MeshEx - .msh exportation for Gmax + XSI Mdt's

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.

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MandeRek
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Re: MeshEx - .msh exportation for Gmax + XSI Mdt's

Post by MandeRek »

I agree Maveritchell! [[{{Kind of off-topic: last time i made a clone with really strange weapons and properties and i thought it would never work, i munged and indeed it didn't work but what was wrong: I forgot to put the code/name (rep_inf_ultra) between "" in the req..... But whatever :P}}]]
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Re: MeshEx - .msh exportation for Gmax + XSI Mdt's

Post by RepSharpshooter »

I've spent the last week re-writing triangle/polygon stripping algorithms. I've got a more stable one now, but I have to go even further in depth with it. I have it so it makes a "chain of adjacent faces, then translates that into a "chain" of verticies. The problem is that the triangle strips are very picky about order, the whole strip of verticies has to continuously go clockwise as you go through the strip. I didn't pay much attention to which vertex I started at, and just assumed the exported faces would be clockwise, and that would be enough. Obviously that wasn't the case. You have to start at the correct vertex, then go through the strip always adding the vertex that is clock-wise from the last one. It's a bit tricky, it's going to take me a while to get all the geometry figured out, then it's going to take a long time to write the algorithms in code, and get them to work.

I really, really want this done by this weekend, and I really, really hope I'll have enough free time to devote to this amongst the holiday and my birthday : P I just hope I don't have to clean the whole house, or rake all the leaves. : P
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Re: MeshEx - .msh exportation for Gmax + XSI Mdt's

Post by MandeRek »

RepSharpshooter wrote: I really, really want this done by this weekend, and I really, really hope I'll have enough free time to devote to this amongst the holiday and my birthday : P I just hope I don't have to clean the whole house, or rake all the leaves. : P
I think no one likes that.... Hope you have the amount of progress you want to!
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Re: MeshEx - .msh exportation for Gmax + XSI Mdt's

Post by RepSharpshooter »

Image

4 tris encounting.

Ps thanks thunder for exporting that plane to use as an example to correct the polygon stripping algorithms of mine.
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Re: MeshEx - .msh exportation for Gmax + XSI Mdt's

Post by Commander_Cody771 »

*Cough* *cough* how much longer till out for public use?
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Re: MeshEx - .msh exportation for Gmax + XSI Mdt's

Post by Taivyx »

Patience, young padawan.
He'll tell you in due time :wink:
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Re: MeshEx - .msh exportation for Gmax + XSI Mdt's

Post by MandeRek »

Do you take padawan?! :shock: Wish i knew that before i became the desperate struggle to immigrate in GT on my own :maulsaber:
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Re: MeshEx - .msh exportation for Gmax + XSI Mdt's

Post by Taivyx »

I actually do kinda have a padawan, this guy I met a camp who is really enthusiastic about SWBF2 Modding. "Superm9"

I teach him random stuff about modding and stuff.
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Re: MeshEx - .msh exportation for Gmax + XSI Mdt's

Post by MandeRek »

Dude...that's so sweet. Maybe'll take an "Apprentice" and teach him everything about sides...
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Re: MeshEx - .msh exportation for Gmax + XSI Mdt's

Post by DarthD.U.C.K. »

MandeRek wrote:Do you take padawan?! :shock: Wish i knew that before i became the desperate struggle to immigrate in GT on my own :maulsaber:
XD
MandeRek wrote:Dude...that's so sweet. Maybe'll take an "Apprentice" and teach him everything about sides...
ME!! then would be a universall modder, which knows a bit about everything :runaway:
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Re: MeshEx - .msh exportation for Gmax + XSI Mdt's

Post by MandeRek »

D.U.C.K., you're already a good modeler, something which isn't my thing... You can learn me something, my only working models were addon mshs (thank you mike z!!!) Oh, and Rep where are you!!! Haven't seen you in a while!
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Re: MeshEx - .msh exportation for Gmax + XSI Mdt's

Post by DarthD.U.C.K. »

MandeRek wrote:D.U.C.K., you're already a good modeler, something which isn't my thing... You can learn me something, my only working models were addon mshs (thank you mike z!!!) Oh, and Rep where are you!!! Haven't seen you in a while!
what do you want me to learn you "apprentice" XD ?
but this becomes kinda offtopic now

EDIT: wrote mike z a tut about addonmeshes?
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Re: MeshEx - .msh exportation for Gmax + XSI Mdt's

Post by MandeRek »

I guess he invinted it somehow.. The addon msh lines in the assets say:

// the cool bit - Mike Z
AnimatedAddon = "DREADS"
GeometryAddon = "wok_inf_wookiedreads"
AddonAttachJoint = "bone_head"
NumTentacles = "4"
BonesPerTentacle = "5"
TentacleCollType = "1"

If he made this possible i love him!!! Though i don't know him
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Re: MeshEx - .msh exportation for Gmax + XSI Mdt's

Post by DarthD.U.C.K. »

MandeRek wrote:I guess he invinted it somehow.. The addon msh lines in the assets say:

// the cool bit - Mike Z
AnimatedAddon = "DREADS"
GeometryAddon = "wok_inf_wookiedreads"
AddonAttachJoint = "bone_head"
NumTentacles = "4"
BonesPerTentacle = "5"
TentacleCollType = "1"

If he made this possible i love him!!! Though i don't know him
btw: he made maces anims too, i think everyone loves him :D
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Re: MeshEx - .msh exportation for Gmax + XSI Mdt's

Post by MandeRek »

I think some people here on GameToast might even pass Mike Z (really looking to Ace, Tean, Mav' , Rep and Caleb) But that's off-topic. Sorry for being off-topic, I'll reply when it is on topic again! Still waiting for you Rep! :angel:
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Re: MeshEx - .msh exportation for Gmax + XSI Mdt's

Post by RepSharpshooter »

Commander_Cody771 wrote:*Cough* *cough* how much longer till out for public use?
Please stop it. :( You make it sound like I'm withholding a working exporter from the public. I'm not. It doesn't even work as of now, it fails to export a single cube. Also, this takes a hell of a lot of time to do, I spend nearly all weekend working on it non-stop, at least whenever I have time. On top of that there's school as well, which I am in all honor/ap classes, so rarely do I have all day to devote to programming. Also, I've hit a snag http://www.gametoast.com/forums/viewtop ... 36&t=12138 and have been stuck on this problem for the last week. I cannot continue without knowing this concept. I'm not trying to be mean, and I don't mind posting if it's been a long time, but please, I have no idea when it will work, so I can't tell you. :|

If you can tell me how to define an inverted-normal polygon strip in the binary short integer array, let me know, I'll be done soon then! :P
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Re: MeshEx - .msh exportation for Gmax + XSI Mdt's

Post by MandeRek »

Who I'm sorry rep :(
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Re: MeshEx - .msh exportation for Gmax + XSI Mdt's

Post by RepSharpshooter »

Well, I didn't mean it quite like that, it just puts pressure on me.
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Re: MeshEx - .msh exportation for Gmax + XSI Mdt's

Post by MandeRek »

You're right... But do understand my point: what you are doing, is impossible for me. That's why I'm so enthusiastic about it! Still, time you must take, for the best results, you will get!
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Re: MeshEx - .msh exportation for Gmax + XSI Mdt's

Post by RepSharpshooter »

I working on this again. I'm writing it so it accepts objs instead of xml's. This will make it compatible with both XSI modtools, and 3ds max, or just about anything that exports an up-to-date obj file.

Still need to get the polygon stripping algorithms down though :? I think it's just a matter of debugging (Which will take a lot of my mind and time)

For those who will ask, "When r u going 2 release it?" The answer is I don't know, cause it doesn't work at the moment. I want it soo bad though, so I guess I'll keep chugging away at it. At some point it'll have to work.
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