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Mesh Ex problems
Posted: Wed Nov 19, 2008 9:10 pm
by computergeek
I made a simple cylinder. I exported the xsi.6 thing and used rep's mesh ex.
It crashed

I underlined the last thing in red
Re: Mesh Ex crash
Posted: Wed Nov 19, 2008 9:41 pm
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
Re: Mesh Ex crash
Posted: Wed Nov 19, 2008 9:52 pm
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
Re: Mesh Ex crash
Posted: Wed Nov 26, 2008 7:02 am
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?
Re: Mesh Ex crash
Posted: Sun Nov 30, 2008 10:11 pm
by computergeek
I don't think I froze my transformations before I exported
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.
Re: Mesh Ex crash
Posted: Mon Dec 01, 2008 12:44 am
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.
Re: Mesh Ex crash
Posted: Mon Dec 01, 2008 1:01 am
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.
Re: Mesh Ex crash
Posted: Mon Dec 01, 2008 8:52 pm
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