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Re: My model wont work
Posted: Sun Feb 22, 2009 3:58 pm
by jango
well i tested a simple crate w/o collision and w/o lowrez and a simple texture and still nothing shows up! UGH!!!. i found a problem with my jet. it has 13,584 triangles and its not good 2 have over 5,000 from wat ive read. i cant just delete parts of it so wat should i do? i could give the cylinder objects less U subdivisions, but probably wont be enough. is it ok if i delete the collison and lowrez cuz those add a couple thousand triangles 2 it?
Re: My model wont work
Posted: Sun Feb 22, 2009 4:50 pm
by Fiodis
Delete the collision, that is automatically created for you by VM. Delete the lowrez if you want no lowrez.
How did you go about texturing and exporting this crate?
Re: My model wont work
Posted: Sun Feb 22, 2009 5:06 pm
by jango
i just found an image off the web and did cubic projection. i exported it with crosswalk 3.11 into a .xsi 6.0 text and then converted it with MSHex. do i need 2 put sceneroot under dummyroot. and 4 the jet do i need 2 merge all the objects? now it has 6,792 triangles.
Re: My model wont work
Posted: Sun Feb 22, 2009 5:29 pm
by Fiodis
Finding a random image off the web = bad idea. Chances are it's not .tga and it's not the correct size.
Re: My model wont work
Posted: Sun Feb 22, 2009 5:31 pm
by jango
wait. it has 2 be a tga? wat size does it need 2 be? 512?
Re: My model wont work
Posted: Sun Feb 22, 2009 5:33 pm
by Fiodis
How much have you really modded BF2? Every texture in it must be a .tga, saved on a transparent background with RLE off, with size 512X512, 128X128, 64X512, or some other factor of two.
Check out the skinning tuts in the Everything you need to know thread.
Also, I'd recomend you'd merge them, yes.
Re: My model wont work
Posted: Sun Feb 22, 2009 5:36 pm
by jango
well i did notice everything was tga, and btw i mod bf1 not bf2. so maybe thats my only problem. ill try a tga texture and look at tuts. im gonna use the repassaultship's texture, it seems 2 fit kinda good with my jet.
Re: My model wont work
Posted: Sun Feb 22, 2009 5:59 pm
by Fiodis
....Everything in BF1 is the same, texture-requirement wise. You still need .tga in the proper size with a transparent background and RLE off.
Re: My model wont work
Posted: Sun Feb 22, 2009 8:39 pm
by jango
it still doesnt work!!!!!!!!!! UGH!!!!!!!!!!! i did everything right and nothing shows up!!!!!!! im posting the jet file here and hopefully some1 can get it working if they would PLZ. just use the repassault texture in it. im getting rly annoyed, so hopefully some1 will dwnload it and send me working version of it and tell me wat i did wrong if u would plz. note- im just testing it as a prop 4 now until i get it working.
Re: My model wont work
Posted: Sun Feb 22, 2009 10:47 pm
by computergeek
Try this
Select everything in your scene
Go to File->Export->OBJ
Export it as an obj and then go to File->New Scene
Go to File->Import->OBJ and find your obj that you exported
Now create your dummyroot, set up the hierarchy and export to .xsi for Meshex
It should work now
Re: My model wont work
Posted: Sun Feb 22, 2009 11:03 pm
by jango
how would that make it work? and wats a hierarchy?
Re: My model wont work
Posted: Sun Feb 22, 2009 11:06 pm
by computergeek
The hierarchy is the dummyroot thing
It helps by freezing everything you did pretty much (it works btw I just tried it)
Re: My model wont work
Posted: Sun Feb 22, 2009 11:17 pm
by jango
so the dummyroot is the same thing as a hierarchy? u say my jet worked? SWEET!!! well i dont have time 2 convert it tonight ill do it when i get back from school tom. im eager 2 c my object work! if i create an animation 4 landing gear 2 come down how do i set it 2 do it when i take off and land?
Re: My model wont work
Posted: Sun Feb 22, 2009 11:53 pm
by computergeek
That would be odf work.
You still have to set up some more nulls for weapons and seats, but I really cant help you with that. What I meant by it worked is that the model showed up in the msh viewer meaning it would show up in ZE and should show up ingame. What I would do is use a pre-existing odf to test the model before creating your own
Re: My model wont work
Posted: Mon Feb 23, 2009 6:39 pm
by jango
when im exporting into an xsi do i export the obj form of it or the exp form of it? UGH. when i tried opening it using 3D Object Converter v 4.2 it said Unrecognized or unsupported file type (or no valid object found)
Re: My model wont work
Posted: Mon Feb 23, 2009 7:35 pm
by Fiodis
What?
When you export something as a .xsi file, you export it as a .xsi file, not a .obj or anything else. Surely that's obvious.
Re: My model wont work
Posted: Mon Feb 23, 2009 7:47 pm
by jango
i know that. i mean after ive exported it and imported it as an obj, then there is a exp file and a obj file for my jet. when im exporting it as an .xsi file do i choose the exp or the obj? i tried it both ways and it still doenst work. can send me the working msh of it so itll cheer me up plz? i did ur steps and still same error.
Re: My model wont work
Posted: Mon Feb 23, 2009 8:17 pm
by Fiodis
Do this:
1. Import the .obj.
2. Export it, from within XSI, as a .xsi via Crosswalk.
I've been through the hardships of first-time exporting with MshEx, and I once considered just asking someone else to export things. I see a fellow sufferer here. Trust me, once you learn to do it yourself, it'll cheer you up more than seeing your model in-game through someone else's export.
Re: My model wont work
Posted: Mon Feb 23, 2009 10:41 pm
by jango
ill try it. wat do u mean
from within xsi
? do u mean go 2 crosswalk and select export as xsi and choose the object and click export? im pretty sure thats wat i did tho.
Re: My model wont work
Posted: Mon Feb 23, 2009 11:15 pm
by Fiodis
My apologies; I had thought that you were trying to convert a .obj into a .xsi without putting it in XSI.
Import the .obj. Make sure it's skinned. Make sure you set up the dummyroot correctly. Make sure you selected the entire tree from the dummyroot down. Then go to File/Crosswalk/Export.
So, you select the dummyroot and it's tree first, then you go to File/Crosswalk/Export, not File/Crosswalk/Export as xsi, like you said you were doing.
Basically, what this does is exports the dummyroot and it's child object(s) as a .xsiftk file. This is the .xsi file that you run through MshEx.