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.
This is HELL frustrating! In the scene, my model looks fine.. Ingame though, it misses polys.. Does someone know if there is a tool or way to fix this, or clean this or whatever needs to be done? I really don't want any missing polys in this model!
Thanks in advance!
Hidden/Spoiler:
Sorry bout bad pic; didn't have much time and freecam installed ><
Maveritchell wrote:You could try creating a .msh.option file for the model and adding -donotmergecollision. Not sure if that's the problem, but it'd be my guess.
I tried your suggestion and must say I thought it would work.. Same results.. Some edges seem to be very thick inscene, where ingame missing polys are.. I tried a lot of removing/disconnecting/welding/bridging etc., but not much succes! It seems also that there're 2 polys everywhere. I delete a poly on the cheek f.e., and under that is another poly, exactly the same.. Still, there isn't a second mesh under it or something like that
This counts for whole the face btw.. Thanks Mav' for your thinking
In XSI the thick yellow lines are double edges indicating either an inverted polygon or 2 or more polygons having edges sharing the same space, you'll need to fix these.
In your pic I also see some cyan colored edges, they represent border edges, you should weld those together, and you should also cut down on the number of edges in the face/head area, you'll never notice it ingame anyway.
Well I see you're using an imported mesh piece (which I have experience with, because I wrote the program). Also, vertices really close to each other tend to be collapsed together on munge. I'd recommend testing:
Make sure there's no duplicate faces (select only one poly, delete it, you should see a hole)
Select one face, grow the selection all the way. Delete that. Make sure there are no polies left behind.
AceMastermind wrote:In XSI the thick yellow lines are double edges indicating either an inverted polygon or 2 or more polygons having edges sharing the same space, you'll need to fix these.
In your pic I also see some cyan colored edges, they represent border edges, you should weld those together, and you should also cut down on the number of edges in the face/head area, you'll never notice it ingame anyway.
I think inverted polys is the problem.. If I manually select all polys, only the outside, and then use them to make a new polymesh (Extract Polygons(delete)) and then weld everything, should it be fine?
How the hack am i going to fix those inverted polys?!
For the inverted polies box select the all the polies of the mesh, invert them, then in the mode where it picks only polies that are pointing out select the offending polies. Once you get them all invert them. Then box select all the polies again an do a final invert. It is a bit of work but it should work.