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XSI Mod Tool 4.2 - need help

Posted: Mon Sep 27, 2010 8:15 am
by stardestroyer001
Sorry if I sound noobish, but how do you register/work around the XSI Mod Tool 4.2's registration requirements so I can save stuff?

Re: XSI Mod Tool 4.2 - need help

Posted: Mon Sep 27, 2010 9:52 am
by DarthD.U.C.K.
i dont think you can anymore, since versions below 6 arent supported anymore
why would you want to use the 4.2 modtool? the pandemictool only works with full versions of xsi/trials

Re: XSI Mod Tool 4.2 - need help

Posted: Mon Sep 27, 2010 3:15 pm
by stardestroyer001
I tried installing both the Pandemic Tools included with the SWBF2 ModTools, and the fixed one on this site, in XSI Foundation 4.2. Neither worked (big red error message at the bottom), so I uninstalled the XSI Foundation 4.2. However it did install on the XSI Mod Tool 4.2.
So...I guess I'll have to install XSI Foundation 4.2 again?

Re: XSI Mod Tool 4.2 - need help

Posted: Mon Sep 27, 2010 3:25 pm
by DarthD.U.C.K.
well, i never used it but the pandemictool is supposed to work with it
why dont you want to use the xsi 7 modtool?

Re: XSI Mod Tool 4.2 - need help

Posted: Mon Sep 27, 2010 4:14 pm
by stardestroyer001
Isn't it incompatible with the Pandemic Tools?
(And the Pandemic Tools are necessary for custom MSHs to be made, right?)

Re: XSI Mod Tool 4.2 - need help

Posted: Mon Sep 27, 2010 4:25 pm
by mswf
No, the pandemic tools are needed for player models and other meshes with more data than their mesh-data + uv-data only. (so it covers some forms of edit-flags, but there are workarounds for that)

Re: XSI Mod Tool 4.2 - need help

Posted: Mon Sep 27, 2010 6:40 pm
by stardestroyer001
mswf wrote:No, the pandemic tools are needed for player models and other meshes with more data than their mesh-data + uv-data only. (so it covers some forms of edit-flags, but there are workarounds for that)
Ok, so I don't need the Pandemic Tools for anything but advanced stuff that I probably won't be doing for a little while. So...that means I simply need to save my object and then convert it to the MSH format using 3dconverter? Is it that easy? :shock:

Re: XSI Mod Tool 4.2 - need help

Posted: Tue Sep 28, 2010 2:38 am
by DarthD.U.C.K.
no, you have to use meshex. 3dconverter can only open msh but not save them (correct me if that changed within the last year)

Re: XSI Mod Tool 4.2 - need help

Posted: Tue Sep 28, 2010 7:49 am
by ANDEWEGET
3DConverter can open a .msh and save it as <insertoneof3003dfiletypeshere>, but it cant save a <insertoneof3003dfiletypeshere> as .msh.

Re: XSI Mod Tool 4.2 - need help

Posted: Tue Sep 28, 2010 7:51 am
by stardestroyer001
Ok. And one more question: which is better, Blender or XSI?

Re: XSI Mod Tool 4.2 - need help

Posted: Tue Sep 28, 2010 11:59 am
by ANDEWEGET
Blender: Freeware, only static meshes, no flags(only through hex editing).
XSI(4.2-5.11; Full): Demo(30 Days*5 or so), everything, awsome.
XSI(Modtool): Freeware, only static meshes, no flags(only through hex editing).

Re: XSI Mod Tool 4.2 - need help

Posted: Tue Sep 28, 2010 3:03 pm
by stardestroyer001
Got it, I'll start fiddling around with it now. Thanks very much guys(or gals).
Moderators: You can lock 'em up if you want.