Question, long road from .xsi to .msh
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Astute
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Question, long road from .xsi to .msh
I've done an experiment to see if i can get my model from .xsi to to .msh without use of the exporter(i'm using the XSI modtool). I was able to import .xsi and convert it to Milkshape 3D ASCII and then import to bconstructer and export to mesh. Everything seemed to work, in fact i was able to see my simple object in zeroeditor. The problem is, when i boot up my map, i get this error in the debugger.
Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "cube" not built: "ALL YOUR MODEL ARE BELONG TO US."
... and my object doesn't appear.
My question to the more experienced modelers, are my conversions valid?
.xsi -> Milkshape3dASCII -> msh
or could this be a problem with my object?
Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "cube" not built: "ALL YOUR MODEL ARE BELONG TO US."
... and my object doesn't appear.
My question to the more experienced modelers, are my conversions valid?
.xsi -> Milkshape3dASCII -> msh
or could this be a problem with my object?
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RC-1290
- minilogoguy18
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pinioncorp
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I am surprised to know you managed to get it into ZE, as I was under the impression that the .msh format was customised by Pandemic for their purposes. Though it would explain why it doesn't work ingame. You will probably need to use the XSI exporter for anything to work.
Nice try though, but even if it had worked I doubt you would have been able to use any of the more advanced functions like transparency. It may be because the heirarchy is not set up properly, but if it showed in ZE then something must have been right...
Its really not a method any of us would have tried.
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I am surprised to know you managed to get it into ZE, as I was under the impression that the .msh format was customised by Pandemic for their purposes. Though it would explain why it doesn't work ingame. You will probably need to use the XSI exporter for anything to work.
Nice try though, but even if it had worked I doubt you would have been able to use any of the more advanced functions like transparency. It may be because the heirarchy is not set up properly, but if it showed in ZE then something must have been right...
Its really not a method any of us would have tried.
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t551
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Converting to Ms3d Ascii MAY have screwed up the hierarchy of your model. I don't think that zeroeditor reads objects in the same way that the game itself does, which could explain why you get an error when munging. I don't know if it is possible in milkshape, but see if you can reorganize the hierarchy, if it is damaged. Another possibility is that you didn't branch select when choosing what to export to .XSI. Middle click on your dummyroot, and then select the export xsi object.
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Murdocr
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Astute
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RC-1290
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Yup, and speaking from experience, you have to manually re-set all hierarchy for props and non-bone models in BConstructor, which is a major pain. If you have multiple meshes inside a model in Milkshape, that is. Had to do that with the XWA ships. 30 some separate meshes. Yeah, it sucked.minilogoguy18 wrote:you probably have to redo the heirarchy in bconstructor because ms3d doesnt support ANY kind of heirarchy system, all models that go through ms3d lose any heirarchy they have.
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