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.
I was placing an ODF into my map and I got this error message:
Hidden/Spoiler:
The model itself is only 1803 Polygons, so I don't know why this is happening. If anybody knows as to why this issue is happening, I'd very much appreciate it if anybody told me how to fix this!
Nothing weird there. Is it high poly? I feel like I saw a mesh like this being asked for on FacePunch, but I don't know if that was you, nor where it was ripped from. Doubt polygons would be an issue, just spitballing.
The model was originally 6000+ but I decided to split it up into 4 different parts (main structure, roof base, roof tiles etc.) and after I tried exporting it as separate msh files, and made ODFs, it would STILL crash.
It most likely was me, my picture and username for these types of forums are the same on each so I would be recognizable to other users haha
Edit:
If you'd like to test out the ODF in a map to see if you have the issue as well, I could send you the file
There are only two reasons why loading a mesh crashes ZeroEditor:
As JimmyAngler mentioned it could be the file size of your .tga or..
One of your models have 5 or more Vertexes than allowed. The only allowed numbers are three (Triangels) and 4 (Sqaures). 5<x are not allowed and will crash both ZeroEditor and MshViewer. It should also crash pc_ModelMunge. It happened to me when I made models with more than 4 Vertex Points a Face/Polygon.
512x512 works good. But If it was 2048 then you can also use 1024. The difference would just be the resolution, which sometimes matters more (In my opinion).
art_guide.doc wrote:
Props - 0 - 500 polys
Buildings - 200 - 3000 polys (the higher end of this spectrum represents large buildings with large interiors)
Vehicles - 1500 - 2000 polys
Characters - 1500 - 2000 polys
But if you are not going to add Characters and Vehicles as static props into your map then they can have 8 times more than actually allowed. For example: The SWBF3 Assets were way too high-polyed. I reduced them down as good as possible and they were still "larger" than allowed (Regarding to the Poly Count). In-game they worked fine. But when I placed them in Zero Editor then it crashed. So..Large poly vehicles should better be spawned through a vehicle spawn than "as msh directly". The same for Characters. Props and Buildings must be placed in ZE so..there's no real way out. The only way would be to edit the .wld or .lyr file and add high poly models through file editing. But ZE will crash when you attempt to load your map.
FYI: In a prop's ODF, the GeometryName line under the [GameObjectClass] header specifies the .msh file that is displayed in Zero Editor only. What this means is that you can have a lower-poly version of the mesh to display in ZE, and have the higher-poly version be shown in-game.
[GameObjectClass]
ClassLabel = "prop"
GeometryName = "editor_eur_combat_zone.msh" // this line specifies the Zero Editor mesh
[Properties]
GeometryName = "eur_combat_zone" // this lines specifies the mesh shown in-game
FoleyFXGroup = "metal_foley"
Marth8880 wrote:FYI: In a prop's ODF, the GeometryName line under the [GameObjectClass] header specifies the .msh file that is displayed in Zero Editor only. What this means is that you can have a lower-poly version of the mesh to display in ZE, and have the higher-poly version be shown in-game.
[GameObjectClass]
ClassLabel = "prop"
GeometryName = "editor_eur_combat_zone.msh" // this line specifies the Zero Editor mesh
[Properties]
GeometryName = "eur_combat_zone" // this lines specifies the mesh shown in-game
FoleyFXGroup = "metal_foley"
So with this method it is be possible to have textures loaded which are in 4K without causing ZeroEditor to crash?