Exporting Problems/ Noob's Modeling Q's

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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Noobasaurus
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Exporting Problems/ Noob's Modeling Q's

Post by Noobasaurus »

When I try to export a downloaded model from the internet after I have reduced its polygons, it gives me this message. I've never seen it before.
Image

I have no idea how to deal with it either. I'm using Ande's tools and they work fine on anything else. The Pandemic addon also gets an error with this.

EDIT: So I went in and found the bugger that was supposedly making things go bad, but it's still not working. Now it gives me this:
Image

How many verts and tris should be on a character model? I just reduced it even more but I really don't know what the cause is.
Last edited by Noobasaurus on Mon Jul 29, 2013 11:57 pm, edited 1 time in total.
Marth8880
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Re: Exporting Problems

Post by Marth8880 »

Don't worry about that error, it's pretty harmless.
Noobasaurus wrote:How many verts and tris should be on a character model? I just reduced it even more but I really don't know what the cause is.
Character models should generally not have more than 5k triangles, and hero models shouldn't have more than around 9k.
Noobasaurus
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Re: Exporting Problems

Post by Noobasaurus »

I'm worrying about that error because it's preventing my model from exporting. I press the button and there's a red bar with some random stuff on it at the bottom, and when I press "Check Sel" it gives me that. If you want my tree here you go.
Image
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Re: Exporting Problems

Post by Marth8880 »

Wait, your materials... You're using Blinn? :o You can only use Phong and Lambert for SWBF2. Even then, you should be using the ZETools Material Manager for all of your materials.
Noobasaurus
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Re: Exporting Problems

Post by Noobasaurus »

Alrighty then...how do I convert that to Phong? I looked at it and it says that it uses Phong. Take a look at the pictures below.
Hidden/Spoiler:
Image
Image
EDIT: I got it to export, but only by deleting all of the texture data. I guess I'll have to learn to texture now.
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Re: Exporting Problems

Post by Marth8880 »

In what way did this model come into your possession?
Noobasaurus
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Re: Exporting Problems

Post by Noobasaurus »

Noobasaurus wrote:a downloaded model from the internet
Yeah. I found it and downloaded it, and then chopped off half of the head. And then chopped off the textures. And then chopped off the quality to 9k triangles.
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Re: Exporting Problems

Post by Marth8880 »

Strip it of everything - materials, bones, envelopes, and weights. (Keep the UVs though because lol no.)

Then create new materials for it using Material Manager in ZETools, import unit_template, and envelope the Iron Man model to the skeleton.

Also right-click "SubdividePolygon Op" and "Polygon Reduction Op" and select "Freeze."
Image
Noobasaurus
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Re: Exporting Problems

Post by Noobasaurus »

Thanks for your help, Marth. :)

Some materials don't feel like being deleted, specifically Material (Scene_Root). Inside of it it just has a Phong. I imported unit_template, and I'm assuming that I stick all the things it has under the main Iron Man thing and then envelope them...tomorrow. 11:30 PM here, and sadly XSI doesn't like to save so I have to keep my computer on. I'll figure out how to envelope and texture tomorrow.
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Re: Exporting Problems

Post by Marth8880 »

Correct, everything but the Clone Trooper mesh and its shadow volume.
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Re: Exporting Problems

Post by Noobasaurus »

Alright, so I figured out what some of the stuff you said was, so now I have the UV's and I got a texture on. However, I have no idea how to texture it. Check out the below picture.
Hidden/Spoiler:
Image
EDIT: So I'm playing around with selecting different parts of the model and then hitting Tools > XXX Subprojection. It's working pretty well, but is there any way to color different parts of the model different colors? Like a red head and a yellow arm? Or do I have to edit the texture for that?
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Re: Exporting Problems/ Noob's Modeling Q's

Post by Marth8880 »

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Re: Exporting Problems/ Noob's Modeling Q's

Post by noMatt »

9k triangles? I bet you have to wait 2 hours until vm is done with munging 9k triangles :O
Noobasaurus
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Re: Exporting Problems/ Noob's Modeling Q's

Post by Noobasaurus »

Nah, it only takes about five minutes. If I make it anything above 9500 triangles though, then it takes a loooooooooooooooooooooooooooooooooooooooooooooooooooooooooooong time.
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