i imported the swbf2-correliancruiser into xsi tio edit it a bit and ran into a big problem:
the object contains two similar meshes which are exactly over another
normally i would weld points, select one mesh/model and extract it.
but welding points doesnt work on the cruiser, and when it welds, it welds the edges of both models together and bridging does the same. does anybody have an idea how i can spit the two models/extract one?
Splitting two similar models in one object
Moderator: Moderators
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
- AceMastermind
- Gametoast Staff

- Posts: 3285
- Joined: Mon Aug 21, 2006 6:23 am
- Contact:
Re: splitting two similar models in one object
If the the 2 models are sharing the exact same vertex coordinates it will be tedious work to split one from the other but if you're just after the main geometry then you could always use the msh>SWBFViewer>Vivaty Studio>XSI conversion method which would be quicker and is also free. The SWBFViewer filters out everything but the main geometry when converting to wrl.DarthD.U.C.K. wrote:...does anybody have an idea how i can spit the two models/extract one?
Another way to get the .msh into XSI is to use this method:
.msh > SWBFViewer > .wrl > Accutrans3d > .obj > XSI
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: Splitting two similar models in one object
Do they share a single cluster?
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
-
FragMe!
- Gametoast Staff

- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
Re: Splitting two similar models in one object
I this the landed one? or a different one.
I had a look at the landed one and it was fine, only one mesh.
Clusters, it has 2, upper ship and lower ship which if you hide the one makes it realy easy to work on the other.
The collision mesh is very close to original, what you could try, and bit of a pain is filter the points or weld them effectively turn the two into one and do an extract polygons to get the different bits back out. This may result in UVs that are a little messed up though.
If it is the one from Hoth then it is 3 identical meshes, normal, lowres and collision.
I had a look at the landed one and it was fine, only one mesh.
Clusters, it has 2, upper ship and lower ship which if you hide the one makes it realy easy to work on the other.
The collision mesh is very close to original, what you could try, and bit of a pain is filter the points or weld them effectively turn the two into one and do an extract polygons to get the different bits back out. This may result in UVs that are a little messed up though.
If it is the one from Hoth then it is 3 identical meshes, normal, lowres and collision.
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: Splitting two similar models in one object
its the hoth one, i now rebuld the UVs on the landed one so i dont need a solution anymore it would be nice to solve a problem of this kind generally though
-
MsHwIz
- Private Second Class
- Posts: 73
- Joined: Sat Feb 07, 2009 6:10 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Nowhere :) :)
Re: Splitting two similar models in one object
If you use blender there is a function that is called "remove doubles" which removes any verticies that have the exact same location as another vertex

