Yes, I did all that. Question: Does it matter what the NULL is called?
Re: MshEx Beta 2 - much better
Posted: Wed Jul 16, 2008 6:21 pm
by Caleb1117
Not really to my knowledge, I don't think mshex is capable of limiting you to only the name dummyroot, but go ahead and call it that, better safe then your model exploding, one less problem you'll have to rule out.
Re: MshEx Beta 2 - much better
Posted: Wed Jul 16, 2008 6:31 pm
by YouJediJunkie
theultimat wrote:Yes, I did all that. Question: Does it matter what the NULL is called?
Well, I use "GroundDummy" (Of course without the quotation marks), and it works for me.
Re: MshEx Beta 2 - much better
Posted: Wed Jul 16, 2008 11:34 pm
by redgroupclan
redgroupclan wrote:
Hidden/Spoiler:
If you see any flaws that could cause my models to turn out grey, notify me.
Why am I not able to delete that now?
Re: MshEx Beta 2 - much better
Posted: Thu Jul 17, 2008 9:37 am
by Fluffy_the_ic
If you mean deleting your post, somebody already replied to it. In other words, someone opsted after you did.
If you still wonder why it turned gray, you lack the proper ,tgas.
Re: MshEx Beta 2 - much better
Posted: Thu Jul 17, 2008 3:53 pm
by redgroupclan
I thought all I did was create a .msh, assign the ODF, and baddabing baddaboom-place em in the map?
Re: MshEx Beta 2 - much better
Posted: Thu Jul 17, 2008 3:56 pm
by Fluffy_the_ic
Nope, Textures and mshes have to be in the same folder.
Re: MshEx Beta 2 - much better
Posted: Thu Jul 17, 2008 6:25 pm
by redgroupclan
So theres more than having the .msh in the MSH folder and the ODF in the ODF folder?
So from what it sounds like, I place the photos I used for the texture in along with the .msh?
Re: MshEx Beta 2 - much better
Posted: Thu Jul 17, 2008 6:34 pm
by Fluffy_the_ic
Jip.
Re: MshEx Beta 2 - much better
Posted: Fri Jul 18, 2008 3:47 am
by PsYcH0_]-[aMsT3r
Hmm... When i run MshEx i keep having it come up saying:
Declared Aray
then it stops. Anyone know how to fix this?
Re: MshEx Beta 2 - much better
Posted: Fri Jul 18, 2008 9:42 pm
by Silas
sigh...i have the exact same munge error as redgroupclan. I followed the instructions exactly, so there's no problem there, but it's the "rules" in the first post that i think are messing me up:
Rules to follow:
Hidden/Spoiler:
1. Make sure you have Crosswalk 2.6 (you probably don't)
2. A polygon has to be in one and only one cluster at a time.
3. Each cluster must have a local copy of a material (the material name will be italicized = BAD, double click to edit and make a local copy)
4. 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?)
5. There has to be a null as the parent of everything.
6You cannot use rotation or scale (well you can use them, but remember to freeze transforms before exporting).
7. 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.
rules 1, 4, 5 and 7 are ok, but 2, 3 and 6 confuse me.
2/3. If you just make one single object, or even two or three, and merge them, is it considered to be in one cluster? Also, how do you make clusters?(to make the local copy.)
6. You just have to hit the Freeze button under Edit in the bottom right corner right?\
The main issue here is with clusters. Any help would be great
Re: MshEx Beta 2 - much better
Posted: Tue Jul 22, 2008 3:17 pm
by redgroupclan
Silas wrote:sigh...i have the exact same munge error as redgroupclan. I followed the instructions exactly, so there's no problem there, but it's the "rules" in the first post that i think are messing me up:
Rules to follow:
Hidden/Spoiler:
1. Make sure you have Crosswalk 2.6 (you probably don't)
2. A polygon has to be in one and only one cluster at a time.
3. Each cluster must have a local copy of a material (the material name will be italicized = BAD, double click to edit and make a local copy)
4. 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?)
5. There has to be a null as the parent of everything.
6You cannot use rotation or scale (well you can use them, but remember to freeze transforms before exporting).
7. 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.
rules 1, 4, 5 and 7 are ok, but 2, 3 and 6 confuse me.
2/3. If you just make one single object, or even two or three, and merge them, is it considered to be in one cluster? Also, how do you make clusters?(to make the local copy.)
6. You just have to hit the Freeze button under Edit in the bottom right corner right?\
The main issue here is with clusters. Any help would be great
For 2, you make a polymsh by selecting all of your primitives, then you go to Mesh--->Merge, it will create a polymsh. Under polymsh in the Explorer, open Polygon Mesh, then Merge Meshes. When the Merge Meshes window comes up, click Merge under Materials, UVs, VertexColors, WeightMaps. It will texture your polymsh. Once you have done that, click Delete under Inputs. That gets rid of cluster problems.
3, under polymsh in Explorer, you'll see Scene_Material (Scene_Root), just double click on that and when a little window comes up asking if you want to make a local copy, click yes.
6, you select the polymsh and click Modeling under Freeze History.
Re: MshEx Beta 2 - much better
Posted: Wed Jul 23, 2008 6:55 am
by Silas
Thanks redgroupclan. I was able to successfully export a simple test object, so now i can start on my bigger objects for the DMI project.
Re: MshEx Beta 2 - much better
Posted: Wed Jul 23, 2008 12:07 pm
by redgroupclan
I can help others with MshEx, but I cant help myself.
I think it is just something with my software because Maveritchell did his own thing with an .xsi file of mine and in ZE, it still turns out grey.
Re: MshEx Beta 2 - much better
Posted: Wed Jul 23, 2008 4:24 pm
by RepSharpshooter
may be the texture you're using, make sure they're referenced as tgas in xsi, else you may have problems.
Oh and I'm fixing the bounding box issue, got it working. I was so sick of the old screwed up boxes. Before I release a patched version, I think I will investigate hiding objects too. Doesn't this mean collision meshes (not primitives) would work? I hope so. Perhaps even shadowvolumes.
Re: MshEx Beta 2 - much better
Posted: Sun Jul 27, 2008 12:05 am
by redgroupclan
Yeah I saved them as tga's. Or at least I redid them all to tga's...time to retexture everything lol.
And just a quick question-if u resize a tga being used on a model, does the texture on the model change or look any different?
Re: MshEx Beta 2 - much better
Posted: Sun Jul 27, 2008 9:33 am
by Caleb1117
redgroupclan wrote:Yeah I saved them as tga's. Or at least I redid them all to tga's...time to retexture everything lol.
And just a quick question-if u resize a tga being used on a model, does the texture on the model change or look any different?
Sometimes, depends on how radical your change.
Reguardless, it's not advised to change the skin size unless you still have the model in XSI and you can scale the UV's.
Re: MshEx Beta 2 - much better
Posted: Sun Jul 27, 2008 10:33 am
by RepSharpshooter
As long as you uniformally scale the texture, it will not be messed up.