¤ Texturing in XSI ¤
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pinioncorp
¤ Texturing in XSI ¤
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I'm trying to texture a fairly complicated scenery model in XSI, but when I go to Get > Texture, I get the following message (where muu_001 is an imported scene from 3DS Max):
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Some of the selected cluster(s) overlap with the following cluster(s):
_3ds_scene_root.muu_001.polymesh.cls.ClsSceneRoot
Please select an option:
(the default behaviour can be set in the user preferences)
YES - remove the overlap from the selected cluster(s)
NO - remove the overlap from the other cluster(s)
CANCEL - let the overlap happen
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Whichever I select causes the texture to not appear in the game or zero editor. The texture does work, it has been tried on simple geometry. It is the correct format, it should work, however XSI refuses to apply the texture to my model. How do I avoid / correct this?
I don't particually want to have to apply a texture to each single polygon or customise the UVs myself because the UV co-ordinates have been imported from the 3DS format. Whenever I import the model, it refuses to apply the texture in any way, let alone the way it should.
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I'm trying to texture a fairly complicated scenery model in XSI, but when I go to Get > Texture, I get the following message (where muu_001 is an imported scene from 3DS Max):
_______________________________________________________
Some of the selected cluster(s) overlap with the following cluster(s):
_3ds_scene_root.muu_001.polymesh.cls.ClsSceneRoot
Please select an option:
(the default behaviour can be set in the user preferences)
YES - remove the overlap from the selected cluster(s)
NO - remove the overlap from the other cluster(s)
CANCEL - let the overlap happen
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Whichever I select causes the texture to not appear in the game or zero editor. The texture does work, it has been tried on simple geometry. It is the correct format, it should work, however XSI refuses to apply the texture to my model. How do I avoid / correct this?
I don't particually want to have to apply a texture to each single polygon or customise the UVs myself because the UV co-ordinates have been imported from the 3DS format. Whenever I import the model, it refuses to apply the texture in any way, let alone the way it should.
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Vyse
- General

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I would recommend reading this tutorial, there is a part on how to texture and a lot of other good info. Although your problem may be just from importing it.
http://www.lucasfiles.com/?s=&action=file&id=1075
To texture I go get>material>phong I don't know enough, but thats how I get textures to work.
Hope it helps!
http://www.lucasfiles.com/?s=&action=file&id=1075
To texture I go get>material>phong I don't know enough, but thats how I get textures to work.
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pinioncorp
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I can get textures to work, but on these models there are too many polygons and different UVs to work with the preset. I cannot go Get > Texture > Image when I am in object mode, it returns with the message:
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The preset(s) could not be applied to this selection
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Its a case of some error with my model which stops the program from understanding how the texture should be applied. I am after an alternative to UV mapping each object.
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I can get textures to work, but on these models there are too many polygons and different UVs to work with the preset. I cannot go Get > Texture > Image when I am in object mode, it returns with the message:
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The preset(s) could not be applied to this selection
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Its a case of some error with my model which stops the program from understanding how the texture should be applied. I am after an alternative to UV mapping each object.
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- minilogoguy18
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pinioncorp
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[quote="In the BF2 Modding FAQ / "Everything you need" thread, drummerzoid1"]
1. import them to milkshape3d
2. export them in dotxsi format, hopefully you can see the textures in milkshape
3. import them into an xsi program, there is a free xsi program called xsi mod tools that you can find at their homepage[/quote]
Would this help me avoid XSI's horrendous texturing tools? I swear, I SWEAR, that I have tried absolutely everything to get it to export textures, with no luck. There is a real problem with it identifying the current texture co-ordinates when I import it.
Seeing I'm having so much trouble, I though I would outline what I am doing in XSI to get such a horrible result.
1. (3DS Max) texture co-ordinates inputed. Converted to editable poly (I know it is converted to a mesh when I export it, but poly's are easier to edit when building it) and exported.
2. Open XSI (version 5.0). File > Import > 3ds. Selected the file which is called "muu_001".
3. Select the texture attributes under both the object itself (muu_001 > Material) and under Polygon Mesh > Clusters > ClsSceneRoot > Material, and delete them.
4. selected the object and created an new instace under the 3dsSceneRoot. Renamed "collision_-sbo_muu_001" for the collision mesh. Then I hide that mesh (it doesn't need textures).
5. Select the polygons I want (is there a way to select them by clicking in the centre? I hate the way you have to drag a box) and apply the texture I want by going to render panel > get > image OR going to Material > Phong (in this situation, both come up with the same result). Note that I get the message outlined in red in my first post. I still have no idea which selection does what.
6. Select the image from my hard drive (a 512 × 512 targa, 24 bit uncompressed). There is no change to the model in the working window (yes, it is in textured decal view).
7. Then I go down to texture projection and select "Unique UV's (polymesh)". The model becomes textured in a horrible sort of way.
8. Unhiding the collision mesh, I select all three objects in the scene (The object, the collision mesh and the Scene Root) and go to Transform > Freeze all transformations (thankyou for that one, I would never have gotten that one).
9. With everything still selected, I run the exporter script. It exports normally. The textures go with the export.
10. I put the object into Zero Editor. The texture shows up poorly.
11. Munging the map and loading it up, I get a big black sack of c**p.
What, I ask what, can I do to get the texture to export correctly? The Object itself works fine, along with the collision mesh. Yet my texture in apparently non-existant. Would milkshape solve this problem, or even allow me to do my UV mapping in Max?
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[quote="In the BF2 Modding FAQ / "Everything you need" thread, drummerzoid1"]
Skrinl: hopefully this will come out right with the textures but i'm not sureSkrinl wrote: Hi I am really looking for a way to convert my 3ds max models into .msh format for the game. Can anyone point me in the right direction for this?
1. import them to milkshape3d
2. export them in dotxsi format, hopefully you can see the textures in milkshape
3. import them into an xsi program, there is a free xsi program called xsi mod tools that you can find at their homepage[/quote]
Would this help me avoid XSI's horrendous texturing tools? I swear, I SWEAR, that I have tried absolutely everything to get it to export textures, with no luck. There is a real problem with it identifying the current texture co-ordinates when I import it.
Seeing I'm having so much trouble, I though I would outline what I am doing in XSI to get such a horrible result.
1. (3DS Max) texture co-ordinates inputed. Converted to editable poly (I know it is converted to a mesh when I export it, but poly's are easier to edit when building it) and exported.
2. Open XSI (version 5.0). File > Import > 3ds. Selected the file which is called "muu_001".
3. Select the texture attributes under both the object itself (muu_001 > Material) and under Polygon Mesh > Clusters > ClsSceneRoot > Material, and delete them.
4. selected the object and created an new instace under the 3dsSceneRoot. Renamed "collision_-sbo_muu_001" for the collision mesh. Then I hide that mesh (it doesn't need textures).
5. Select the polygons I want (is there a way to select them by clicking in the centre? I hate the way you have to drag a box) and apply the texture I want by going to render panel > get > image OR going to Material > Phong (in this situation, both come up with the same result). Note that I get the message outlined in red in my first post. I still have no idea which selection does what.
6. Select the image from my hard drive (a 512 × 512 targa, 24 bit uncompressed). There is no change to the model in the working window (yes, it is in textured decal view).
7. Then I go down to texture projection and select "Unique UV's (polymesh)". The model becomes textured in a horrible sort of way.
8. Unhiding the collision mesh, I select all three objects in the scene (The object, the collision mesh and the Scene Root) and go to Transform > Freeze all transformations (thankyou for that one, I would never have gotten that one).
9. With everything still selected, I run the exporter script. It exports normally. The textures go with the export.
10. I put the object into Zero Editor. The texture shows up poorly.
11. Munging the map and loading it up, I get a big black sack of c**p.
What, I ask what, can I do to get the texture to export correctly? The Object itself works fine, along with the collision mesh. Yet my texture in apparently non-existant. Would milkshape solve this problem, or even allow me to do my UV mapping in Max?
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- minilogoguy18
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pinioncorp
- squipple
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I'm getting a similar thing happening. Not quite a big sack of crap, but for some reason I'm getting random texture errors. It looks as though it picks a random polygon and applys the entire texture to it and repeats it like 100 times. Only happens on a few objects. Haven't been able to figure out why yet. I'm also having issues with the alpha channel not working. The object and alpha show up great in ZE, but when I munge it messes up some textures and doesn't apply alphas. I looked in other objects to see if there are odf things I might be missing, but can't find anything so far.
Some things you can try:
You've done a 'freeze all transformations', but there's also a 'freeze' in the texture editor (alt+7) that you may want to try.
Try just exporting a simple object created and textured in XSI (a sphere or something). If that works, then it tells you there's something going on with your model...or at least it tells you that your exporter is working correctly.
Some things you can try:
You've done a 'freeze all transformations', but there's also a 'freeze' in the texture editor (alt+7) that you may want to try.
Try just exporting a simple object created and textured in XSI (a sphere or something). If that works, then it tells you there's something going on with your model...or at least it tells you that your exporter is working correctly.
- minilogoguy18
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Lord-Bandu
Squipple,
If you follow my 6 step texturin tutorialyou should have no problems.
Just make sure you only have 1 cluster operating on a particular set of polygons. Sometimes you accidently select a polygon to be clustered thats already clustered and the effect in game is just like you described
Make sure you read everything lol ..... was it you who didnt read everything i put and ended up wuith errors? It was some1 on my msn list anyway
If you follow my 6 step texturin tutorialyou should have no problems.
Just make sure you only have 1 cluster operating on a particular set of polygons. Sometimes you accidently select a polygon to be clustered thats already clustered and the effect in game is just like you described
Make sure you read everything lol ..... was it you who didnt read everything i put and ended up wuith errors? It was some1 on my msn list anyway
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Krun
pinioncorp,
I sympathize with your situation I have a number of models I made in 3dsmax that I would have loved to import into XSI mod tools with textures in tact, but I have come to realize whatever tricks I try nothing will make them work. My models displayed the textures correctly in .xsi format in Milkshape3d, but they would not work in the mod tools. I think your best bet would be to open your "Scene" hierarchy and delete the materials from all of your objects and then retexture them in the mod tools. I think you may have not removed all of your original material data when you retextured in XSI. I would suggest making a simple cube and texturing it in XSI then try it in game. If it works then look at the Hierarchy and see if the materials in the working cube are similiar to your models that aren't working.
I sympathize with your situation I have a number of models I made in 3dsmax that I would have loved to import into XSI mod tools with textures in tact, but I have come to realize whatever tricks I try nothing will make them work. My models displayed the textures correctly in .xsi format in Milkshape3d, but they would not work in the mod tools. I think your best bet would be to open your "Scene" hierarchy and delete the materials from all of your objects and then retexture them in the mod tools. I think you may have not removed all of your original material data when you retextured in XSI. I would suggest making a simple cube and texturing it in XSI then try it in game. If it works then look at the Hierarchy and see if the materials in the working cube are similiar to your models that aren't working.
- squipple
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@ Bandu - Yeah that was me. I'm following your process to the letter. It's working for most objects, but some are having issues. I know I'm not selecting different polys, because I'm applying one texture to the whole object. Like I say, everything looks peachy in ZE, it just gets fumbled up after munging. I'm still testing though. One of the objects in question is rather large (a big cave tunnel system - only 1200 polys or so though), so I may try splitting it up into smaller pieces.
- minilogoguy18
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pinioncorp
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Wow, that was a long time ago...
I've had them working for ages.
NO matter how much better XSI's UV mapping tools are, Max's are better
because I know how to use them.
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Wow, that was a long time ago...
I've had them working for ages.
because I know how to use them.
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- minilogoguy18
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yeah i used to love max but the program is just too slow moving, takes like 20 mins for it to just start and you have to render everything just to look at what the textures will look like cause it displays them at such a low resolution in the camera mode and it just has very little plugins for game design.
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Krun
Off topic:minilogoguy18 wrote:yeah i used to love max but the program is just too slow moving, takes like 20 mins for it to just start and you have to render everything just to look at what the textures will look like cause it displays them at such a low resolution in the camera mode and it just has very little plugins for game design.
Wow mini your 3dsMax takes 20 mins. to load? Mine only takes a couple and gives high quality openGL viewport rendering.
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pinioncorp
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My 3D Studio takes ~12 seconds to load. XSI takes longer.
Textures are usually displayed poorly, but I always turn on the directX manager, they come out perfect.
3DS has no game exporters for all I know of, this is my first modding attempt. However, 3DS is a very popular program for good reason. Plus, should I choose a new game to mod for, I'm sure it'll be another new program that I have never heard of.
But enough of this petty squabbling, as long as things are being made, then its all good. but more importantly,
I NEED GLOW!!!
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My 3D Studio takes ~12 seconds to load. XSI takes longer.
Textures are usually displayed poorly, but I always turn on the directX manager, they come out perfect.
3DS has no game exporters for all I know of, this is my first modding attempt. However, 3DS is a very popular program for good reason. Plus, should I choose a new game to mod for, I'm sure it'll be another new program that I have never heard of.
But enough of this petty squabbling, as long as things are being made, then its all good. but more importantly,
I NEED GLOW!!!
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Krun
