Mshex help
Posted: Wed Dec 02, 2009 5:58 pm
Alright, I read the tut on the D/L page, and I'm confused. (What's new?) So, I thought I would finally pop the question(s).
Oh, and these I'm not understanding these ether:Repsharpshooter wrote: Instructions:
Put everything you're going to export under a null (not the scene root). I'm not sure what this means.
In the scene explorer, middle-mouse click the name of the null.
Go to File, Crosswalk, Export (it should be on 6.0 text when it pops up). I don't see this. Like the only thing I see is: File/Crosswalk/ExportFBX...
Click the Settings tab. I can't find this.
Select a filename/filepath.
CHECK "EXPORT SELECTION ONLY"
CHECK "CONVERT GEOMETRY TO TRIANGLES" or "CONVERT MESHES TO TRIANGLES"
CHECK "EXPORT XSI NORMALS"
UNCHECK "Keep referenced paths relative"
Press Export.
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)
Pew! That's a lot of questions! Alright guys, I need your help! Thanks in advance.Repsharpshooter wrote:Rules you must follow:
Make sure you have Crosswalk 2.6 or higher (you probably don't)
A polygon has to be in one and only one cluster at a time. What's this?
Each cluster must have a local copy of a material (the material name will be italicized = BAD, drag the material from the material editor onto the cluster) And this?
There has to be one and only one texture projection (can someone say how to collapse a lot of them into one explicit uv map?)
There has to be a null as the parent of everything. And what is this?
You cannot use rotation or scale (well you can use them, but remember to freeze transforms before exporting). And, how do I do that?
You can only use a max of 5000-6000 triangles (polys times two). If you go over that, you're pushing your luck. ZE will freeze/lock up.