Problem with custom object

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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Cleb
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Problem with custom object

Post by Cleb »

Hello today I decided to start modding after my month long break and so I finished a model, textured it, exported it, and did everything else like make odf, bla bla bla... Then I placed it, munged and played the game, but it came out like this:
Hidden/Spoiler:
Image
Funny because that object I made is actually the hull for the iowa battleship and the biggest object I have made and only 0.1% of it appears in game... It looks fine in mshveiwer and xsi... Any suggstions for help? :runaway:
Also, if this is in the wrong forum I apologize I didnt know which one it would go in because its modding but its also a problem with a custom xsi object... :?
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Re: Problem with custom object

Post by Marth8880 »

May we see a screenshot of the model in XSI? Also, could you post your ODF(s) and any *.option files for it, please?


EDIT:

Oh, also, what does it look like in Zero Editor? :o
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Re: Problem with custom object

Post by Cleb »

Ok I will try to get pictures and odf of it asap. In ze it looks just like ingame. :? :(

EDIT:

Ok I have the xsi and mshveiwer screenshots:
Hidden/Spoiler:
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It looks the same in ze as in the ingame screenshot. See anything wrong?? :runaway: :|
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Re: Problem with custom object

Post by Marth8880 »

Wait, so it's too small in-game and in-Editor? You need to freeze all transforms when you scale, rotate or translate any polymsh (not nulls!). Click the Transform button and click Freeze All Transforms, and then freeze the operator stack via Edit, Operator, Freeze Operator Stack.
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Cleb
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Re: Problem with custom object

Post by Cleb »

YES!!!!! IT WORKED!!!! thankyouthankyouthankyou :bowdown:
proof:
Hidden/Spoiler:
Image
Thank you so much! I would have never thought of that before! As you can see I forgot to put in a lowerez thingy, will do that now... now I can actually start my naval battle map for real now! :)

EDIT:
One more thing: I thought that andewidget said the new ze tools would make exported objects seeable in ze but they arent :?
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Re: Problem with custom object

Post by Marth8880 »

Glad you got it working. :) I believe Zero Editor displays the lowrez mesh for props and stuff. :o

Random tip: A lot of the time, making the ambient color in your materials black (0, 0, 0) makes a pretty big difference in-game; a lot of the time it actually creates a much larger sense of depth. :)
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Re: Problem with custom object

Post by Cleb »

Marth8880 wrote:Zero Editor displays the lowrez mesh for props and stuff.
wait, what? I don't understand what you mean... :oops: Doesn't it display the regular model?
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Re: Problem with custom object

Post by Marth8880 »

It seems to do both, I'm not sure... :o It may or may not be in the docs.


EDIT:

AhaHhaH! ^^
[color=#FF8000]ODF Parameters.txt[/color] wrote:Header
[GameObjectClass]
ClassLabel is required by the game engine to determine it's functional properties.
GeometryName is required to display the lowrez mesh within the zeroeditor.
GeometryScale is required by zero to reflect any post-XSI scaling done through the msh.option file
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