Custom model problem - XSI fail?

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MrTwosheds
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Re: Custom model problem - XSI fail?

Post by MrTwosheds »

8 HardPoint's in a model. But only 5 weapons on a ship.

.3ds uses a different rotation from XSI, for the model and the UVmapping.
If you use milk-x2xsi-xsi conversion, You will need to flip vertically the UV map in the .3ds before you convert.
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Re: Custom model problem - XSI fail?

Post by K-Barter_CZ »

Hello,

I know already that 3DS makes maps vertically flipped. I also tested OBJ method to Milkshape and final model (built from scratch, custom UV mapping, not textures) had textures rotated 90°, that means I must do something bad, or conversions must do something with trextures, I think.

EDIT: Posting screens, how the problem looks like. I want to use original textures to make add-on less dependent on PC usage, cos not everyone has Hi-End PC. Also, stock textures solves team coloring:

PS: Ready to send source files for examining.

Image
Image
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S.cavA.rmyG.en
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Re: Custom model problem - XSI fail?

Post by S.cavA.rmyG.en »

looks like you tryed to use just one texture for the hole thing.
the stock buildings use more then one texture for a rezen.
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Ded10c
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Re: Custom model problem - XSI fail?

Post by Ded10c »

S.cavA.rmyG.en wrote:looks like you tryed to use just one texture for the hole thing.
the stock buildings use more then one texture for a rezen.
If I recall correctly, not all of them do.
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Nielk1
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Re: Custom model problem - XSI fail?

Post by Nielk1 »

Have you tried simply compensating for the UV change before hand? If its going to flip, or its going to rotate, rotate it the opposite way to compensate right before export.

Maybe work with a copy of the textures that is changed in such a way that after exporting the normal texture applies the same way.
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Re: Custom model problem - XSI fail?

Post by S.cavA.rmyG.en »

AHadley wrote:
S.cavA.rmyG.en wrote:looks like you tryed to use just one texture for the hole thing.
the stock buildings use more then one texture for a rezen.
If I recall correctly, not all of them do.
all of the buildings use more then one texture only some of the rocks and other props use just one.
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Ded10c
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Re: Custom model problem - XSI fail?

Post by Ded10c »

I believe the armory only uses one. Not counting the baseplate of course, and there is a chance I'm incorrect (not opened any relevant XSIs in ThreeD or 3DE in quite some time).
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Nielk1
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Re: Custom model problem - XSI fail?

Post by Nielk1 »

Actually render time increases at a rate of N where N is the count of textures. So more textures is worse. If you can get it all on one texture, it is best. That said, this is irrelevant here.
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MrTwosheds
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Re: Custom model problem - XSI fail?

Post by MrTwosheds »

1 or 2 textures don't make allot of difference really, particularly if they are already in use in the game. I do recall some modder using like 18 different textures on a unit because he couldn't be bothered to figure out how to do it properly.
What you should pay attention to is Materials If you are using stock textures make sure you also copy the rest of the Material from a stock XSI, that is the section called SI_materals.
This is more important than most people realise. Weird things can happen with materials, like changing the look of units you havn't even worked on!
Minimise your materials, use the same material for all your hidden meshes, and be very careful with __e __2 __g tags, make sure the material you use them on either already exists with that tag, Or is a new and unique material.

I have heard recently of someone complaining about the loss of cockpit transparency...erm. Nothing wrong on my end...
Some naughty modder been fooling about with the cockpit glass texture no doubt? making a non unique material that's not transparent__g, If bz2 reads that in before its stock one, all the cockpits go dark too.
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Re: Custom model problem - XSI fail?

Post by K-Barter_CZ »

Hello again,

As said before, ready to send source files such as Milkshape ms3d format, as 3DS format and X format.
Sadly, it seems that I'm still wrong with it, afraid I'm using the not so good editor.

I've searched for some plugins for Milk, read that Overminddl1 (or some guy) created XSI exporter for Blender (and for Milk? not sure)
Problem, Overminddl1's forums are dead, even Wayback machine (http://www.archive.org/web/web.php) didn't work, that means forums are completely dead.

Milkshape has XSI exporter plugin, but its for dotXSI 3.x versions so useless for BZ 2. And last thing, I can't link objects in Milk, it seems it is feature in 3DS max and Max is for me practically unavailable - can't afford it. And warez it is NOT GOOD idea IMHO.

List of progs I have:

Milkshape
Blender (learning)
GMAX (learning, with Tempest package installed)
3DExploration

About materials and making models:

I tested two methods creating a model:
Planes only - I created a plane, assigned a material (with texture) to it, mapped texture, then duplicated it until I had enough sources to build entire model and when model was complete, regrouped it. Material was still the same as for the first plane.

Easy objects:
Created a box / cylinder and modified it until model was complete. Then I assigned material, mapped texture (two sides once). I think this is the good way.

Collision meshes:
IDK why my collision meshes are not working - Wrong textures are OK than collision. I created building (the big one, Headquarters to be exact), copied whole thing, assigned a new material without texture to it (nothing changed) and exported as X. From X2XSI to game and collision not worked. Headquarters behaved like ghost, in despite of I know "collision__hc" does this thing and this mesh was in my model already.
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MrTwosheds
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Re: Custom model problem - XSI fail?

Post by MrTwosheds »

What odf settings are you using for the building?

classLabel="techcenter" Is good for general base buildings with no other defined purpose.

Get Notepad2.exe, to add to your list of programs. :) its essential.

Materials.
If you want the buildings to use stock textures, Use the stock materials too, cutnpaste from original xsi to your new xsi
Like this.

SI_Material {
0.700000;0.700000;0.700000;1.000000;;
0.000000;
0.000000;0.000000;0.000000;;
0.000000;0.000000;0.000000;;
2;
0.500000;0.500000;0.500000;;

SI_Texture2D {
"Z:/modelsdirectory/FURY_Buildings/PICTURES/fbextw05.pic";
3;
256;256;
0;255;0;255;
0;
1;1;
0;0;
1.000000;1.000000;
0.000000;0.000000;
1.000000,0.000000,0.000000,0.000000,
0.000000,1.000000,0.000000,0.000000,
0.000000,0.000000,1.000000,0.000000,
0.000000,0.000000,0.000000,1.000000;;
3;
1.000000;
0.750000;
1.000000;
0.000000;
0.000000;
0.000000;
0.000000;
}

}
Then you get no problems or confusion because you are using a Material that is already defined by your install of bz2.
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Nielk1
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Re: Custom model problem - XSI fail?

Post by Nielk1 »

Actually powered is the best class label for buildings that don't do much (but take power, at least I think that was the class label). Labels such as techcenter are loaded with extra limiting code that normally boils down to an issingle. Though, I have to check if DLLs ever check for a techcenter class when forcing an AIP switch or not, I think they check for bunkers sometimes.
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Re: Custom model problem - XSI fail?

Post by K-Barter_CZ »

Hello again,

I'm glad to announce that I finally solved all problems!

About textures:
I used plugin for Milkshape, which is built by thirdparty developer. I'm posting URL, its for The Sims 2/3 modding website, where I also have account.
I used Cat's UV Flip (horizontal, vertical) plugin for Milkshape, which completelly solved problem with textures.

The link is here, but site needs registration. You can register for free. I know its not so good way, but it worked for me.
http://www.modthesims.info/download.php?t=405374

About Collision meshes:

I used Threed program for basic reassign. That means I opened my model in Threed, reassigned frames and saved.
Then I opened that file in wordpad and deleted following:


Frame Scene_Root {


FrameTransformMatrix {
1.000000, 0.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000, 0.000000,
0.000000, 0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 0.000000, 1.000000;;
}

Delete this TO "Frame terrain__h {".
Then at most end of the file (the most end, can't say it in English so excuse me please)

and delete the LAST " }". That fixes the problem.

Again, thank You all for help!

"Can I ask for next question? I know that I'm getting annoying, sorry :-)"
And the last thing (Well I want to ask here, cos I think technically its the same question) about something like "Upgradeable Recycler Building with preseted Production units". I want to ask you before making a new thread and I also want to formulate my next question so everybody will understand what I am planning.

In short, I want to make something like "TheJamsh" warship but it will not be warship at all, it will be really modified Recycler building with (I plan it) 4 (four) production areas which will have fixed position. Same thing happens with "support" buildings. I can call it as modules.

That's all now from me, again, Thanks!
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Nielk1
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Re: Custom model problem - XSI fail?

Post by Nielk1 »

K-Barter_CZ wrote:I know its not so good way, but it worked for me.
That is an automated method to do what we were telling you to do already, so its fine. We said you would have to rotate or flip your UV map. I suggested possibly pre-rotating the textures so that when you went to BZ2 where they weren't rotated or flipped the texture change would match the UV change. The flipping of the UV is the best method, manually or automatically.
K-Barter_CZ wrote:"Can I ask for next question? I know that I'm getting annoying, sorry :-)"
Unless its another XSI failure question it might be wise to make another topic or find a relevant one. If you end up with lots of similar questions, a topic fit for that group would probably be wise.

Topic wandering is fine of course, but it makes it difficult for others to find things that might have been answered before if the original topic wasn't related. (Think, if the topic was about a pet fish and somehow went into feeding your dog, and someone was looking for information about dog food would never look.)
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Re: Custom model problem - XSI fail?

Post by S.cavA.rmyG.en »

In short, I want to make something like "TheJamsh" warship but it will not be warship at all, it will be really modified Recycler building with (I plan it) 4 (four) production areas which will have fixed position. Same thing happens with "support" buildings. I can call it as modules.
you would need to build models for each of the 4 sub-buildings and one new Recycler building with 4 (taps) for the other buildings. (if you don't know what I mean by taps look a the scion factory model and odf the power lungs are taps there can be up to 8 on one building.)
make sure to set ownsTerrain = to 0 for the 4 sub-buildings.
I liked jamsh's warships but I like mine better becouse mine can move.
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