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MSH to XSI

Posted: Wed Aug 10, 2011 8:33 pm
by Nobandwidth25
I've seen instances where people have tweaked stock props (adding interiors to the stock Tatooine buildings, etc.) How would you go about turning the .msh file back into a .exp file? I'm also still cloudy about how to turn an .exp into a .msh. The guides have confused me pretty badly.

Re: MSH to XSI

Posted: Wed Aug 10, 2011 9:35 pm
by acryptozoo
Nobandwidth25 wrote:I've seen instances where people have tweaked stock props (adding interiors to the stock Tatooine buildings, etc.) How would you go about turning the .msh file back into a .exp file? I'm also still cloudy about how to turn an .exp into a .msh. The guides have confused me pretty badly.
you can use repsharpshooters meshtool to convert .msh to .obj and you can import obj in XSI

Re: MSH to XSI

Posted: Wed Aug 10, 2011 10:08 pm
by Unlucky13
I thought that I would make a simple tutorial since there is none.

SWBF II to Xsi
1. Download Meshtool.
http://www.gametoast.com/forums/viewtop ... 64&t=14857
2. Copy the msh file you want to convert to the same file as meshtool and run meshtool.
3. Type in the entire file name including .msh. Hit enter then type import and hit enter again.
4. Import the obj. into xsi and make the changes you wish.

Xsi to SWBF II
1. Download Meshex.
http://www.gametoast.com/forums/viewtop ... 64&t=15082
2. RepSharpshooter wrote this step a lot better than I could.
RepSharpshooter wrote:Instructions:
  1. Put everything you're going to export under a null (not the scene root).
  2. In the scene explorer, middle-mouse click the name of the null.
  3. Go to File, Crosswalk, Export (it should be on 6.0 text when it pops up).
  4. Click the Settings tab.
  5. Select a filename/filepath.
  6. CHECK "EXPORT SELECTION ONLY"
  7. CHECK "CONVERT GEOMETRY TO TRIANGLES" or "CONVERT MESHES TO TRIANGLES"
  8. CHECK "EXPORT XSI NORMALS"
  9. UNCHECK "Keep referenced paths relative"
  10. Press Export.
  11. Run mshex in same directory and convert file to a msh. (and if you're really stupid to put it bluntly, this means put the .xsi file in the same folder as mshex.exe and hedr.msh, then double click on mshex. Then type in the .xsi name such as box.xsi)
3. Open notepad and make a file called example.odf (example is the name of your .msh).
4. Open the odf and paste this in it and save (again example is the name of your .msh).
[GameObjectClass]

ClassLabel = "prop"
GeometryName = "example.msh"


[Properties]

GeometryName = "example"

FoleyFXGroup = "stone_foley"
5. Copy the msh file, the odf file, and the texture files that you used into your world1 folder and try it out.

Re: MSH to XSI

Posted: Sat Aug 13, 2011 5:17 pm
by GrownCow
ive been waiting for a simple tut like this one and im sure it will help new modelers like myself cause the guides can get pretty confusing at times, and i might ask if you dont put that foley effects line in the odf will your object not show up in ze (i would try but im on vacations on someone else's conputer)

Re: MSH to XSI

Posted: Sat Aug 13, 2011 6:23 pm
by Unlucky13
Yes it shows up in ze and ingame. Correct my if I am wrong but the the stone part in FollyFx tells the game what the object is made of so that the weapons and such can respond acordingly.

Re: MSH to XSI

Posted: Sun Aug 14, 2011 12:13 am
by THEWULFMAN
Unlucky13 wrote:Correct my if I am wrong but the the stone part in FollyFx tells the game what the object is made of so that the weapons and such can respond acordingly.
Close. It actually just sets what it sounds like to walk on.

Re: MSH to XSI

Posted: Fri Aug 19, 2011 2:20 am
by Nobandwidth25
I'm still lost... how do you get all you objects from the scene root to a null?

Re: MSH to XSI

Posted: Fri Aug 19, 2011 6:30 am
by Darth_Spiderpig
Create the null, name it DummyRoot, hit 8 to bring up the explorer, select all your components and drag n drop them under the null.
Easy peasy.

Re: MSH to XSI

Posted: Fri Aug 19, 2011 8:39 pm
by Fiodis
Just as an alternative conversion option, Skyhammer a while back used MSH Viewer to convert models to VRML 2.0 and used Vivaty to convert those to .xsi. I've used that method many times myself, especially with more complex models like vehicles, since MSH Viewer only converts the model to VRML and not the collision mesh/primitives/shadow volume, unlike Meshtool which lumps everything into one .obj file.