"Wall" Problem

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
Lorul1
Rebel Colonel
Rebel Colonel
Posts: 562
Joined: Wed Apr 24, 2013 10:34 pm
Projects :: Assault on Theed
Games I'm Playing :: Battlegrounds
xbox live or psn: No gamertag set
Location: Your House

"Wall" Problem

Post by Lorul1 »

hello everyone
When I export my mesh and open it in the mesh viewer i get a bunch of "walls" shooting out of it.
and when i open it in zero editor it crashes

In this picture you can see that there are walls shooting out of the two rooms
Hidden/Spoiler:
Image
thelegend
Sith
Sith
Posts: 1433
Joined: Thu Jan 23, 2014 6:01 am
Projects :: Star Wars - Battlefront III Legacy
Games I'm Playing :: Swbf GTA CoD LoL KH
xbox live or psn: El_Fabricio#
Location: Right behind you :)

Re: "Wall" Problem

Post by thelegend »

It probably seems you deleted some edges so that there aren't any tri or four faces anymore. As far as I know you can't have a polygon with more than 4 edges. You may need to add them manually via add edge tool. I have had the samr problem when I wanted to add some windows to walls. Just make sure you don't get over this limit.
User avatar
Lorul1
Rebel Colonel
Rebel Colonel
Posts: 562
Joined: Wed Apr 24, 2013 10:34 pm
Projects :: Assault on Theed
Games I'm Playing :: Battlegrounds
xbox live or psn: No gamertag set
Location: Your House

Re: "Wall" Problem

Post by Lorul1 »

yeah i added a cut out to the model using the knife tool
thelegend wrote:You may need to add them manually via add edge tool
how do i do this, is there a way i can take away some of the edges from my 5 sided polygon ?
thelegend
Sith
Sith
Posts: 1433
Joined: Thu Jan 23, 2014 6:01 am
Projects :: Star Wars - Battlefront III Legacy
Games I'm Playing :: Swbf GTA CoD LoL KH
xbox live or psn: El_Fabricio#
Location: Right behind you :)

Re: "Wall" Problem

Post by thelegend »

On the left side (Model> poly.mesh (hope that's the proper one)) look for add edge tool. Make sure you connect from point to point (what I mean is don't hit the middle of the edge. You can also add polygons. It must be next to the add edge panel.
Epifire
First Lance Corporal
First Lance Corporal
Posts: 124
Joined: Wed Mar 10, 2010 6:11 pm
Projects :: Supplies Outpost
xbox live or psn: SirEpifire
Location: Dantooine, East of the enclave.

Re: "Wall" Problem

Post by Epifire »

If you're using XSI, you can easily triangulate a whole mesh/selection to avoid any unwanted ngons which is what you seem to be having a problem with.

IF you're using Softimage|XSI just select the whole model (in poly select mode), right click to get the drop down menu and select Subdivide Polygons (be sure not to hit Local Subdivision Refinement!). Once you do that you should get a options that pops up and under type select triangles. If you don't see that options menu pop up, you can manually find it's operator stack under the model's hierarchy (hotkey 8). That should effectively solve you're problem with ngons, no matter how many times you slice through the model. I generally triangulate my meshes when ever I finalize for export. Just gets more accurate faces which helps a lot for some advanced render mode options. One bad side effect that can occur is that if you triangulate a more organic model you may have certain quads subdivided across the wrong vertexes. In that case you can manually add edges, but that's more of a minor thing.
Post Reply