Basic XSI to BF2 Weapon tutorial on thereisnotry.net
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L-5-R
Basic XSI to BF2 Weapon tutorial on thereisnotry.net
Hey I finaily finished my weapon tut for those who don't know how yet.
If any of you want head over to
http://www.thereisnotry.net/html/xsi_wp1.html
check it out. Oh and tell me if it helped.
If any of you want head over to
http://www.thereisnotry.net/html/xsi_wp1.html
check it out. Oh and tell me if it helped.
- Teancum
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RE: Basic XSI to BF2 Weapon tutorial on thereisnotry.net
Very cool! 'preciate the tut man. Perhaps we should combine that with an odf tool.
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theguarder
RE: Basic XSI to BF2 Weapon tutorial on thereisnotry.net
Thank you L-5-R! my t-21 is done, but im to lazy to go to the other computer to check it uot :p
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theguarder
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Vyse
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Rekubot
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Stick 'em in a side folder, in your case it would be IMP most probably. Make sure you have a null called hp_fire where the muzzleflash will be, and the place where your soldier is going to grip it is at 0,0,0. Make sure you have a null called dummyroot at 0,0,0 also. I'm not sure if this is required, but in the front view in XSI (looking along the z axis I think) the gun should be pointed towards you.
Now open up the rifle ODF (I'd assume that's what you'd want) called imp_weap_inf_rifle, and save it as something like imp_weap_inf_bobarifle, so that you recognize it later on. Then look at these lines:
Change the GeometryName in both sections to what you called the EE-3, (the MSH file I mean), and also the HighResGeometry, which is what you'd see in first person. You could use a more high-poly model for that if you wish. Hopefully you already called the firepointname hp_fire, so you don't need to bother with that part, and the ordnance name is what the weapon will shoot, but that part you knew already, right?
Anything else you're confused about?
Now open up the rifle ODF (I'd assume that's what you'd want) called imp_weap_inf_rifle, and save it as something like imp_weap_inf_bobarifle, so that you recognize it later on. Then look at these lines:
Code: Select all
[WeaponClass]
ClassParent = "com_weap_inf_rifle"
GeometryName = "imp_weap_inf_rifle.msh"
[Properties]
GeometryName = "imp_weap_inf_rifle"
HighResGeometry = "imp_1st_weap_inf_rifle"
OrdnanceName = "imp_weap_inf_rifle_ord"
FirePointName = "hp_fire"-
wazmol
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First of all i am really sorry but this is a HUGE bump, but i didn't want to start a new topic as i would only of got linked to here.
anyway, i have done everything as the tutorial has said but when i got to export i get an error and it comes up with an error report, you can see this in the "just started modeling, stuck" thread.
i tried getting info from the art_guide.doc in the documentation guide but it is so confusing.
can some one point me in the right direction please.
so far i have got my gun pointed towards the Z axis
i have added a hp_fire node to the barrel
put the grip/handle on 0,0,0
thats it.
now what do i do.
thanks a lot and sorry again for the bump
EDIT-----
i finally got it to export and i went to the folder where it should of been saved to and it was their but just the .msh (isnt there suppose to be a TGA aswell?) so i put it in my rep side folder edited the odf and when i munged i got this error:
so i ignored it and ingame guess what i got:

HELP me please
anyway, i have done everything as the tutorial has said but when i got to export i get an error and it comes up with an error report, you can see this in the "just started modeling, stuck" thread.
i tried getting info from the art_guide.doc in the documentation guide but it is so confusing.
can some one point me in the right direction please.
so far i have got my gun pointed towards the Z axis
i have added a hp_fire node to the barrel
put the grip/handle on 0,0,0
thats it.
now what do i do.
thanks a lot and sorry again for the bump
EDIT-----
i finally got it to export and i went to the folder where it should of been saved to and it was their but just the .msh (isnt there suppose to be a TGA aswell?) so i put it in my rep side folder edited the odf and when i munged i got this error:
Code: Select all
ERROR[PC_modelmunge msh\mnd_weap_inf_rifle.msh]:NO POLY COUNT FOR mnd_weap_inf_rifle: THIS IS VERY BAD
ERROR[PC_modelmunge msh\mnd_weap_inf_rifle.msh]:NO COLLISION TREE WRITING ALL ZEROES FOR BOUNDING BOX
ERROR[PC_modelmunge msh\mnd_weap_inf_rifle.msh]:Unable to write collision tree nodes, no tree exists
3 Errors 0 WarningsHELP me please
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Rekubot
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Create a null called dummyroot and make it the parent of everything that's going in-game. (That would include the mesh, shadowvolume, collision mesh, and lowrez mesh.) Texture it, (check Bandu's tutorial) and do whatever else you need to do. Once it's ready, middle-click (branch-select) on dummyroot, and it should select everything. Then export with the Pandemic XSI addon that came with the Battlefront II modtools. If you use XSI 4.2 modtools however, the XSI addon won't work.
PS: Bumping a tutorial is within the rules if you have a valid reason. What you did is perfectly valid, as you needed help.
PS: Bumping a tutorial is within the rules if you have a valid reason. What you did is perfectly valid, as you needed help.
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wazmol
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ok thanks for the quick answer but theres a probelm, i dont have a clue how to make a shadowvolume collision mesh and lowrez mesh. also i dont no how to make dummyroot a parent. and i dont no if this is right and proper but the model i am using, i didnt create i downloaded it from google sketchup and then exported it as dotXSI format and imported it into XSI to add nodes and stuff, it came with texture. so what do i do now thanks
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Rekubot
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Go to Get --> Primitive --> Null. A green cross thingy should appear at 0,0,0. Keep it there. Now open up explorer (open it up on one of your four windowpanes or just press 8). Press 'S' when your mouse cursor is over the explorer window to call up the Scene Root. You should see all of the objects you have made here, along with whatever else is in the scene by default (lights, etc.) and now your newly created null. Right-click on the null and select rename. Call it dummyroot and then (in the explorer still) drag the name of your mesh over the dummyroot null, and drop. If (instead of one mesh) you have a bunch of objects, select all of the ones that you want to be shown in game and select Create --> Polymesh --> Merge. This will create a new object which is basically all of the objects you selected merged into one. Move this polymesh (rename it to gun or something) under dummyroot.
The lowrez mesh is the mesh that you will see in-game when you are far away from the weapon in question. Because it's further away, less polys are required for it. To make a lowrez mesh:
Select the mesh you've just made. Press Ctrl+D to duplicate it; this will create an exact copy of the mesh. With this new mesh, you can either remove polygons manually or just go to Modify --> Polymesh --> polygon reduction. Rename the lowrez object to 'WhateverTheProperMeshIsCalled_lowrez' (without the quotes).
A collision mesh isn't required for a gun, because people aren't exactly going to be walking into it on purpose.
Without a shadowvolume, the gun won't have shadows. Duplicate the mesh again (I recommend you run the polygon reduction tool again, but it isn't required I shouldn't think), and this time go to Animate --> Create --> Parameter --> New Custom Parameter. A window should appear. Set the parameter name to shadowvolume and uncheck 'animatable'.
Finally, select the shadowvolume and the lowrez mesh in the explorer and press 'H'. This will hide them in-game. To be honest I'm not actually sure if you need to hide the lowrez mesh, but I do and it always shows up in the background for me.
If you have any more problems it's because I've said something wrong or you didn't follow the instructions properly. Nevertheless, if you have any more problems don't hesitate to ask. Also, if you use the search function you could probably find some images to help. Everything I've said here can be found either in the documentation or on the Gametoast forums.
The lowrez mesh is the mesh that you will see in-game when you are far away from the weapon in question. Because it's further away, less polys are required for it. To make a lowrez mesh:
Select the mesh you've just made. Press Ctrl+D to duplicate it; this will create an exact copy of the mesh. With this new mesh, you can either remove polygons manually or just go to Modify --> Polymesh --> polygon reduction. Rename the lowrez object to 'WhateverTheProperMeshIsCalled_lowrez' (without the quotes).
A collision mesh isn't required for a gun, because people aren't exactly going to be walking into it on purpose.
Without a shadowvolume, the gun won't have shadows. Duplicate the mesh again (I recommend you run the polygon reduction tool again, but it isn't required I shouldn't think), and this time go to Animate --> Create --> Parameter --> New Custom Parameter. A window should appear. Set the parameter name to shadowvolume and uncheck 'animatable'.
Finally, select the shadowvolume and the lowrez mesh in the explorer and press 'H'. This will hide them in-game. To be honest I'm not actually sure if you need to hide the lowrez mesh, but I do and it always shows up in the background for me.
If you have any more problems it's because I've said something wrong or you didn't follow the instructions properly. Nevertheless, if you have any more problems don't hesitate to ask. Also, if you use the search function you could probably find some images to help. Everything I've said here can be found either in the documentation or on the Gametoast forums.
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Re: Basic XSI to BF2 Weapon tutorial on thereisnotry.net
can anyone please reup the tutorial?
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MandeRek
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Re: Basic XSI to BF2 Weapon tutorial on thereisnotry.net
Yes pleas i really need it 
MandeRek
MandeRek
