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.
or, in ur pic, you see the little column there with the button "freeze" under edit?
Click that.
the mean square should go away
In fact, freezing models before exporting thru mshex (which would be the most common way) is one of the criteria to make sure ur model exports properly.
You can also hide them globally by clicking on the little Eye icon in the view screen and uncheck where it says texture support but you will have to do that in every window and everytime you start a new scene. I believe you should also be able to set it in the preferences to be off all the time.
Oh just so you know those green squares spheres and cylinders depending upon the projection you choose aren't just there to be annoying you can manipulate them, try moving, rotating or scaling one and watch what it does to the texture.
Well FragMe! and everyone else, thank you for helping me solve this, but now I have another problem.
I'm making the fish...as you could tell from the screenshot, and I have a flat plane, where I have all the fins and other junk textured on, but I want the gray part hidden. I know how this is done (by adding an alpha channel to the texture), but how do I go about doing this? I already have an alpha channel on my .tga, but somehow it isnt working on the model.
when you export it with meshtool, you have to hexedit th msh to enable trnapsarency,if you export with the pandemictool select the polys you want to enable transparency for, go to the pandemic addon >edit flags >transparency 2
its not important whether its tranaprent in xsi or not
Okay...well...new problem, the alpha channel worked, but it was invisible on the other side. I came up with a (failed) solution...I selected the fin polygon, pressed Ctrl-D to duplicate it, then inverted polygons. This didn't work, all it did was remove the alpha channel.
Can someone *PLEASE* tell me what I'm doing wrong?
Are you trying to make a fish like the fish seen on Dagoba? The little swimming around ones?
If so that is just a texture there is no model as such it just takes the tga applies it to what must be a hardcoded mesh, wiggles it and it looks like it swims and everything else setup wise is done in the req and lua.
Or is this a prop/weapon, like Monty Python and you must go cut down the mightiest tree in the forest with a herring? If so instead of duplicating try symmetrizing the polgons instead. You will just have to play around with the projection axis until you get the one you want.
[TFA]Padawan_Fighter wrote:I came up with a (failed) solution...I selected the fin polygon, pressed Ctrl-D to duplicate it, then inverted polygons. This didn't work, all it did was remove the alpha channel.
The solution you came up with should work, you just have to make sure to re-enable transparency when you export it (I am assuming you're using MshEx). FragMe!'s solution will work just as well if your model is symmetrical. (But in either case transparency must be enabled.)
Maveritchell wrote:The solution you came up with should work, you just have to make sure to re-enable transparency when you export it (I am assuming you're using MshEx). FragMe!'s solution will work just as well if your model is symmetrical. (But in either case transparency must be enabled.)
Ah..okay...
FragMe! wrote:Are you trying to make a fish like the fish seen on Dagoba? The little swimming around ones?
No. I made a new model. From scratch.
FragMe! wrote:
Or is this a prop/weapon, like Monty Python and you must go cut down the mightiest tree in the forest with a herring?
FragMe! wrote:If so instead of duplicating try symmetrizing the polgons instead. You will just have to play around with the projection axis until you get the one you want.
[TFA]Padawan_Fighter wrote:Okay...well...new problem, the alpha channel worked, but it was invisible on the other side. I came up with a (failed) solution...I selected the fin polygon, pressed Ctrl-D to duplicate it, then inverted polygons. This didn't work, all it did was remove the alpha channel.
Can someone *PLEASE* tell me what I'm doing wrong?
make shure you hexedit DOUBLESIDED tranparency, this will make tranaprent things show up form both sides
Further to what DarthD.U.C.K. eluded to and as I found out (and those with XSI with Pandemic exporter will know what I am talking about) adding in 04 as it says to do is for transparancy position 1 making it 08 is transpanrancy position 2 which is the double sided if I am not mistaken.
(early in the morning writing this from work trying to use memory, need more coffee)
Also for symmetry make sure your model is centered (or in your case for the fish) half the model is on center grid line so sort of like this |) the | = grid line and the ) = half a fish.
Select the object then on the left side menus (assuming you are not using modtool menus but the XSI pro or whatever it is called version) Under the Model tab Select Modify/Poly Mesh/Symmetrisize Polygons and you should see a second half of your fish appear.
Still as mentioned before if this is for swimming around fish that is just a tga file a new model msh won't be used in game (or I do not have any idea how) I say this because I made rats for one version of Naboo Sewers and that is how I had to do it, just made a nice rat picture.