XSI Modtool Questions
Moderator: Moderators
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
XSI Modtool Questions
I've got a few questions:
1) How do you make a turret recoil? I made a custom turret, then gave it the Mygeeto turret's ordance, and it fires it without the barrel having any recoil. It looks unrealistic.
2) Is it possible to take parts of characters? What I mean is,
I'm trying to set up a helmet addon mesh. I use Meshtool to convert the ep3 trooper to .obj form, then I import it. I want to take the helmet off and get rid of the rest of the body, then tweak the helmet a bit before re-exporting it as an addon mesh. How do I go about doing that, if it's possible?
1) How do you make a turret recoil? I made a custom turret, then gave it the Mygeeto turret's ordance, and it fires it without the barrel having any recoil. It looks unrealistic.
2) Is it possible to take parts of characters? What I mean is,
I'm trying to set up a helmet addon mesh. I use Meshtool to convert the ep3 trooper to .obj form, then I import it. I want to take the helmet off and get rid of the rest of the body, then tweak the helmet a bit before re-exporting it as an addon mesh. How do I go about doing that, if it's possible?
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: XSI Modtool Questions
you could have solved both questions looking into the tutorialthread
1.: How to setup a turret(extended tutorial)
2.: How to create an addon msh
1.: How to setup a turret(extended tutorial)
2.: How to create an addon msh
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: XSI Modtool Questions
The turret tutorial is what I looked at to make a turret, but my problem is that it has no recoil. I don't see anything in the tut about recoil.
The addon mesh tutorial is, again, what I read to know how to set up an addon mesh. It says nothing about how to take parts off of units.
So thanks for the links, but I've read those already. Can anyone answer my questions?
The addon mesh tutorial is, again, what I read to know how to set up an addon mesh. It says nothing about how to take parts off of units.
So thanks for the links, but I've read those already. Can anyone answer my questions?
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: XSI Modtool Questions
this means you just add another hp, make it parent of the part you want to have recoil (usually the barrel or a part of it)Fragme wrote:and optionally barrel (this can be used for recoil of the barrel when the gun is fired)
and reference it in the odf with these lines:
Code: Select all
BarrelNodeName = "barrel"
BarrelRecoil = "0.5"
FirePointName = "hp_fire"for the second question
your helmet would be an not different from any other mesh, it doesnt matter what it is (it can be a head, tentacles or a spaceship), you just cant attach it to more than one bone
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: XSI Modtool Questions
For the second question, that's not what I'm asking. What I'm asking is, how do I get parts off of models? I import the ep3 trooper. How do I rip his head off?
I know how to set up a helmet addon mesh, what I'm asking is how can I get the shape of the ep3 helmet without making it from scratch? How do I borrow the part from the ep3trooper?
I know how to set up a helmet addon mesh, what I'm asking is how can I get the shape of the ep3 helmet without making it from scratch? How do I borrow the part from the ep3trooper?
- AceMastermind
- Gametoast Staff

- Posts: 3285
- Joined: Mon Aug 21, 2006 6:23 am
- Contact:
Re: XSI Modtool Questions
Fiodis wrote:For the second question, that's not what I'm asking. What I'm asking is, how do I get parts off of models? I import the ep3 trooper. How do I rip his head off?
I know how to set up a helmet addon mesh, what I'm asking is how can I get the shape of the ep3 helmet without making it from scratch? How do I borrow the part from the ep3trooper?
1. Select the parts you don't want
2. Delete
or
1. Select the parts you want to keep
2. Invert selection
3. Delete
EDIT
It's best to remove unwanted parts by selecting and deleting polygons instead of edges or points, press Y for rectangle select or U for Raycast select mode to select polygons.
Press F1 for more information.
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: XSI Modtool Questions
uh sorry,
it sounded like you allready did but you dont know if you can use it as addonmesh
it sounded like you allready did but you dont know if you can use it as addonmesh
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: XSI Modtool Questions
I tried, but there were some light-blue edges left over that I couldn't delete. Are those the bones? If so, how do I get rid of them?AceMastermind wrote:Fiodis wrote:For the second question, that's not what I'm asking. What I'm asking is, how do I get parts off of models? I import the ep3 trooper. How do I rip his head off?
I know how to set up a helmet addon mesh, what I'm asking is how can I get the shape of the ep3 helmet without making it from scratch? How do I borrow the part from the ep3trooper?![]()
1. Select the parts you don't want
2. Delete
or
1. Select the parts you want to keep
2. Invert selection
3. Delete
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: XSI Modtool Questions
these are disconnected edges, to delete them press alt+delete or ctrl+delte i cant remember which shortcut was the right one
yu can also reconnect edges, select alle edges, right click, select weld boundary point edges and set the tolerance to 0,001
yu can also reconnect edges, select alle edges, right click, select weld boundary point edges and set the tolerance to 0,001
