XSI: Merging Meshes and Enveloping

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.

Moderator: Moderators

Post Reply
User avatar
Chadaface
Private
Posts: 30
Joined: Sat May 01, 2010 7:59 pm

XSI: Merging Meshes and Enveloping

Post by Chadaface »

First time attempt on modding SWBF2,and this is causing me a lot of pain, and I cant seem to get around it:
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
-trooper: helmet mesh
-mesh: body mesh

both have been enveloped already...

What I intend to do is merge the helmet (modeled from scratch) and the body (re-skinned clone trooper) WITHOUT BREAKING THE ENVELOPES, I can't seem to find a method without breaking the envelopes or the texture for some reason messing up.
kinetosimpetus
Imperial Systems Expert
Imperial Systems Expert
Posts: 2381
Joined: Wed Mar 25, 2009 4:15 pm
Projects :: A secret project
Games I'm Playing :: Warframe STO

Re: XSI: Merging Meshes and Enveloping

Post by kinetosimpetus »

They don't have to be merged, just drop the helmet under the dummyroot. You also might want to remove override_texture.
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: XSI: Merging Meshes and Enveloping

Post by AceMastermind »

Chadaface wrote:What I intend to do is merge the helmet (modeled from scratch) and the body (re-skinned clone trooper) WITHOUT BREAKING THE ENVELOPES, I can't seem to find a method without breaking the envelopes or the texture for some reason messing up.
In the merge ppg under Merge Properties you would also click the Merge button for the Materials,UVs etc and the Merge button for Envelope Weights etc. You should also adjust the Tolerance slider to .001 to prevent distortion and delete the Inputs to break the connection between the old and new mesh, or just Freeze M the new mesh if you want to keep the Inputs for whatever reason.
User avatar
Chadaface
Private
Posts: 30
Joined: Sat May 01, 2010 7:59 pm

Re: XSI: Merging Meshes and Enveloping

Post by Chadaface »

kinetosimpetus wrote:They don't have to be merged, just drop the helmet under the dummyroot. You also might want to remove override_texture.
That's all there was to it? I was kinda discouraged to do that snce I read somewhere that having multiple meshes for a single entity wont work in SWBF2,but now that just sounds silly.
AceMastermind wrote: In the merge ppg under Merge Properties you would also click the Merge button for the Materials,UVs etc and the Merge button for Envelope Weights etc. You should also adjust the Tolerance slider to .001 to prevent distortion and delete the Inputs to break the connection between the old and new mesh, or just Freeze M the new mesh if you want to keep the Inputs for whatever reason.
I guess this is what I was looking for.Just to keep everything in one place,I'll try merging the meshes later on using this method.

Thanks guys, It doesn't look so bad in-game to be honest:
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: XSI: Merging Meshes and Enveloping

Post by AceMastermind »

It looks good to me, nice job. :thumbs:
Yeah, you don't have to merge everything together, and in some cases its better not to(see rep_inf_arctrooper.msh). I think back in the early days of SWBF2 asset creation some things weren't fully understood and certain things were said just to be on the safe side.
Post Reply