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Custom model not exporting properly
Posted: Tue Jan 31, 2017 7:35 pm
by MissingTexture
So I worked on a model for a CW Ryloth map I am doing, and it looks fine in XSI:
When I export it, then bring it into SWBFmshviewer, it ends up like this:
I then import it in another XSI window and only this is there:
What happened exactly and how can I fix it, without having to make a new model & texture from scratch again?
Re: Custom model not exporting properly
Posted: Wed Feb 01, 2017 5:02 am
by Anakin
Try my new meshviewer. The old one can not triangulate as far as I know. If my displays it correctly, you just need to triangulate the mesh
Re: Custom model not exporting properly
Posted: Wed Feb 01, 2017 11:07 am
by MissingTexture
Anakin wrote:Try my new meshviewer. The old one can not triangulate as far as I know. If my displays it correctly, you just need to triangulate the mesh
Thanks Anakin, I just needed to triangulate the polymesh. Didn't know it was necessary for the model to be triangulated
Re: Custom model not exporting properly
Posted: Wed Feb 01, 2017 1:05 pm
by Anakin
.msh supports multiedged polygons and i think ZEEngine (battlefront) too. But ZETools goes just up to 4-edged and the old meshviewer does only support triangles as far as i know. My viewer can display theoretically limited but unlimited to it's size edged polygons, but since zetools does not export i cannot test it

so it's theoretically and to be serious you should never go over 4-edged
Re: Custom model not exporting properly
Posted: Wed Feb 01, 2017 5:32 pm
by MissingTexture
Anakin wrote:.msh supports multiedged polygons and i think ZEEngine (battlefront) too. But ZETools goes just up to 4-edged and the old meshviewer does only support triangles as far as i know. My viewer can display theoretically limited but unlimited to it's size edged polygons, but since zetools does not export i cannot test it

so it's theoretically and to be serious you should never go over 4-edged
I see, thanks for the advice Anakin!
