XSI Importer?

Moderators: GSH, VSMIT, Red Devil, Commando

User avatar
DarkCobra262
Sabre
Posts: 275
Joined: Sat Feb 25, 2012 9:13 pm
Contact:

XSI Importer?

Post by DarkCobra262 »

I'm sure you guys get this a lot, I did download the .XSI pack from bzscrap, but I am wondering, how would one open these in 3ds Max? Or is there a certain way to open these, such as what you had to do with the textures...?
User avatar
General BlackDragon
Flying Mauler
Posts: 2408
Joined: Sat Feb 19, 2011 6:37 am
Contact:

Re: XSI Importer?

Post by General BlackDragon »

I use 3d Exploration to convert XSI > 3ds

then I import into max.
User avatar
MrTwosheds
Recycler
Posts: 3059
Joined: Sat Feb 19, 2011 8:37 am
Location: Outer Space
Contact:

Re: XSI Importer?

Post by MrTwosheds »

The stock textures are in .pic format, which 3dsmax will not read (at least the version I have won't) So if you want to see them in max you will need to convert them to some other format.
User avatar
DarkCobra262
Sabre
Posts: 275
Joined: Sat Feb 25, 2012 9:13 pm
Contact:

Re: XSI Importer?

Post by DarkCobra262 »

MrTwosheds wrote:The stock textures are in .pic format, which 3dsmax will not read (at least the version I have won't) So if you want to see them in max you will need to convert them to some other format.
I can do all the stock textures and what not, I was just wondering if it was the same (open them in a program, export to a format usable by whatever program you're gonna use to edit/change w/e you're modding), and judging by what General BlackDragon said, it is.
User avatar
General BlackDragon
Flying Mauler
Posts: 2408
Joined: Sat Feb 19, 2011 6:37 am
Contact:

Re: XSI Importer?

Post by General BlackDragon »

Yeah.

Fortunately 3ds Max has exporters to XSI, so you can go straight from max > ingame.


Importing from 3ds generally goes like this for me:

Open XSI in 3ds exploration > save as > .3ds > close.

open Max > import > blabla.3ds > right click rotation > type in 90 on X > select higherarchy > Select effect pivot only > right click rotation again > type in 0 on X > open Selection window > Select all the "frame" pieces > delete.

Then you need to do whatever u wanted to the model, reset X form, arrange higherarchy via schimatic view, and then export.
User avatar
DarkCobra262
Sabre
Posts: 275
Joined: Sat Feb 25, 2012 9:13 pm
Contact:

Re: XSI Importer?

Post by DarkCobra262 »

General BlackDragon wrote:Yeah.

Fortunately 3ds Max has exporters to XSI, so you can go straight from max > ingame.


Importing from 3ds generally goes like this for me:

Open XSI in 3ds exploration > save as > .3ds > close.

open Max > import > blabla.3ds > right click rotation > type in 90 on X > select higherarchy > Select effect pivot only > right click rotation again > type in 0 on X > open Selection window > Select all the "frame" pieces > delete.

Then you need to do whatever u wanted to the model, reset X form, arrange higherarchy via schimatic view, and then export.
Yeah sounds about right, thanks all.
User avatar
Zax
Attila
Posts: 1388
Joined: Sat Feb 19, 2011 6:56 am

Re: XSI Importer?

Post by Zax »

Yeah, delete the frames, or the exporter will put frames on the frames! No no.

You want to rotate it to work on it because it has 90* rotation for the game (don' ask) and you will want to re-rotate it for exporting. The exporter will not do that for you.
User avatar
DarkCobra262
Sabre
Posts: 275
Joined: Sat Feb 25, 2012 9:13 pm
Contact:

Re: XSI Importer?

Post by DarkCobra262 »

2 more questions:
-strafing animations (such as the thunderbolt - isdf scout - moving left and right, not turning, i am kind of wanting to replicate the Bz1 Razor animation movements)
-custom races, what all do i need to know about them, i did see in the config folder of patch13.pak, there is a bunch of racename files..
User avatar
General BlackDragon
Flying Mauler
Posts: 2408
Joined: Sat Feb 19, 2011 6:37 am
Contact:

Re: XSI Importer?

Post by General BlackDragon »

AFAIK BZ2 uses the same anims for both strafing/turning.

Just add a *vrecy file, of ur race choice letter.
User avatar
DarkCobra262
Sabre
Posts: 275
Joined: Sat Feb 25, 2012 9:13 pm
Contact:

Re: XSI Importer?

Post by DarkCobra262 »

General BlackDragon wrote:AFAIK BZ2 uses the same anims for both strafing/turning.

Just add a *vrecy file, of ur race choice letter.
Thanks for that, and what code would be used for the scout to use the strafing/turning animations as well? I tried doing this, both the forward and reverse play (and of course the neutral one too), but the turn one doesn't?:

Code: Select all

animCount = 4
animName1 = "forward"
animFile1 = "ivrazrf.xsi"
animName2 = "neutral"
animFile2 = "ivrazrn.xsi"
animName3 = "reverse"
animFile3 = "ivrazrr.xsi"
animName4 = "turn"
animFile4 = "ivrazrturn.xsi"
EDIT - as for the custom race, would it be possible to copy all the ISDF stuff and have it work (and change it all later ofc)?
EDIT2 - Disregard... did it anyway to see, and it works... lawlimanoob
User avatar
General BlackDragon
Flying Mauler
Posts: 2408
Joined: Sat Feb 19, 2011 6:37 am
Contact:

Re: XSI Importer?

Post by General BlackDragon »

The turn data is in the forward/netural/reverse anims....

Code: Select all

AnimationSet {
   Animation anim-turbine {
      {frm-turbine}
      SI_AnimationKey {
         0; 
         6; 
         1; 4; 1.000000, 0.000000, 0.000000, 0.000000;;,
         8; 4; 0.758758, 0.000000, -0.651373, 0.000000;;,
         9; 4; 0.688967, -0.000000, -0.724793, -0.000000;;,
         24; 4; -0.688967, -0.000000, -0.724793, -0.000000;;,
         25; 4; 0.758758, 0.000000, 0.651373, 0.000000;;,
         31; 4; 0.994869, 0.000000, 0.101169, 0.000000;;;
        }
The first row number is the animation type. 0 = Rotation, 1 = Scale(NOT USED), and 2 = Translation(movement). The 2nd number is the number of keyframes in the animation. This must match the number of rows that follow. Each Animation line that follows is in order like this: first number is the number of milliseconds the animation will last. 1 is 0.1 seconds, etc... The Second number is the number of sections following it in the line. the next 3 or 4 numbers, depending on the type of animation, are XYZ values. (this example is a rotation animation) usually the first number is 1.0, I'm not sure what it is, but it probably calls for the scale of the animation. MrTwoSheds might know the true nature of the 3rd value.

The last 3 numbers are X Y and Z coordinates. tweak with these to get the part to rotate/move the way you want it.

Code: Select all

AnimationSet {
	Animation anim-engine {
		{frm-engine}
		SI_AnimationKey {
			0;
			3;
			0; 4; 1.000000, 0.000000, 0.000000, -0.100000;;,
			1; 4; 1.000000, 0.000000, 0.000000, 0.000000;;,
			2; 4; 1.000000, 0.000000, 0.000000, 0.100000;;;

		}

	}
When this type of animation, a forward/neutral/reverse animation, is in play, there is a bit of "difference" in the number lines. The first line is the "left" anim, the middle is neutral, the 3rd is "right" animation. This changes depending on wich way your ship is moving. These are most common animations in vehicles.

Code: Select all

	Animation anim-lleg {
		{frm-lleg}
		SI_AnimationKey {
			2;
			4;
			0; 3; -1.500000, 0.949000,-2.200000;;,
			10; 3; -2.650000, -1.150000, -2.200000;;,
			15; 3; -2.650000, -1.150000, -2.200000;;;
			30; 3; -2.650000, -1.150000, -2.200000;;;

		}

	}
This is a Translation(Movement) type animation. This differs in the animation type number (2) and the number of digits in the lines. There are only 3, X, Y, and Z position coordinates. This is how much the object MOVES within the given TIME per line.
User avatar
Ded10c
Recycler
Posts: 3815
Joined: Sun Feb 20, 2011 11:05 am
Location: Stoke-on-Trent
Contact:

Re: XSI Importer?

Post by Ded10c »

DarkCobra262 wrote: EDIT2 - Disregard... did it anyway to see, and it works... lawlimanoob
Everybody here started out by asking questions.
User avatar
MrTwosheds
Recycler
Posts: 3059
Joined: Sat Feb 19, 2011 8:37 am
Location: Outer Space
Contact:

Re: XSI Importer?

Post by MrTwosheds »

MrTwoSheds might know the true nature of the 3rd value.
There are 3 axis, but each (column) value only alters a 1 dimensional value. Two (column) values must be changed in order to create a coherent 2 dimensional full rotation on any axis. There have to be 4 values to create 3 different pairings for each axis...
Its not obvious.
User avatar
Zax
Attila
Posts: 1388
Joined: Sat Feb 19, 2011 6:56 am

Re: XSI Importer?

Post by Zax »

AHadley wrote:
DarkCobra262 wrote: EDIT2 - Disregard... did it anyway to see, and it works... lawlimanoob
Everybody here started out by asking questions.
Best post in BZ forum history all inclusive
User avatar
GSH
Patch Creator
Posts: 2486
Joined: Fri Feb 18, 2011 4:55 pm
Location: USA
Contact:

Re: XSI Importer?

Post by GSH »

4 floating point values in a row? Quaternion.

-- GSH
Post Reply