MshEx Beta 3

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

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Tourny
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Re: MshEx Beta 3

Post by Tourny »

Ok, thank you.
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Tourny
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Re: MshEx Beta 3

Post by Tourny »

When it says "IVRT: 40" it crashes. I think it might just be a Vista crash, though.
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YouJediJunkie
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Re: MshEx Beta 3

Post by YouJediJunkie »

I guess the topic will be locked soon but...

I am on Vista and the tool runs fine for me, so I doubt that is your problem. But who knows?
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Tourny
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Re: MshEx Beta 3

Post by Tourny »

YOu're probably right about the forum, but my friend on XP just had the same crash. WOuld that make it the model?
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Re: MshEx Beta 3

Post by Fiodis »

It is a problem with the model or your export settings.
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Re: MshEx Beta 3

Post by Tourny »

And then he tried just a simple model and it still crashed.

EDIT: On a Note of Clarification: (then I'll leave this topic alone):

My Crosswalk says "Convert Meshes to Triangles" is that the same as Geometry to Triangles?
Last edited by Tourny on Thu Jun 25, 2009 1:43 pm, edited 1 time in total.
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Frisbeetarian
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Re: MshEx Beta 3

Post by Frisbeetarian »

Two things you should do before seeking help here:
1. Make sure that you followed all the rules. It seems like many a time that people don't add a texture and then wonder why it crashes.
2. Export the model as a Wavefront OBJ then import it back into XSI before exporting it for MshEx. This will ensure compatibility with MshEx if you followed all the rules (or at least it has so far).
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Re: MshEx Beta 3

Post by Tourny »

...You have to add a texture?...

This is like the 3rd time you've helped me, Frisbeetarian...
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Re: MshEx Beta 3

Post by DarthD.U.C.K. »

yes..
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Re: MshEx Beta 3

Post by newguy99 »

I was wondering how to get crosswalk 2.6 since the the link in the beginning of this topic leads to a page with only crosswalk 3.11? (I guess they discontinued 2.6 since 2008[start of this topic date])
Is MSHex forward compatible to new versons of crosswalk?
TY for any replys!
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Re: MshEx Beta 3

Post by mswf »

If I'm right, it already comes with XSI modtools.
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Re: MshEx Beta 3

Post by Fluffy_the_ic »

I use Crosswalk 3.11. It works fine. He meant crosswalk 2.6 and up.
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Re: MshEx Beta 3

Post by newguy99 »

Ok, cool!
Thanks for the quick answer :D
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Re: MshEx Beta 3

Post by Thunderstorm025 »

whenever i try converting my object i get an unhandled win32 exception, i still get a msh file, but it is significantly smaller (in this case the xsi file is 748 kb while the msh is only 124 kb) and ZE crashes when i try to use it.

the data on mshex goes:

Code: Select all

IVRT IS NOW: 2367
After that it keeps on increasing the number by 1 until it gets to 2661
then it goes:

Code: Select all

IVRT2: 2661
writing posls
poslndx size3312
uv size0
then it stops and i get the exception.

as far as i know i am doing everything right, but what do you guys mean by adding the texture, do you mean in xsi or mshex?
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Re: MshEx Beta 3

Post by RepSharpshooter »

It must have UV coordinates which it looks like you don't.
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Re: MshEx Beta 3

Post by Thunderstorm025 »

ah ok so how do i set the coordinates?
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Re: MshEx Beta 3

Post by mswf »

It means that your model needs to be textured first. (check if your model has textures applied to it in whatever program you used to create your model.)
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Re: MshEx Beta 3

Post by Thunderstorm025 »

Yeah i have a texture applied to it

but would it cause coordinate problems if i froze the transformations?
also does rotating/moving the texture supports count as more than 1 texture projection?
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Re: MshEx Beta 3

Post by RepSharpshooter »

Just export it as an OBJ and import it again, this is a fool-proof way to make sure it's compatible.
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Re: MshEx Beta 3

Post by Thunderstorm025 »

i cant because xsi 7.5 for some reason doesn't let me export obj files
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