MshEx Beta 3

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

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CodaRez
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Re: MshEx Beta 3

Post by CodaRez »

try getting XSI 6.0
Thunderstorm025
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Re: MshEx Beta 3

Post by Thunderstorm025 »

ill give it a try but im not sure if my scenes will be backwards compatible
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Re: MshEx Beta 3

Post by CodaRez »

They won't, export as .xsi or (if u want to keep textures) .obj will do though(universally accepted)
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Re: MshEx Beta 3

Post by Thunderstorm025 »

ok i exported as .xsi, imported it into xsi 6, exported it as obj, imported it in xsi 7.5,exported in crosswalk and ran mshex, and it doesn't work... (i also tried importing and exporting in xsi 6 but still didn't work)
all it does is mess up the texture projection
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Re: MshEx Beta 3

Post by CodaRez »

-did you PROPERLY follow the tut for texture application?

-is ur texture ALSO in the msh folder in ur side?

-WHAT are u trying to make? maybe thats a hint

-do you FREEZE all objects before export

-and Finally did you use the middle-click mouse button to select all the objects for export
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Re: MshEx Beta 3

Post by Thunderstorm025 »

1) yes i followed lord_bandu's tut
2) yes
3) a walkway for a city planet, ill post a pic if needed
4) yes
5) yes
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Re: MshEx Beta 3

Post by CodaRez »

Try THIS texturing tut.

http://www.gametoast.com/forums/viewtop ... 36&t=13539

its a lot more simple(i used it and it works wonders)

IMO "foolproofs" are normally overcomplicated and prone to malfucntion for me, cus they require exact following and lots of experience.
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Re: MshEx Beta 3

Post by Thunderstorm025 »

ok it works now i did that tut, thanks!
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Re: MshEx Beta 3

Post by [TFA]Padawan_Fighter »

I hope this isn't a bump, but...I have a problem. Everything went along fine until this popped up. The instructions say to uncheck "Keep referenced paths relative", but there is no such option on the window.
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Re: MshEx Beta 3

Post by CodaRez »

Image

:?

Ok,

-I am using modtools 6(probably doesn't matter)

-I am using the default display mode(NOT the user friendly one with dominant pictures)

-I ahve the latest version of crosswalk(3.3) It should be ok to export likewise.

With all that factored in, you should get that screen.
Try again, when you ahve done all that(but the modtool version is unnecessary)
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Re: MshEx Beta 3

Post by [TFA]Padawan_Fighter »

CodaRez wrote:-I have the latest version of crosswalk(3.3) It should be ok to export likewise.

Ohh....I had 2.05. That's why... :?
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Re: MshEx Beta 3

Post by General_Nate »

Hm, I have XSI 6.01, and when I go to Crosswalk/export, there is no option for obj conversion. However, it is under the File/export. Is that ok? Will it work?
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Re: MshEx Beta 3

Post by DarthD.U.C.K. »

s counterquestion: what does obj have to do with MshEX?

EDIT
the first post includes (suprisingly) a tutorial which explains how to use meshex to convert models form xsi to .msh models
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Re: MshEx Beta 3

Post by General_Nate »

Yeah, I misunderstood... :oops: Sorry.
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Re: MshEx Beta 3

Post by orocket333 »

I just found something very important about mshex that some people may want to know. you cannot have a space in your filename or it will not convert to msh. I found that out when my filename had a space and it did not convert but when I used a hyphen instead of a space it worked
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Re: MshEx Beta 3

Post by DEADALWAYS »

this is a really noobish question but how do u make a null? :oops:
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Re: MshEx Beta 3

Post by Fiodis »

Ask in the modelling forum. Or better yet, read some basic modelling tutorials.
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Re: MshEx Beta 3

Post by DEADALWAYS »

When i fallow all the steps my models look like this and don't show up in game
Hidden/Spoiler:
Image
and i get this when running mshex
Hidden/Spoiler:
Image
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Re: MshEx Beta 3

Post by SAMofBIA »

i think your supposed to name your null, dummyroot, but idk if it matters all that much.
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Re: MshEx Beta 3

Post by Darth_Spiderpig »

Well, it does.
Plus, as it says in the output, null is not master parent, so did you put your models under the null before exporting?
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