Mesh Importer *BETA*

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

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RepSharpshooter
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Mesh Importer *BETA*

Post by RepSharpshooter »

Just cause it's boring without a picture:
Image

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 :D
Death_Commando

Re: Mesh Importer *BETA*

Post by Death_Commando »

WOW...its out...10x 10x 10x RepSharpshooter for releasing it :thumbs: :thumbs: :thumbs:

EDIT:How do i use it :oops:
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Re: Mesh Importer *BETA*

Post 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
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Re: Mesh Importer *BETA*

Post by MasterSaitek009 »

Thank you very much! :thumbs:
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Re: Mesh Importer *BETA*

Post 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?
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Re: Mesh Importer *BETA*

Post 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.
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Re: Mesh Importer *BETA*

Post 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.
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Re: Mesh Importer *BETA*

Post by MandeRek »

And then it has the correct UV's? Okay thanks Caleb
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Re: Mesh Importer *BETA*

Post 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...)
Image
But i like the work you did, and it's a beta so the final will be awesome :thumbs:
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Re: Mesh Importer *BETA*

Post by MandeRek »

Yeah he's right, it's just the BETA and now it's already too good for words!!! Again, all cheers and :faint: s to you Rep!!! Great program! :yes:
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Re: Mesh Importer *BETA*

Post 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...)
Image
But i like the work you did, and it's a beta so the final will be awesome :thumbs:
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 :wink:
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Re: Mesh Importer *BETA*

Post 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.
:D
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Re: Mesh Importer *BETA*

Post by Syth »

OMG i had that same exact idea caleb!
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Re: Mesh Importer *BETA*

Post by Caleb1117 »

Let me know if you want it, then.
After all its just a shipped asset, sans some polygons.
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Re: Mesh Importer *BETA*

Post 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...
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Re: Mesh Importer *BETA*

Post by Caleb1117 »

Honestly don't know, I Don't have 4.2 anymore.
I don't see a particular reason why not. :?
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Re: Mesh Importer *BETA*

Post by MasterSaitek009 »

Yeah I have 4.2 and importing .obj files is disabled.
Does 6.0 let you import obj's?
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Re: Mesh Importer *BETA*

Post 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.
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Re: Mesh Importer *BETA*

Post by EGG_GUTS »

So can this export too? Anyways sweet I've got a few projects I need this for :wink:
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Re: Mesh Importer *BETA*

Post by Taivyx »

Nah, can't export.
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