How do I make a msh?

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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Eagle Eye
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How do I make a msh?

Post by Eagle Eye »

Is there a tutorial for making .msh files (i have the xsi modtools 6 and milkshape 3D 1.8.2 (trial) with a movies MSH exporter V1.01 / orbiter Mesh ASCII exporter) I made a model in the XSI modtools and I exported it as a Wavefront OBJ file. Then i imported the obj file in milkshape and tryed to export it as a movies MSH file... but when i try to add the msh in ZE, the msh object doesn't appear and ZE crashed when i tried to place the object. The reason can be that the exporters i use dont work with battlefront, and only with other games. I heard ppl also telling about ddl files, with special programs like Bconstructor, BViewer, Bcompiler..etc. Can someone explain me please where i can find and how to use these programs for making msh's?
If there are programs i need to buy and not work with trials, wich programs?

EDIT: This might also be usefull for ppl with experience with milkshape: if i try to export the obj file to msh with the movies MSH exporter, milkshape give the message: ERR missing group comments. Maybe this is te reason... i dont know

I know there are ppl who can convert the msh's for me, but i like to know how to do it myself.
Thanks in advance
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AceMastermind
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Re: how to make a msh?

Post by AceMastermind »

Orbiter .msh files are not the same as Battlefront .msh files even though they use the same file extension.

Currently there are only 2 ways to export your model to Battlefront's compatible .msh filetype:

1.You can download a 30 day trial of Foundation 5.11, or purchase a full version of Foundation, Essentials or Advanced and install the Pandemic xsiaddon. (Full XSI versions 4.0-5.11 work with the msh exporter)

or

2.Create your model in Mod Tool and export it as dotxsi(.xsi), then import it into Milkshape3D (if you're modeling in Milkshape3D then skip the first 2 parts), then export from Milkshape3D as milkshape3d ASCII txt file, then import milkshape3d ASCII txt file into BConstructor and finally save as .msh and pray that all of your objects UV data is kept.
You must also use small geometry as hardpoints since Milkshape3D doesn't support XSI nulls(that is if you're going from XSI>Milkshape3D), and your model must be 1 mesh or else parts of it will be missing ingame.

You can download BConstructor HERE.

You'd be better off just getting XSI and installing the addon if you really want to export to msh on your own.
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Eagle Eye
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Re: how to make a msh?

Post by Eagle Eye »

1 Thank you very much Ace, that was just all what i need :D
2 U were right about losing data, cause when i import the .msh in ZE, he load the file but i dont see it, i only can select and move it

So i give it up, i have not the intention to buy it
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