Error after munging custom model [Solved]

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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Koolaid7g
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Error after munging custom model [Solved]

Post by Koolaid7g »

I'm building custom models in XSI and go to munge, but get these errors:

ERROR[PC_modelmunge msh\bldg_lego_hangar_pillar.msh]:NO POLY COUNT FOR bldg_lego_hangar_pillar: THIS IS VERY BAD

ERROR[PC_modelmunge msh\bldg_lego_hangar_pillar.msh]:NO COLLISION TREE WRITING ALL ZEROES FOR BOUNDING BOX

ERROR[PC_modelmunge msh\bldg_lego_hangar_pillar.msh]:Unable to write collision tree nodes, no tree exists

ERROR[PC_texturemunge msh\bldg_lego_hangar_pillar.tga]:TextureMunge(bldg_lego_hangar_pillar:510x436x1): Must have power of two dimensions!

ERROR[PC_texturemunge msh\bldg_lego_hangar_pillar.tga]:TextureMunge(bldg_lego_hangar_pillar:510x436x1): Must have power of two dimensions!
[continuing]

I'm following Robert Hoffman's "Beginning in XSI" tutorial, but substituting his examples with my own. I get to a point where I can see my model (without its skin) in Zeroeditor, but just won't show in-game. Any ideas?
t551
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RE: mungelog

Post by t551 »

The complaints about the texture are because it's not in a power of two. 512x512 is the standard size for SWBF II.
Koolaid7g
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Post by Koolaid7g »

Thanks! I figured out the problem with the poly count (stupid me), so I'm set!
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