Opening and saving a model

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.

Moderator: Moderators

Post Reply
User avatar
elfie
Field Commander
Field Commander
Posts: 931
Joined: Fri Jan 25, 2008 8:26 pm
Games I'm Playing :: no games
xbox live or psn: no live
Location: Coruscant, Jedi Temple
Contact:

Opening and saving a model

Post by elfie »

how do I open, edit and save a default object using XSI?
MandeRek
Sith Master
Sith Master
Posts: 2766
Joined: Tue Oct 02, 2007 10:51 am
Projects :: Battlefront Zer0
Games I'm Playing :: SWTOR
xbox live or psn: No gamertag set
Location: Ghosting around GT
Contact:

Re: opening and saving a model

Post by MandeRek »

To import an object from BF2 use Rep's MeshImporter. Import with File>Import>Obj file

Open a SCENE with File>open, save it with File>Save and a new one is started when starting XSI, or when pressing File>New.

Not to be rude, but these kind of things can be found in XSI documentations. They're helpfull, and i also didn't want to read them, but they make moddeling easier as well, believe me ;)

About objects, there are millions of ways! Use primitives, or edit the imported obj, which can be done with thousands of ways.. As i said before; documentations, and also a bit of playing and exercising. Patience is most important in XSI

If you agree Elfie, i even think this can be locked! (press F1 to enter XSI help btw)
ZappelClone
Private Recruit
Posts: 22
Joined: Fri May 07, 2010 11:05 am

Re: opening and saving a model

Post by ZappelClone »

uhm...the topic is still open and i have got a similar problem so..ill post it right here (the searchfunction didnt help much either btw).
ive downloaded the xsi modtools and converted a few .msh to .obj with REPsharpshooters meshtool (and darthd.u.c.k.s help).
but when i try to import them now (using import/obj/browse...) the models are recognized as .obj but there is nothing in xsi after the actual import.

iam quite new to xsi und the help of the xsi modtools seems to be...rather bad.

help appreciated :cpu:
User avatar
StarkillerMarek
Rebel Colonel
Rebel Colonel
Posts: 611
Joined: Wed Aug 12, 2009 4:42 pm
Location: I may be back.

Re: opening and saving a model

Post by StarkillerMarek »

ZappelClone wrote:uhm...the topic is still open and i have got a similar problem so..ill post it right here (the searchfunction didnt help much either btw).
ive downloaded the xsi modtools and converted a few .msh to .obj with REPsharpshooters meshtool (and darthd.u.c.k.s help).
but when i try to import them now (using import/obj/browse...) the models are recognized as .obj but there is nothing in xsi after the actual import.

iam quite new to xsi und the help of the xsi modtools seems to be...rather bad.

help appreciated :cpu:
Are you sure you are not just zoomed too much out to see?
ZappelClone
Private Recruit
Posts: 22
Joined: Fri May 07, 2010 11:05 am

Re: Opening and saving a model

Post by ZappelClone »

iam pretty sure that iam not.
tried again today and zoomed in as much as possible-still nothing to see.
id also mention that when iam importing something, there are no notable changes in the explorer.

i guess iam missing some steps.
iam simply using a new scene - in the explorer says "Scene Root, Camera Root, light".
then i click import-.obj and browse to the meshtool beta 4 directory where the converted .obj file is.
i leave the checkboxes in the import pop up as they are and hit ok-nothing happens^^.

one thing i forgot: as long as the import .obj pop up is opened the explorer says "Wavefront_Import" under "Scene Root" but as soon as i hit ok it disappears.

i hope this helps to understad my problem;)
Post Reply