XSI Mod Tool 4.2 - need help
Moderator: Moderators
-
stardestroyer001
- Sergeant Major

- Posts: 239
- Joined: Fri Apr 16, 2010 7:02 pm
- Projects :: Space Coruscant [before it corrupted]
- xbox live or psn: StarDestroyer75
- Location: Canada
- Contact:
XSI Mod Tool 4.2 - need help
Sorry if I sound noobish, but how do you register/work around the XSI Mod Tool 4.2's registration requirements so I can save stuff?
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: XSI Mod Tool 4.2 - need help
i dont think you can anymore, since versions below 6 arent supported anymore
why would you want to use the 4.2 modtool? the pandemictool only works with full versions of xsi/trials
why would you want to use the 4.2 modtool? the pandemictool only works with full versions of xsi/trials
-
stardestroyer001
- Sergeant Major

- Posts: 239
- Joined: Fri Apr 16, 2010 7:02 pm
- Projects :: Space Coruscant [before it corrupted]
- xbox live or psn: StarDestroyer75
- Location: Canada
- Contact:
Re: XSI Mod Tool 4.2 - need help
I tried installing both the Pandemic Tools included with the SWBF2 ModTools, and the fixed one on this site, in XSI Foundation 4.2. Neither worked (big red error message at the bottom), so I uninstalled the XSI Foundation 4.2. However it did install on the XSI Mod Tool 4.2.
So...I guess I'll have to install XSI Foundation 4.2 again?
So...I guess I'll have to install XSI Foundation 4.2 again?
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: XSI Mod Tool 4.2 - need help
well, i never used it but the pandemictool is supposed to work with it
why dont you want to use the xsi 7 modtool?
why dont you want to use the xsi 7 modtool?
-
stardestroyer001
- Sergeant Major

- Posts: 239
- Joined: Fri Apr 16, 2010 7:02 pm
- Projects :: Space Coruscant [before it corrupted]
- xbox live or psn: StarDestroyer75
- Location: Canada
- Contact:
Re: XSI Mod Tool 4.2 - need help
Isn't it incompatible with the Pandemic Tools?
(And the Pandemic Tools are necessary for custom MSHs to be made, right?)
(And the Pandemic Tools are necessary for custom MSHs to be made, right?)
-
mswf
- Master Bounty Hunter

- Posts: 1674
- Joined: Tue Mar 31, 2009 3:40 pm
- Location: Twello, The Netherlands
- Contact:
Re: XSI Mod Tool 4.2 - need help
No, the pandemic tools are needed for player models and other meshes with more data than their mesh-data + uv-data only. (so it covers some forms of edit-flags, but there are workarounds for that)
-
stardestroyer001
- Sergeant Major

- Posts: 239
- Joined: Fri Apr 16, 2010 7:02 pm
- Projects :: Space Coruscant [before it corrupted]
- xbox live or psn: StarDestroyer75
- Location: Canada
- Contact:
Re: XSI Mod Tool 4.2 - need help
Ok, so I don't need the Pandemic Tools for anything but advanced stuff that I probably won't be doing for a little while. So...that means I simply need to save my object and then convert it to the MSH format using 3dconverter? Is it that easy?mswf wrote:No, the pandemic tools are needed for player models and other meshes with more data than their mesh-data + uv-data only. (so it covers some forms of edit-flags, but there are workarounds for that)
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: XSI Mod Tool 4.2 - need help
no, you have to use meshex. 3dconverter can only open msh but not save them (correct me if that changed within the last year)
- ANDEWEGET
- Ancient Force

- Posts: 1266
- Joined: Tue Apr 01, 2008 8:42 am
- Location: Germany
- Contact:
Re: XSI Mod Tool 4.2 - need help
3DConverter can open a .msh and save it as <insertoneof3003dfiletypeshere>, but it cant save a <insertoneof3003dfiletypeshere> as .msh.
-
stardestroyer001
- Sergeant Major

- Posts: 239
- Joined: Fri Apr 16, 2010 7:02 pm
- Projects :: Space Coruscant [before it corrupted]
- xbox live or psn: StarDestroyer75
- Location: Canada
- Contact:
Re: XSI Mod Tool 4.2 - need help
Ok. And one more question: which is better, Blender or XSI?
- ANDEWEGET
- Ancient Force

- Posts: 1266
- Joined: Tue Apr 01, 2008 8:42 am
- Location: Germany
- Contact:
Re: XSI Mod Tool 4.2 - need help
Blender: Freeware, only static meshes, no flags(only through hex editing).
XSI(4.2-5.11; Full): Demo(30 Days*5 or so), everything, awsome.
XSI(Modtool): Freeware, only static meshes, no flags(only through hex editing).
XSI(4.2-5.11; Full): Demo(30 Days*5 or so), everything, awsome.
XSI(Modtool): Freeware, only static meshes, no flags(only through hex editing).
-
stardestroyer001
- Sergeant Major

- Posts: 239
- Joined: Fri Apr 16, 2010 7:02 pm
- Projects :: Space Coruscant [before it corrupted]
- xbox live or psn: StarDestroyer75
- Location: Canada
- Contact:
Re: XSI Mod Tool 4.2 - need help
Got it, I'll start fiddling around with it now. Thanks very much guys(or gals).
Moderators: You can lock 'em up if you want.
Moderators: You can lock 'em up if you want.
