Importing playermodel: getting rid of the extra msh

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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CodaRez
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Importing playermodel: getting rid of the extra msh

Post by CodaRez »

Of course, thru meshtool .obj import you import a single msh, and it normally contains the separate mshs(cloth, collision, shadowvolume) along with the true player msh

I heard somewhere about a method to get rid of all the extras. Anyone mind repeating?

(or better yet a method to reallocate them to their original uses, the shadowvol msh into shadowvol again separately)
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Maveritchell
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Re: Importing playermodel: getting rid of the extra msh

Post by Maveritchell »

You need to select all the bits of the shadowvolume and separate them from the player mesh. You will see some topics tell you to select the whole model and weld (model->modify polymesh->weld boundary points/edges) with .001 tolerance, which will make it really easy to pick out your shadowvolume by selecting a polygon and using grow selection (click on a polygon of the shadowvolume and press shift + to grow selection). Then use extract polygons -> delete to remove the shadowvolume.

I like to just apply the texture and use grow selection on each part of the model that is obviously not textured right (this will be the shadowvolume) and then extract the polygons as above. It's basically the same, but I like to not weld the model right away. It's probably easiest to do the first thing, though.
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Re: Importing playermodel: getting rid of the extra msh

Post by AceMastermind »

CodaRez wrote:...I heard somewhere about a method to get rid of all the extras. Anyone mind repeating?...
You should try searching before asking someone to repeat information...
http://www.gametoast.com/forums/viewtop ... 19#p356019

I've posted these instructions at least 4 times and I know Mav, DarthD.U.C.K. and I think FragMe! have posted them before as well.
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