Texture options [Solved]

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
Galactic_Marine
Command Sergeant Major
Command Sergeant Major
Posts: 297
Joined: Sat Oct 14, 2006 8:47 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Texture options [Solved]

Post by Galactic_Marine »

I'm about to export some models with XSI Mod Tools, so that someone with foundation can export them into msh, and so I tried a test run on my models: I exported them in .xsi format, imported them in a new scene file, but all my texture options, such as texture repeats, had been ignored. The models came in a standard texture wrap. How do I make XSI understand that I want my texture options preserved?
User avatar
minilogoguy18
Master Bounty Hunter
Master Bounty Hunter
Posts: 1512
Joined: Wed Nov 09, 2005 11:12 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

RE: texture options

Post by minilogoguy18 »

you need to freeze all polygon meshs so that the cunstruction history stays the way it is and doesnt get reversed.
User avatar
Galactic_Marine
Command Sergeant Major
Command Sergeant Major
Posts: 297
Joined: Sat Oct 14, 2006 8:47 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by Galactic_Marine »

ummm...how do I?
User avatar
Galactic_Marine
Command Sergeant Major
Command Sergeant Major
Posts: 297
Joined: Sat Oct 14, 2006 8:47 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by Galactic_Marine »

I tried it, but it still doesn't work....is there anything I could have done wrong during the texturing procedure that could have screwed it up?
User avatar
minilogoguy18
Master Bounty Hunter
Master Bounty Hunter
Posts: 1512
Joined: Wed Nov 09, 2005 11:12 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by minilogoguy18 »

not freezing the textures with ctrl+F while the texture editor window is open.
User avatar
Galactic_Marine
Command Sergeant Major
Command Sergeant Major
Posts: 297
Joined: Sat Oct 14, 2006 8:47 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by Galactic_Marine »

I tried that and it still doesn't work...ok, here is an example of what I did:

1. create sphere
2. select polygons
3. Render>Get texture>Image
4. select texture
5. select a texture projection
6. go to advanced and change texture repeats
7. open a window as a texture editor and hit ctrl+f
8. select the model and hit freeze on the bar on the right side
9. export model as .xsi
JabbaLovesLava
Sith
Sith
Posts: 1396
Joined: Tue Jun 07, 2005 11:50 am

Post by JabbaLovesLava »

Well, before doing step 2, you need to give the model Unique UVs.
User avatar
Galactic_Marine
Command Sergeant Major
Command Sergeant Major
Posts: 297
Joined: Sat Oct 14, 2006 8:47 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by Galactic_Marine »

I did that and it still doesn't work...are any non-standard export options required or not allowed?

EDIT
also when I export my models, I use polygons on the polygon type option, but it still imports in triangles...could that also be part of the problem? Please help me, I worked very hard on these models....
Qdin
Old School Staff
Posts: 2059
Joined: Wed Feb 23, 2005 9:54 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by Qdin »

I assume you've exported asd .XSI*? That's a curse for other versions than above 5.0 of XSI: it triangulates the model and more or less doubles the polycount.

it sometimes also screws up the UV maps :?
User avatar
Galactic_Marine
Command Sergeant Major
Command Sergeant Major
Posts: 297
Joined: Sat Oct 14, 2006 8:47 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by Galactic_Marine »

well there's no other format you can export as...will that affect the textures anyway?
User avatar
minilogoguy18
Master Bounty Hunter
Master Bounty Hunter
Posts: 1512
Joined: Wed Nov 09, 2005 11:12 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by minilogoguy18 »

it only gets like that qdin if you either have the settings so they export that way or if your exporting or importing to or from mod tools, otherwise i could export a model to .xsi with XSI 5 and someone with 5.11 could import it with ALL the same data as my scene.
User avatar
Galactic_Marine
Command Sergeant Major
Command Sergeant Major
Posts: 297
Joined: Sat Oct 14, 2006 8:47 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by Galactic_Marine »

ummm....could I send a scene file?

EDIT
can somebody who uses Mod tools please give me a detailed walkthrough of how you export your models?
User avatar
minilogoguy18
Master Bounty Hunter
Master Bounty Hunter
Posts: 1512
Joined: Wed Nov 09, 2005 11:12 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by minilogoguy18 »

right click on the model and do File|Export|dotXSI
User avatar
Galactic_Marine
Command Sergeant Major
Command Sergeant Major
Posts: 297
Joined: Sat Oct 14, 2006 8:47 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by Galactic_Marine »

never mind, I solved the problem already....my models are now ready for conversion to .msh!
Post Reply