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.
Hello everyone, i have a problem with the munge from my export deathstar model.
My Deathstar will be not munge and the munge output stops at the middle
Everyone can help me ?
pls PS:(i hope you will be understand my english)
Okay, first i put the export msh model in the "msh addon " and then i open the zero editor and put the model in to the world.
Next --> I save world
Next --> i munge the World
Next --> The Modtools VisualMunge.exe will be stop by the middle munge
Next --> You can wait all the time and nothing munge
Ps: Is my mistake by the export ??? from my Model ???
You have to make a odf file and load that in zero editor, not the msh file itself. Search gametoast, there should be some tutorials on this.(and it's quite easy, it's just that I haven't been modding for a half a year and I'm not the right person to explain it right now XD)
well, Majin says that some of his maps takes more than an hour to munge where it just stands still for ALOT of time - more than half an hour - if he's got something really big or something.
So I'd suggest waiting... and yes - wait 2 hours if that's what you gotta do.
Like Bandu's huuuge ship in 'real scale'? took him 15 minutes or something to fly from the beginning to the other end of the ship... and it only showed the model a few hundred meters away... So considering it was like 9 km or something then... o.o
Fred is right: it's important to have smaller pieces than one big one. it don't spend energy on the 20 small pieces if it sohuld only show 7, but if you have 1 huge 20-piece-in-one model it'll spend energy on it as a whole.
I had this problem just a couple of days ago. Once you have exported the mesh from XSI what is the files size of the .msh, Mine was 13mb and I waited 3 hours and it still wouldn't munge. I believe it was that there was way too many polygons in a single .msh, so I made several meshes out of it.
i think fred was telling me though that there really is no limit like some games where the compiler will reject the model, it just depends on whether your PC can handle it or not, maybe while munging you ate up all your physical memory, whats your PC specs?
I THINK he means RAM, since that is short for Random(I love random ) Acces Memory. And CPU is short for Central PROCESSING Unit. So RAM actually stores information for a short amount of time until it can be written on the hard drive, and the CPU just calculates everything. So when all your memory is used, the virtual memory(using the relative slow hard drive; relative to the speed of Physical memory) must be used, wich makes everything MUCH slower, while when your CPU is overoccupied, everything just has to wait a few seconds.
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I'm no expert tough and I might be horribly wrong(just correct me if I'm wrong )