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PandemicBF2.xsiaddon not working with XSI Mod Tool

Posted: Sun Dec 03, 2006 6:46 am
by wazmol
ok i have just started modeling and i just want to test a model ingame.

i have the XSI mod tool 4.2 and i got the activation code, i activated by goin to save something then it said enter email and code and i did that and it worked (is the right though?) now i got the BF2pandemic or what ever from the Bf2_modtools and i put the xsi addon in the C: softimage/ addon or summin

is that write cause when i closed and ran XSI i still couldnt export to .msh the option wasnt there.

thanks in advance

RE: just started modeling, stuck!

Posted: Sun Dec 03, 2006 7:11 am
by Penguin
Mod Tools doesn't have an Exporter :(

Either

Buy 4.0 or higher
Download one of the 30 day trails
Get someone else to export for you that has any of the above

RE: just started modeling, stuck!

Posted: Sun Dec 03, 2006 10:10 am
by wazmol
when you say 30 day trials, what one?

RE: just started modeling, stuck!

Posted: Sun Dec 03, 2006 10:39 am
by Kyross
Any of the ones that aren't the mod tools, such as foundations or advanced.

RE: just started modeling, stuck!

Posted: Sun Dec 03, 2006 10:48 am
by wazmol
ok thanks what version do i need to download?

RE: just started modeling, stuck!

Posted: Sun Dec 03, 2006 11:16 am
by Kyross
Preferably 4.2 or higher. when I first got the trial it was foundations 4.2.

RE: just started modeling, stuck!

Posted: Sun Dec 03, 2006 12:26 pm
by wazmol
i got 5.1 and when i installed the addon it added it perfectly! BUT a problem arose now when i go to export this comes up:
Image

what am i to do?

thanks

How to export from XSI

Posted: Sun Dec 03, 2006 1:02 pm
by AceMastermind
This is in the "art_guide.doc" that came with the BF2_modtools, but i added the "dummyroot" parts.
Also make sure "dummyroot" is the "parent" of all your geometry, hardpoints, bones...etc.
The Mesh Exporter is a program/script that takes geometry models created in XSI and converts them into a .msh file that the SW Battlefront engine can understand and use in the game.
Here are the steps needed to export a model:

1. Make sure the root node (dummyroot) is centered in the XSI world at 0,0,0. If this is not so, you may get an unexpected center or position of the exported model in the game.
2. Branch select the object(s) you want to export. (middle click on "dummyroot")
3. Run the XSI2Mesh Exporter script.
4. This opens a dialogue box. In this you:
  • a. In the Path box, browse or put in the correct path that you would like the .msh to be exported into. Also type in the filename in the filename box.
    b. Check the first box "Export Selected Models Only"
    c. Check the "Export Animations" box. ONLY if the model is animated and has a .zaabin or .zaafin file
    d. Check the "Export Textures" box if the texture is not in the target location of the .msh file.
5. Another pop-up box will show the progress of the export, once this closes, your export is complete.

Posted: Sun Dec 03, 2006 3:02 pm
by JabbaLovesLava
When you export, branch select. That is, select your model with the middle mouse button (default)