.
Ultimate Unwrap 3D will open sketchup skp files.
From there you can save it as a .obj
Select the weld vertices option on the save screen.
This can then be imported in to XSI.
It will be big, very big but if you scale everything by .025 it brings it down to the correct size for BFII.
It does preserve UVs but not necessarily texture assignment. Those can be easily reassigned either by mesh if using 1 texture or by clusters if using more than 1 texture per mesh.
Off Topic Intersting side notes:
XSI grid relates to nothing. One default grid square = one default grid square. As for a relationship to BFII it equates to approximately 1 meter but that is a coincidence or the way Pandemic decided to go.
The .025 scale mentioned above is 1/40. The actual real difference is around 39.4 which is close to the number of inches in a meter. So a line that is 1/40th of an inch in sketchup = 1 BFII meter in XSI. Or 1 inch in sketchup = 40 BFII meters in XSI. The 1 to 40 ratio and inches to a meter number could just be a total coincidence or...
This number is only valid if import is done as mentioned above, other export import method may not be this way.
Ultimate Unwrap 3D will open sketchup skp files.
From there you can save it as a .obj
Select the weld vertices option on the save screen.
This can then be imported in to XSI.
It will be big, very big but if you scale everything by .025 it brings it down to the correct size for BFII.
It does preserve UVs but not necessarily texture assignment. Those can be easily reassigned either by mesh if using 1 texture or by clusters if using more than 1 texture per mesh.
Off Topic Intersting side notes:
XSI grid relates to nothing. One default grid square = one default grid square. As for a relationship to BFII it equates to approximately 1 meter but that is a coincidence or the way Pandemic decided to go.
The .025 scale mentioned above is 1/40. The actual real difference is around 39.4 which is close to the number of inches in a meter. So a line that is 1/40th of an inch in sketchup = 1 BFII meter in XSI. Or 1 inch in sketchup = 40 BFII meters in XSI. The 1 to 40 ratio and inches to a meter number could just be a total coincidence or...
This number is only valid if import is done as mentioned above, other export import method may not be this way.
- Sky_216
- Droid Pilot Assassin

- Posts: 2086
- Joined: Mon Feb 13, 2006 3:28 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Sketchup to Battlefront
If you have the trial of Skp pro (or have the real thing), you can export as obj which is much easier. Textures have to be reapplied to polygons but UVs are preserved and there is no scaling mess up (stays basically the same size).
