Can't export with MshEx - Possible Crosswalk problem.

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vampire_lord
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Can't export with MshEx - Possible Crosswalk problem.

Post by vampire_lord »

Since I reinstalled all in my PC there has been a BIG problem.

Installed Autodesk Mod Tool 7.5 and Crosswalk 4.0, Crosswalk options are a little different, exported with apparently the right ones, the MSH shows up on SWBFViewer but never in ZeroEditor (it doesn't crash, and I can "track" it with C), I thought it was the newer mod tool problem, so I went back to XSI Mod Tool 6.0, it still didn't work, and this time it gave me an error while exporting (unspecified failure), then I searched on my backups for Crosswalk 2.6, too bad I couldn't find it and I assume it was never on my backups (as Rep says MshEx works with 2.6 or higher in his topic), right now I am using Crosswalk 3.11 and it still doesn't work, like earlier the prop "is there" on the viewer and invisible on ZE, if anyone has a backup of Crosswalk 2.6 and/or knows what are the exact right settings please tell me.

Zero Editor "ghost prop"
Hidden/Spoiler:
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Crosswalk 3.11 Settings.
Hidden/Spoiler:
Image
Yes, I Freeze all transforms (tried freezing DummyRoot as well, nothing happens, either freezing DummyRoot or not.)
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Re: Can't export with MshEx - Possible Crosswalk problem.

Post by AceMastermind »

I still see evidence of the texture support in your second image, select your cube and press Freeze M then try again. This is standard preparation procedure for converting your scene to SWBF msh as stated in the animation_guide.doc.

The newer versions of Crosswalk contain all previous version libraries so there shouldn't be a problem with using versions higher than 2.6.

Test:
7.5>Crosswalk 3.3
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Re: Can't export with MshEx - Possible Crosswalk problem.

Post by vampire_lord »

Nothing... could I overlook something? btw, I never needed to use Freeze M before, I am beginning to think is the ODF, even with a simple setup, in any case I list the step-by-step procedure.

1.- Get a Null and rename "dummyroot".
2.- Get a Cube and put it under dummyroot.
3.- Get a Phong, Image, from File, Cubic (or Unique UVs).
4.- Freeze All Transforms on the cube.
5.- Freeze M
6.- Crosswalk Export Settings.

Code: Select all

[+]Verbose
[-]Keep Referenced Paths Relative
[-] Preserve IK Chains
[+]Selection Only
[+]Materials
[+]Image Clips
[+]Used Materials and Image Clips Only
[+]Animation
[+]Polygon Meshes (Nulls exported when off)
[+]Convert Meshes to Triangles
[-]Apply Subdivision to Meshes
[-]Export Tangents and Binormals as Vertex Colors
[+]Export XSI Normals
7.- Export
8.- Execute MSHEx, drag and drop the xsi file.
9.- Move the cube.msh to MSH folder (textures and option files as well.)
10.-Open map on Zero editor, add object... nothing except the ghost.

And My ODF

Code: Select all

[GameObjectClass]		
ClassLabel		=	"prop"
GeometryName	=	"cube.msh"
FoleyFXGroup    =   "metal_foley"
[Properties]		
GeometryName	=	"cube"
FoleyFXGroup    = "metal_foley"
Anything else?
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Re: Can't export with MshEx - Possible Crosswalk problem.

Post by kinetosimpetus »

[GameObjectClass]
ClassLabel = "prop"
GeometryName = "cube.msh"
FoleyFXGroup = "metal_foley"
[Properties]
GeometryName = "cube"
FoleyFXGroup = "metal_foley"

delete the red part.
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Re: Can't export with MshEx - Possible Crosswalk problem.

Post by CodaRez »

kinetosimpetus wrote:[GameObjectClass]
ClassLabel = "prop"
GeometryName = "cube.msh"
FoleyFXGroup = "metal_foley"
[Properties]
GeometryName = "cube"
FoleyFXGroup = "metal_foley"

delete the red part.
Wrong:
[WeaponClass]
ClassParent = "com_weap_inf_pistol"
GeometryName = "rep_weap_dc15side.msh"

[Properties]
GeometryName = "rep_weap_dc15side"
OrdnanceName = "all_weap_inf_rifle_ord"
FirePointName = "hp_fire"
//******************************************************
//*************** SOUND ****************
//******************************************************
MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
This .odf is of a pistol I have ingame
And its working.

What I am surprised on is why you have TWO "FoleyFXGroups"

If you want, delete the blue part I marked
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Re: Can't export with MshEx - Possible Crosswalk problem.

Post by kinetosimpetus »

:oops: oops, wrong odf section.
the one in GameObjectClass is for ZE
the one under Properties is for ingame

thought i was looking at Properties...
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Re: Can't export with MshEx - Possible Crosswalk problem.

Post by vampire_lord »

Thanks, one less line to worry about, still, no prop in ZE -.-
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Re: Can't export with MshEx - Possible Crosswalk problem.

Post by MsHwIz »

When you are placing the object into Zero Editor are you opening the .odf file or the .msh file?

I had a very similar problem when I loaded the .msh file instead of the .odf file.
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Re: Can't export with MshEx - Possible Crosswalk problem.

Post by vampire_lord »

I load the ODF file, this just happened once when I began to use MshEx, my models weren't setup correctly, but this time I can't figure what's the problem, I think someone needs to put some more specifications for the newest crosswalk if they need some other options to be turned off/on.
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Re: Can't export with MshEx - Possible Crosswalk problem.

Post by AceMastermind »

vampire_lord wrote:...I think someone needs to put some more specifications for the newest crosswalk if they need some other options to be turned off/on.
These are the working settings I used in my tests for exporting from 7.5 with Crosswalk 4.1:
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http://softimage.wiki.softimage.com/xsi ... ubar20.htm
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Re: Can't export with MshEx - Possible Crosswalk problem.

Post by vampire_lord »

Something just "worked" but I can't say this is properly solved.

I put a random texture on another model (a trench I am making from a basic grid mesh), then I used Ace's settings BUT...

When selecting projection I screwed up a bit by selecting a planar XY and XZ (or something like thta), so I tried a new UV one, as I knew there were 2 texture supports under the model, I deleted them, but the UV projection remained, then I just tried to export without freezing transforms or M, MshEx took a few more seconds to convert, then I tested with a shipped ODF changing the geometry calling for my new mesh.

The object showed up in ZE although the "accurate collision" was a rectangular base covering length and width of the trench placed where dummyroot is, anyway, the object had a proper collision in-game.

Now I wonder what was the right thing to do...
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