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Mesh Importer *BETA*
Posted: Mon Nov 26, 2007 6:43 pm
by RepSharpshooter
Just cause it's boring without a picture:
Please note this is a beta, and it doesn't work all correctly yet. It still sometimes imports the same triangles twice, and you must use polygon islands to separate the different parts of the mesh. Nevertheless, the model with uv's is intact. I just fabricated these terms in order to avoid some sort of legal situation:
I, the downloader, will not use this program to distribute Star Wars Battlefront II or I content to any other application other than that of Star Wars Battlefront II or I (Don't pirate the content of Star Wars Battlefront II or I). Don't use this software to take advantage of the Star Wars Battlefront II or I assets. You
could face some legal troubles, so play it safe.
I
Agree,
Disagree with these terms.
Also, as a courtesy, I'd mention if you made a model, that you used the original assets. If you want to credit me as well, that's fine

Re: Mesh Importer *BETA*
Posted: Mon Nov 26, 2007 10:20 pm
by Death_Commando
Re: Mesh Importer *BETA*
Posted: Mon Nov 26, 2007 10:52 pm
by Taivyx
Put it in the same folder as the msh you're converting, run it, type in the msh filename with the .msh extension, and it spits out a .obj file
Re: Mesh Importer *BETA*
Posted: Mon Nov 26, 2007 11:33 pm
by MasterSaitek009
Thank you very much!

Re: Mesh Importer *BETA*
Posted: Tue Nov 27, 2007 4:11 am
by MandeRek
Great work Rep, really!

Only one question: If i export the msh to obj with your program, and i open the obj up in 3D Object Converter it doesn't show the real textures. Does it in XSI?
Re: Mesh Importer *BETA*
Posted: Tue Nov 27, 2007 6:35 am
by Silas
Well, i tried it with XSI, and it didn't give me anything at all. i created the object file thing, loaded it with the OBJ importer thing, but it didnt do anything. Most likely i'm doing something wrong, but i dont know.
Re: Mesh Importer *BETA*
Posted: Tue Nov 27, 2007 11:04 am
by Caleb1117
In xsi, got to property>Unique UV's
Close the box.
Get>texture>image
Load new from file, load it's texture.
Just like if you where skining it.
Re: Mesh Importer *BETA*
Posted: Tue Nov 27, 2007 11:17 am
by MandeRek
And then it has the correct UV's? Okay thanks Caleb
Re: Mesh Importer *BETA*
Posted: Tue Nov 27, 2007 12:25 pm
by Aman/Pinguin
Works fine for me, great work RepSharpshooter. The only thing wrong i noticed was this little texture bug: (Maybe it's just a XSI bug or something similiar...)

But i like the work you did, and it's a beta so the final will be awesome
Re: Mesh Importer *BETA*
Posted: Tue Nov 27, 2007 1:32 pm
by MandeRek
Yeah he's right, it's just the BETA and now it's already too good for words!!! Again, all cheers and

s to you Rep!!! Great program!

Re: Mesh Importer *BETA*
Posted: Tue Nov 27, 2007 6:13 pm
by RepSharpshooter
Taivyx wrote:Put it in the same folder as the msh you're converting, run it, type in the msh filename with the .msh extension, and it spits out a .obj file
This is correct, make sure you include the ".msh" as well
MandeRek wrote:Great work Rep, really!

Only one question: If i export the msh to obj with your program, and i open the obj up in 3D Object Converter it doesn't show the real textures. Does it in XSI?
Caleb1117 wrote:In xsi, got to property>Unique UV's
Close the box.
Get>texture>image
Load new from file, load it's texture.
Just like if you where skining it.
I would NOT use unique uvs, it may erase the uvs. All you need to do is apply a texture to it. You see, the obj format saves uv's but not materials. It's not a major setback (or even one at all)
Silas wrote:Well, i tried it with XSI, and it didn't give me anything at all. i created the object file thing, loaded it with the OBJ importer thing, but it didnt do anything. Most likely i'm doing something wrong, but i dont know.
Try zooming in, the models are very tiny, sometimes I think nothing has happened as well, but find it there anyway. Press "F" to frame the viewport in XSI.
-=]BFWE[=-Pinguin wrote:*edited stylized text do to Gametoast rule #17* Works fine for me, great work RepSharpshooter. The only thing wrong i noticed was this little texture bug: (Maybe it's just a XSI bug or something similiar...)

But i like the work you did, and it's a beta so the final will be awesome
Thats not a texture bug, thats the shadow volume. Use "polygon islands" in XSI to separate that mesh from the LOD mesh. Don't ask me how to use them, I've never done it before

Re: Mesh Importer *BETA*
Posted: Tue Nov 27, 2007 7:19 pm
by Caleb1117
This is great!
I'll show you all what I made with this, in a few minutes hopefully.
Here it is.
The Tripod turret gun without the tripod.

Re: Mesh Importer *BETA*
Posted: Tue Nov 27, 2007 7:49 pm
by Syth
OMG i had that same exact idea caleb!
Re: Mesh Importer *BETA*
Posted: Tue Nov 27, 2007 7:52 pm
by Caleb1117
Let me know if you want it, then.
After all its just a shipped asset, sans some polygons.
Re: Mesh Importer *BETA*
Posted: Tue Nov 27, 2007 8:01 pm
by Syth
Can 4.2 modtool import these? Cause i tried to import the .obj and nothing happens. Nothing, check the explorer and nothings there...
Re: Mesh Importer *BETA*
Posted: Tue Nov 27, 2007 8:05 pm
by Caleb1117
Honestly don't know, I Don't have 4.2 anymore.
I don't see a particular reason why not.

Re: Mesh Importer *BETA*
Posted: Tue Nov 27, 2007 8:39 pm
by MasterSaitek009
Yeah I have 4.2 and importing .obj files is disabled.
Does 6.0 let you import obj's?
Re: Mesh Importer *BETA*
Posted: Tue Nov 27, 2007 9:10 pm
by Caleb1117
Yes, no problem.
I just got the vibroblade, and Aalya's left hand saber in, and I think I've positioned the vibroblade, so someone with Aalya's anims can use two vibroblades.
Need to find a way to export it, I can't wait to test it.
As far as the mesh Importer itself, I've noticed, that the program seems to export nulls as a random polygon shape.
Re: Mesh Importer *BETA*
Posted: Tue Nov 27, 2007 9:56 pm
by EGG_GUTS
So can this export too? Anyways sweet I've got a few projects I need this for

Re: Mesh Importer *BETA*
Posted: Tue Nov 27, 2007 10:19 pm
by Taivyx
Nah, can't export.