Two openings for star destroyer [Solved]

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Lorul1
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Two openings for star destroyer [Solved]

Post by Lorul1 »

For my new space maps I plan on making two openings for the republic star destroyer.
Hidden/Spoiler:
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I want to take the msh for the republic star destroyer from mod tools and edit it.
This is my first time editing and changing something in XSI, so ill need some help. :?

I already know how to get the republic star destroyer msh into XSI but i need to know how to make another rectangle on the other side so the sips can come out of both sides.

It would really help if someone could make a tutorial for me, but you could also link me to a post that will show me how to make another opening for the republic star destroyer. remember the rectangle on the other side has to be the same size as the other one.
Last edited by Lorul1 on Tue Mar 11, 2014 11:24 pm, edited 1 time in total.
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AceMastermind
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Re: Two openings for star destroyer

Post by AceMastermind »

It'll be easier to just mirror the side with the opening.

http://softimage.wiki.softimage.com/xsi ... lygons.htm
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Re: Two openings for star destroyer

Post by Lorul1 »

Thanks ace it worked
--------------------- BUT -------------------
For some reason the model shrinks when it's in zero editor and my map.

This is probably a common glitch so how do you fix it ?
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Re: Two openings for star destroyer

Post by Marth8880 »

It isn't a bug; you need to freeze your model's transforms whenever you translate, rotate, or scale it, and then you need to freeze the operator stack.
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If you don't see the Freeze button for the second step, your monitor's resolution is too low. Instead, you can freeze the stack like so:
Hidden/Spoiler:
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Rules of freezing objects:
- Don't freeze nulls.
- Make sure your object is selected before you attempt to freeze it.
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Re: Two openings for star destroyer

Post by Lorul1 »

thank you both for all the help you showed me BUT so far but I'm having a problem with freezing the mesh.

okay this is what I did and it doesn't work PLEASE correct my steps so I can do it the right way.
---------------------------------------------------------------------------------------------

so the first thing I do is zoom out and selecting the whole thing by dragging a box over it with my mouse

then I click the "transform" box on the right of my screen then "freeze all transforms" then I go under the edit box and select "freeze"

under the select box i click the word "point" then a bunch of blue squares show up

I select the blue squares so the turn red on the side with no door

I right-mouse click and select "delete components" then it deletes the red squares

Then I follow the instructions AceMastermind showed me.

I export the model, make an odf and everything and when i put it in zero edit it shrinks so i cant fit the part that holds the ships.


I'm a really new to xsi so can someone PLEASE correct my instructions above or add to it.
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Re: Two openings for star destroyer

Post by AceMastermind »

The first thing you do is prepare the side you want to edit for symmetry by deleting the polygons where the new opening will be. Select the object then use raycast selection (press U) to select polygons with the mouse cursor, then delete them. Then just copy (rightclick>Symmetrize Polygons) only the necessary polygons selected from the side with the opening to the side you just edited to make the openings identical. 'Freeze M' the edited objects to bake the changes. Export.

There are 3 objects that need to be edited:
  • collision7
    rep_cap_attackship_lowrez2
    rep_cap_assultship3
To make the scene easier to manage you can hide all objects not currently being edited, then unhide them as needed.
I don't know why your msh would shrink in ZE unless you scaled it down in XSI.

http://www.mediafire.com/download/h66v7 ... tship3.zip
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Re: Two openings for star destroyer

Post by Lorul1 »

Thanks acemastermind

I followed you instructions ( as well as downloaded your model) .
In zero editor the msh Looks scaled down because its not quite the same size as the original, but once I munged my map it and played it in The game it looks like its at its "normal size"

Well it works thanks Marth and also you acemastermind
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