Mesh Ex problems

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.

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computergeek
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Mesh Ex problems

Post by computergeek »

I made a simple cylinder. I exported the xsi.6 thing and used rep's mesh ex.
It crashed
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I underlined the last thing in red
Last edited by computergeek on Tue Dec 02, 2008 9:34 pm, edited 1 time in total.
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Silas
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Re: Mesh Ex crash

Post by Silas »

First, did you follow all the steps exactly?

You need to be a tad more specific about what you have done. If you followed every step correctly, it should work, If you have a problem with a certain step, let us know
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Re: Mesh Ex crash

Post by computergeek »

Sorry
I did, but is it possible to have too few polys?
I might try this with another model to find out if that may be my problem
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Re: Mesh Ex crash

Post by Silas »

it seems i've been infected. I get this error too now, and I'm not sure what's wrong. I've successfully exported several models, so this is a first for me.

You having any luck Commander_Fett? if you figure out what's wrong, can you let me know?
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Re: Mesh Ex crash

Post by computergeek »

I don't think I froze my transformations before I exported :roll:
Silly me. Silas, make sure you're doing that and I'll try again soon (don't have a middle mouse button so I have to take one from another computer =D)
Maybe I can set my mouse up as a 3 button in control panel....

Edit
I froze transformations and tried a new model, and it didn't crash this time, but tipam's msh viewer dosnt show anything but it does give a triangle and point count, and I imported it as an obj with the meshtool and there was nothing there.
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Re: Mesh Ex crash

Post by RepSharpshooter »

objects in xsi must have UVs and texture to be exported. You cannot import what meshex exports, but it will work ingame, due to my leaving out a redundant data chunk that is unused by the game yet used by importers.
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Re: Mesh Ex crash

Post by AceMastermind »

You cannot import what meshex exports, but it will work ingame, due to my leaving out a redundant data chunk that is unused by the game yet used by importers.
U3D can import, view and convert whatever SWBF msh you throw at it as long as it's not corrupt to begin with, this includes any msh saved or exported from Nimlot's Bconstructor, RepSharpshooter's MshEx, Tipam's SWBF MSH Viewer, and of course the Pandemic Tools.
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Re: Mesh Ex crash

Post by computergeek »

Ok thanks Rep and Ace, I will try it ingame.
Edit
I never actually tried it ingame, but I put the msh name in my odf for a test to see if it would show up in ZE, and only part of the model showed up and it was really stretched. I placed it and then it dissapeared, but it says that the object is there. The part that did show up was another object in XSI and I accidentally gave it a different texture projection, but wouldn't that just make the rest of the model be white? Could the object being set up as a weapon do this?

Edit 2
I made another model, textured it with one texture projection this time and converted it to a msh successfully, but it is warped along the Z axis (the height one it's Z I think)
Here's a pic in the msh viewer vs. what it should be in XSI.
I included the export options of crosswalk and my hierarchy
Hidden/Spoiler:
Image
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