hi,
i have a problem: i have finished making my model in XSI 6.01 , freezed it, and exported it with crosswalk, but when i want to convert it to a msh with mshex, the mshex programm crashes aafter a while. Does any body know why? what might be the reason for the crash ?
help please
MshEx problem
Moderator: Moderators
- daniel
- Master Sergeant

- Posts: 167
- Joined: Sun Mar 22, 2009 12:21 pm
- CodaRez
- Field Commander

- Posts: 940
- Joined: Mon May 25, 2009 6:49 am
- Projects :: I would like one.....
- Location: Ride around the world! And I won't give you anything :P
Re: mshex problem
Did you follow ALL the rules of MshEx
For example:
-Crosswalk must be 2.6 or higher
-Middle clicking selection for export
-Tick/Untick appropriate areas
-Textured? If it ain't, it can crash
-If it ain't UV-ed right, you may screw it up too
Mind outlining a detailed step-by-step of what u did?
For example:
-Crosswalk must be 2.6 or higher
-Middle clicking selection for export
-Tick/Untick appropriate areas
-Textured? If it ain't, it can crash
-If it ain't UV-ed right, you may screw it up too
Mind outlining a detailed step-by-step of what u did?
- daniel
- Master Sergeant

- Posts: 167
- Joined: Sun Mar 22, 2009 12:21 pm
Re: mshex problem
okay here's what i did:
-made the model (didn't yet add textures; it's not finished yet i just wanted to see how it would look like in-game)
-freezed everything
-saved
-file,crosswalk,export
-checked/unchecked everything as requested
-exported
-in my msh folder i doublecklick mshex, type in my modelname.xsi, enter
-first it looks just fine , but after 1-2 minutes it just stops and i get the error message: ''mshex has stopped working...bla, bla''
and yes a do have crosswalk 2.6 or higher
EDIT: well i applied textures and it didn't work with it either
-made the model (didn't yet add textures; it's not finished yet i just wanted to see how it would look like in-game)
-freezed everything
-saved
-file,crosswalk,export
-checked/unchecked everything as requested
-exported
-in my msh folder i doublecklick mshex, type in my modelname.xsi, enter
-first it looks just fine , but after 1-2 minutes it just stops and i get the error message: ''mshex has stopped working...bla, bla''
and yes a do have crosswalk 2.6 or higher
EDIT: well i applied textures and it didn't work with it either
- CodaRez
- Field Commander

- Posts: 940
- Joined: Mon May 25, 2009 6:49 am
- Projects :: I would like one.....
- Location: Ride around the world! And I won't give you anything :P
Re: mshex problem
Doesn't matterdaniel wrote:okay here's what i did:
-made the model (didn't yet add textures; it's not finished yet i just wanted to see how it would look like in-game)
MshEx no likey no textures.
You should give it a texture, at the very least a "mock" texture(just maybe some dumb pic, or a blank doc, that MUST be in powers of 2 "256x256" "256x512" "512x512" "1024x256")
MshEx I believe gets confused if it has no UVs to mess around with(which of course, a texture provides)
So just texture it with something temporary
EDIT: Care a pic of exactly what kind of model you are making?(and this could give clues in the form of hierarchies)EDIT: well i applied textures and it didn't work with it either
Also make sure textures are applied appropriately with the tut in the Everything u need thread
- daniel
- Master Sergeant

- Posts: 167
- Joined: Sun Mar 22, 2009 12:21 pm
Re: mshex problem
here a pic of my project:

EDIT: i'm sure i've done everything right with the texuring; could it perhaps be because of the number of polygons ;that mshex can't handle such an amount of polygons?
EDIT2: okay i'm pretty sure i know what's causing the crash : It IS the number of polygones. i figured it out by making a second model with about as much polygons in it and it crashed. when i dont use as much it worked. But if you have other ideas please let me know. thx
EDIT: i'm sure i've done everything right with the texuring; could it perhaps be because of the number of polygons ;that mshex can't handle such an amount of polygons?
EDIT2: okay i'm pretty sure i know what's causing the crash : It IS the number of polygones. i figured it out by making a second model with about as much polygons in it and it crashed. when i dont use as much it worked. But if you have other ideas please let me know. thx
-
FragMe!
- Gametoast Staff

- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
Re: MshEx problem
Easiest way would be to locially split the model in two. Keep the same relative dummyroot coordinates and place them in ZE in the same location so they fit back together as one.
You can match the coords either in ZE by selecting on piece and pressing P which will pop up a box with a set of numbers. The top row being position and the bottom being rotation. Write down those numbers and then select the second part press P again and put the previous numbers in instead of the ones shown.
You can also do the same thing in a text editor in the .wld file if on base layer or lyr file if on any layer other than base (common). I find it easier to do it this way as it is just a cut and paste.
You can match the coords either in ZE by selecting on piece and pressing P which will pop up a box with a set of numbers. The top row being position and the bottom being rotation. Write down those numbers and then select the second part press P again and put the previous numbers in instead of the ones shown.
You can also do the same thing in a text editor in the .wld file if on base layer or lyr file if on any layer other than base (common). I find it easier to do it this way as it is just a cut and paste.
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: MshEx problem
Also (though it's hard to see with such a small pic) you can cut down on a lot of polys where you have flat parts with unnecesary subdivisions.
