i have 2 questions about xsi.
#1: how do i envelop an object in xsi and
#2: do you have to put collision primitives in so that people dont walk through them and
#3: how can i get msh models into xsi ie: original/stock models.
EDIT: whoops, put this in the wrong forum.
3 xsi questions
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- ps2owner
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Re: 3 xsi questions
#1) Just curious on why you want too envelope an object? And what is the object?
#2) Hmm never had too really put collision primitives on. Think the the ZE does it for you automaticlly. Until said differenty with a .msh.option file. Thought someody else can explain this better.
#3)Find the meshtool. That can export for you too object format.
#2) Hmm never had too really put collision primitives on. Think the the ZE does it for you automaticlly. Until said differenty with a .msh.option file. Thought someody else can explain this better.
#3)Find the meshtool. That can export for you too object format.
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Re: 3 xsi questions
Depends on which version of XSI you have and what type of object you want to export.
1: Enveloping is only for animated(moving) models(characters, doors, etc). I think there is a tutorial somewhere on GT but I dont have a link at hand, look in the XSI Stickie.
2: Collision primitives are only needed on animated models(vehicles, doors, but not characters). For props you just make a collision mesh.
3: See icemebers post.
1: Enveloping is only for animated(moving) models(characters, doors, etc). I think there is a tutorial somewhere on GT but I dont have a link at hand, look in the XSI Stickie.
2: Collision primitives are only needed on animated models(vehicles, doors, but not characters). For props you just make a collision mesh.
3: See icemebers post.
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Re: 3 xsi questions
thanks guys
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Re: 3 xsi questions
1. the tutorial is listed as "Getting A New Player Model Into SWBF2 Tutorial"
2. collisionprimitives work only if you export them with the pandemictool (->ful xsi 5.xx)
2. collisionprimitives work only if you export them with the pandemictool (->ful xsi 5.xx)
