MshEx beta - use at your own risk

Releasing the source files for your mod or map? Post em' here. (Applies to both SWBF1 & SWBF2)

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redgroupclan
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Re: MshEx beta - use at your own risk

Post by redgroupclan »

Oh I wasnt typing in the .xsi. Thx!
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Re: MshEx beta - use at your own risk

Post by Blade »

Ooh! I was typing in the file path in the DOS/whatever-it-is box... Thanks FragMe!

Let us see if this works :runaway:

EDIT: Ok, when I ran MshEx in the directory as the .xsi file, black screen pops up, i type in "castle.exp.xsi" (the .exp is in the name of the file, and the file type is XSIFTK). What came up underneath was:
Hidden/Spoiler:
"nameoftexture.tga"
""
""
This is a number: 1
This is a number: 1
This is a number: 1
Press q to quit.
I press q, now, should there be a msh file in that directory now? or do I open up the XSIFTK file in notepad and then save it as a msh?

Sorry for all the stupid questions, but I= :cpu: in far too many ways...
Last edited by Blade on Tue Jun 17, 2008 5:16 pm, edited 1 time in total.
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Re: MshEx beta - use at your own risk

Post by redgroupclan »

Lol Blade, I= :cpu: too!

Anyways, after the file was turned to a msh, I created on ODF, tried placing it in ZE, and it turns out as a msh-less grey chunk thingy with some of the pieces of the original model missing. Whats wrong now... :roll:
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Re: MshEx beta - use at your own risk

Post by 1z2x3c »

i am haveing one prob... it says mastersize: 32what i use: 33 so ... what do i do, is there any way to fix it or did i do something wrong. and it is a great adn useful idea rep i thank you for it and all i need to to is get it working..
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Re: MshEx beta - use at your own risk

Post by Caleb1117 »

redgroupclan wrote:Lol Blade, I= :cpu: too!

Anyways, after the file was turned to a msh, I created on ODF, tried placing it in ZE, and it turns out as a msh-less grey chunk thingy with some of the pieces of the original model missing. Whats wrong now... :roll:

You have to merge your model first.

So in XSI, find all your cubes and cylinders, etc, and select them. (not nulls though, just geometry)

Then go to Create>Polymesh>Merge.

When the Merge window pops up, set the tolerance to 0, find the Merge Texture Maps button, and hit it, then hit the Delete inputs button. (Or hide the inputs, it's just the original model bit's, you want need them anymore, so...)


I'm willing to bet, that's what your problem is, it certainly sounds like it.
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Re: MshEx beta - use at your own risk

Post by RepSharpshooter »

Why do you have it exp.xsi, it should be .xsi only.

@1z2x3c - read my first post again.
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Re: MshEx beta - use at your own risk

Post by redgroupclan »

Caleb, your theory just made it completely disappear. :runaway: :cpu:
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Re: MshEx beta - use at your own risk

Post by Caleb1117 »

redgroupclan wrote:Caleb, your theory just made it completely disappear. :runaway: :cpu:
From Zero Edit? or XSI?
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Re: MshEx beta - use at your own risk

Post by redgroupclan »

In ZE
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Re: MshEx beta - use at your own risk

Post by Blade »

Ok, I guess I just forgot to extract hedr to my scene directory... ran MshEx, it says it's encountered a problem, needs to close. Msh is created though, I make an odf for it, it crashes ZE... I'm gonna go make sure I have textures on everything :P
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Re: MshEx beta - use at your own risk

Post by 1z2x3c »

@ repsharp : i read every line of it and did it exactly, here is a pic of my project i hope can help you help me. plz
Image
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Re: MshEx beta - use at your own risk

Post by Blade »

That's very nearly to where it got for me. Only difference were the numbers, which I assume are because of the different models...
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Re: MshEx beta - use at your own risk

Post by 1z2x3c »

the msh file size after this is always 1kb....so it dosnt work, this is w/ any modle i try it w/
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Re: MshEx beta - use at your own risk

Post by redgroupclan »

Hey this is just an off-the-bat idea about my problem. Could it be because I named my null MS3DSceneRoot and not DummyRoot? Im just making guesses now because none of my models are working and no one seems to be able to contribute much to the problem... :runaway: :faint: :cpu:
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Re: MshEx beta - use at your own risk

Post by 1z2x3c »

idk.. try it
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Re: MshEx beta - use at your own risk

Post by tsurugi13 »

I'm having the same thing happen and I've got no clue why. It worked once, but hasn't since. :cry: My null is named dummyroot though, so it's not that.
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Re: MshEx beta - use at your own risk

Post by RepSharpshooter »

RepSharpshooter wrote:-ALL MATERIALS MUST HAVE A TEXTURE OR ELSE YOU WILL CRASH MSHEX. This means DELETING ANY MATERIAL THAT DOES NOT HAVE A TEXTURE
You guys really must read.

In other news, I've fixed a bunch of stuff since this version, right now I'm working on the material import algorithms, and perhaps some of the quaternion transformations, but perhaps only the position ones...
Which means I'll release a Beta 2 at least by next week that should be much better.
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Re: MshEx beta - use at your own risk

Post by tsurugi13 »

RepSharpshooter wrote:
RepSharpshooter wrote:-ALL MATERIALS MUST HAVE A TEXTURE OR ELSE YOU WILL CRASH MSHEX. This means DELETING ANY MATERIAL THAT DOES NOT HAVE A TEXTURE
You guys really must read.
I'm one step ahead of you there. Still nothin. Oh well, Maybe beta 2 will take care of whatever it is.
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Re: MshEx beta - use at your own risk

Post by Blade »

RepSharpshooter wrote:
RepSharpshooter wrote:-ALL MATERIALS MUST HAVE A TEXTURE OR ELSE YOU WILL CRASH MSHEX. This means DELETING ANY MATERIAL THAT DOES NOT HAVE A TEXTURE
You guys really must read.

In other news, I've fixed a bunch of stuff since this version, right now I'm working on the material import algorithms, and perhaps some of the quaternion transformations, but perhaps only the position ones...
Which means I'll release a Beta 2 at least by next week that should be much better.

Same as above, I tried making just a cube with a really simple texture and exporting it. It still gave me the same error as before...
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Re: MshEx beta - use at your own risk

Post by RepSharpshooter »

Also, there can only be 1 texture projection. Try exporting it as an OBJ, and reimporting it, that should fix all the issues, and make it mshex-ready.
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