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Models don't seem to work.
Posted: Sun Dec 12, 2010 4:12 pm
by Epifire
Well I am slowly getting to the point where I know all the dumb little do not dos in BF 1 modeling.
However one is still present and that is after I export with crosswalk 3.2 from XSI 6.0, and then formatt with meshexbeta3. So where is this problem? Well it is only present in the ZeroEdit and in-game.
So heres in MSH viewer...
As you see it is fine, but in ZeroEdit it apears as if it does not recognize the textures present.
So now in-game its even a little more wierder, because there is a texture that filkers on the side of the block...
http://www.xfire.com/video/3cb895/
Am I missing some thing cause I can garentee that I took the textures through gimp and saved them non-compressed. So I am a bit stumped.

Re: Models don't seem to work.
Posted: Sun Dec 12, 2010 6:30 pm
by FragMe!
You may have answered your own question in the video. Is there a collision model for your msh?
Did you hide it? Can mshex export model and collisions (sorry don't use mshex so that is really a question for someone whoe does)
Re: Models don't seem to work.
Posted: Sun Dec 12, 2010 7:01 pm
by Maveritchell
FragMe! wrote: Can mshex export model and collisions (sorry don't use mshex so that is really a question for someone whoe does)
MshEx can only handle polymeshes, not primitives, and it doesn't preserve "hidden" polymeshes as hidden. Anything with a prefix recognized as something that should be automatically hidden by the compile process (like collision_ for collision polymeshes) should be okay.
Still it is best to give it a try without the collision polymesh if there are in fact two components to the mesh.
Re: Models don't seem to work.
Posted: Sun Dec 12, 2010 7:58 pm
by Epifire
Well that makes sence I guess. The thing is I had done several things to counteract the issue of Meshex not hiding it by making the collison smaller as well as un-checking render view in the collisions options.
So some things just apear and some don't right now. I still have the remaining issue of the no repeats problem as well, but I found a technique to solve that as best I could.
So if I can fix the unavailible texture render view problem then I am set to make some world model packs. Hope you are right. If so it means my poly count is less as well.
EDIT: Ok I tried the no collision on the model, and I got the same result. I think this might be impart to the new textures, but Meshex is not an exact science by any means. I seem to get the feeling I am one of the only few who atempts to use it. Near to all the problems I have faced were never mentioned about the meshex exporter.
I wish I had the luxury of a foundations version of XSI so as to aquire the offcial exporter, and use it for good.
I don't know how you guys get around to modding this game efficiently. I don't mean that in any offence, but this form of modding is just expediently disapointing after alot of trying to mod this mess of a game. Best way of expressing my years worth of modding BF 1 is utter frustration, and I am trying to figure out how this is at best possible to mod.
Yes I am some what off of my main topic but this is usualy what it comes down to when ever I am posting questions here at Gametoast. As I said before I mean nothing in offence to this matter, but it is in deepest regrets to say I find no solution to apply custom work into this game.
So whats your best method of going about this, (in other words the way you mod this game)?
Re: Models don't seem to work.
Posted: Mon Dec 13, 2010 11:11 am
by DarthD.U.C.K.
Epifire wrote:I seem to get the feeling I am one of the only few who atempts to use it. Near to all the problems I have faced were never mentioned about the meshex exporter.
I wish I had the luxury of a foundations version of XSI so as to aquire the offcial exporter, and use it for good.
I don't know how you guys get around to modding this game efficiently. I don't mean that in any offence, but this form of modding is just expediently disapointing after alot of trying to mod this mess of a game. Best way of expressing my years worth of modding BF 1 is utter frustration, and I am trying to figure out how this is at best possible to mod.
as far as i know there are quite some poeple who use mshex frequently, but always for swbf2. it could be possible that even though the mshs are interchangeable, they are somehow handled a bit differently in swbf1 resulting in the problems you get. im not shure if anybody else used mshex with swbf1 before.
Re: Models don't seem to work.
Posted: Mon Dec 13, 2010 1:29 pm
by Epifire
DarthD.U.C.K. wrote:as far as i know there are quite some poeple who use mshex frequently, but always for swbf2. it could be possible that even though the mshs are interchangeable, they are somehow handled a bit differently in swbf1 resulting in the problems you get. im not shure if anybody else used mshex with swbf1 before.
Hmm this is interesting to know, and does shed much light on my situation. I guess the only good way of continuing is exporting differently.
So what are my options of exporting? I have heard of only three ways and thats the official exporter, meshexbeta3, and of course dropping an object in MSH viewer (with some formatt can't remeber).
So I guess I never heard of any other way asside from those choises. I sure would have liked to have found a foundations version back when they were still selling at decent prices. Yeah time after time I always thought BF 1 was the issue, but I never really considered that meshex was the problem. Guess you can say I never had the chance to find out.
Re: Models don't seem to work.
Posted: Mon Dec 13, 2010 5:13 pm
by Maveritchell
Epifire wrote:DarthD.U.C.K. wrote:as far as i know there are quite some poeple who use mshex frequently, but always for swbf2. it could be possible that even though the mshs are interchangeable, they are somehow handled a bit differently in swbf1 resulting in the problems you get. im not shure if anybody else used mshex with swbf1 before.
Hmm this is interesting to know, and does shed much light on my situation. I guess the only good way of continuing is exporting differently.
So what are my options of exporting? I have heard of only three ways and thats the official exporter, meshexbeta3, and of course dropping an object in MSH viewer (with some formatt can't remeber).
So I guess I never heard of any other way asside from those choises. I sure would have liked to have found a foundations version back when they were still selling at decent prices. Yeah time after time I always thought BF 1 was the issue, but I never really considered that meshex was the problem. Guess you can say I never had the chance to find out.
Before throwing your hands up and saying "the game is the issue" or "the tool is the issue," it would be wise of you to confirm that you are not simply exporting incorrectly. MshEx can be finicky, but I've used it for at least a half-dozen maps full of custom models without any problem. Try the following file:
http://www.filefront.com/17645710/tatsinglecrate.zip
This is a single prop exported with MshEx. I know that this works fine in SWBF2, and if it doesn't work for you, then you can safely assume there is a problem with the game or the exporter (insomuch as it is related to SWBF1). If there is no problem, then it is likely that you simply are making a mistake somewhere along the line.
Re: Models don't seem to work.
Posted: Mon Dec 13, 2010 11:19 pm
by AgentSmith_#27
Finicky is a good word for MshEx, but after working with it a while I've figured out how to get past its kinks with a few different procedures... most of the time.
1. Export to .obj, then re-import (probably into a new scene) and try again. (Works to fix most things)
2(for future reference). An error I had/have with mshex is a mesh ends up as its default shape(s) that is to say if I make a cube and alter it so it's like a computer panel, it ends up completely symmetrical as if I had never manipulated the scale/points. To fix this I create another simple polymsh, merge it with the changed polymsh, select the polys on the simple polymesh and delete, export then its shape will be as it should.
3. Simply send it to someone that is using the foundation trial/has the full version.
I'm sure I had something more helpful to say but unfortunately I've had a terrible cold for a few weeks that seems to be disrupting my brain functions

Re: Models don't seem to work.
Posted: Tue Dec 14, 2010 1:21 am
by Epifire
Maveritchell wrote:Before throwing your hands up and saying "the game is the issue" or "the tool is the issue," it would be wise of you to confirm that you are not simply exporting incorrectly. MshEx can be finicky, but I've used it for at least a half-dozen maps full of custom models without any problem. Try the following file:
http://www.filefront.com/17645710/tatsinglecrate.zip
This is a single prop exported with MshEx. I know that this works fine in SWBF2, and if it doesn't work for you, then you can safely assume there is a problem with the game or the exporter (insomuch as it is related to SWBF1). If there is no problem, then it is likely that you simply are making a mistake somewhere along the line.
Well mav' I took up your offer about testing the msh that you said was exported through meshexbeta. Now I know its does work at sertain points that much is clear, as I have made sertain objects work quite as planed...
http://www.xfire.com/profile/epifire/sc ... #108107376
I'll also insert a quote from myself under that pic in my Xfire as it seems to fit the question I have in the best of words... "Well quite frankly meshex can work some times, but other times no. In the same manner the block crate/box was eported the same as that metal wall and, that wall's rims has texture issues. As you can see the box does not. Least to say Meshex is unpredictable, as it lends you flaws, and can grant the expected."
So a bit confused to say the least.
Re: Models don't seem to work.
Posted: Tue Dec 14, 2010 1:45 am
by Maveritchell
Epifire wrote:I'll also insert a quote from myself under that pic in my Xfire as it seems to fit the question I have in the best of words... "Well quite frankly meshex can work some times, but other times no. In the same manner the block crate/box was eported the same as that metal wall and, that wall's rims has texture issues. As you can see the box does not. Least to say Meshex is unpredictable, as it lends you flaws, and can grant the expected.
This is not intended to be a sleight on your person, but the truth is probably that inexperience with the tools lends itself more often to problems with the models exported with MshEx than some random factor of the program. With experience, you can pretty much get your static props out just like you want them to be 100% of the time.
Some basic keys to making your models work through MshEx all the time (in addition to the rules RepSharpshooter typed up in the download thread!):
Freeze everything - UV transforms, model transforms, etc.
Make sure you only have one texture projection - this trips a lot of people up; you need to have only one
projection, but in that you can have many different
subprojections.
Keep your UVs in the positive-U, positive-V quadrant - this should only really be an issue if you have very tiled textures.
I'm not going to deny that MshEx has some stringent requirements to make it work, which can make it feel finicky if you're not in tune with your settings. However, with practice, it is easily the best pipeline for static props available.
Re: Models don't seem to work.
Posted: Tue Dec 14, 2010 3:45 am
by DarthD.U.C.K.
AgentSmith_#27 wrote:
2(for future reference). An error I had/have with mshex is a mesh ends up as its default shape(s) that is to say if I make a cube and alter it so it's like a computer panel, it ends up completely symmetrical as if I had never manipulated the scale/points. To fix this I create another simple polymsh, merge it with the changed polymsh, select the polys on the simple polymesh and delete, export then its shape will be as it should.
to extend that: this problem is caused by the modeling not being frozen on export. therefore all operations youve performed on the object are saved. (you can view and edit them by licking on the box in front of the object, then on Poly Mesh and modeling) If you export the object with all these operations saved it can happen that some dont make it through the exportingprocess.
because the operators are removed (modeling is frozen) once you merge two objects so ,merging helped because it includes the freezing of the modeling = removing of the operators.