Getting Models Into the Game
Moderators: GSH, VSMIT, Red Devil, Commando
Getting Models Into the Game
Hey,
I am having some trouble getting my model into the game. I've tried exporting from blender in 3ds, obj, and x, and used 3dex and x2xsi to convert to xsi but whenever I type in the name of the config file in the editor it freezes and gives me an error. Here is the log file http://dl.dropbox.com/u/15480374/Media% ... LEZONE.log .
Help will be appreciated.
Thanks,
Clavin12
I am having some trouble getting my model into the game. I've tried exporting from blender in 3ds, obj, and x, and used 3dex and x2xsi to convert to xsi but whenever I type in the name of the config file in the editor it freezes and gives me an error. Here is the log file http://dl.dropbox.com/u/15480374/Media% ... LEZONE.log .
Help will be appreciated.
Thanks,
Clavin12
Re: Getting Models Into the Game
Your model must have at least as many normals as vertices. The error message above gives a hint: your model has 606 vertices, and zero normals. I recommend you export with normals.DIAG| meshread:2157 |13:06:56|45053 |Building faerie .msh
ERR | debug:715 |13:06:56|45122 |.\meshread.cpp(1146)
ERR | debug:716 |13:06:56|45122 |Mon Jun 15 19:15:08 2009
ERR | debug:717 |13:06:56|45122 |vertfeat->objCount(606) > normfeat->objCount(0): faerie.xsi
-- GSH
Re: Getting Models Into the Game
Lol, okay.
Re: Getting Models Into the Game
Ok, so now it's giving me this: vertfeat->objCount(625) > normfeat->objCount(606): faerie.xsi
It was working for a bit then it started the freezing again.
It was working for a bit then it started the freezing again.
Re: Getting Models Into the Game
As before: Your model must have at least as many normals as vertices.
It's closer. But, still not enough.
-- GSH
It's closer. But, still not enough.
-- GSH
Re: Getting Models Into the Game
If I export as 3ds I can get it in game but I'm stuck at the weapons point watching the geometry move about. If I export as obj I can't get it ingame due to the normals problem.
Re: Getting Models Into the Game
Can you think of any reasons there might not be as many normals as there are verts?
Re: Getting Models Into the Game
When you sent me the 3ds version of that freighter there were no normals at all.Clavin12 wrote:Can you think of any reasons there might not be as many normals as there are verts?
- MrTwosheds
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Re: Getting Models Into the Game
Exporting as an obj does not work well anywhere I have tried it, the format is very different from xsi. What usually happens is that parts of one xsi frame get mixed up with parts from another. I only use obj for single frame objects so there is nothing to get mixed up, and they usually still need repairing after that. use 3ds.
Hopefully this is the point where you start to understand my love of notepad
cut n pasting hp_s is so much easier than multiple re configuration and export from a modeling program
Hp_eyepoint ?If I export as 3ds I can get it in game but I'm stuck at the weapons point watching the geometry move about.
Hopefully this is the point where you start to understand my love of notepad

Re: Getting Models Into the Game
It'd be nice if one of you could explain your importing process.
- MrTwosheds
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Re: Getting Models Into the Game
To convert a 3ds to xsi I would
Save it with 3dex 1.5.5 as a .x
convert the .x to xsi with x2xsi
Adjust, rearrange, re-name and re-parent stuff in notepad. {the secret is within the curly brackets}
I would only make the visible components of the model in the modeling program, and just 1 hp_, this I then copy position and re-name in notepad2.
The advantage of this is 1. not cluttering up the workspace with hp_s 2. Accurate positioning 3. Allot of modeling progs rename/abbreviate the frame names, so you end up redoing it in notepad2 anyway. 4. parenting does not usually survive the conversion process.
If you look at your .obj.xsi you will probably find many of the frame names are now the wrong ones completely and your 3ds will only have 8 character texture names.
The 3dsmax exporter fixes most of these issues except the texture name abbreviation.
It may be worthwhile re-setting materials values in notepad2 as well as bz2 is the only model viewer that really matters.
The strange behaviour of materials within BZ2 is another subject...
Save it with 3dex 1.5.5 as a .x
convert the .x to xsi with x2xsi
Adjust, rearrange, re-name and re-parent stuff in notepad. {the secret is within the curly brackets}
I would only make the visible components of the model in the modeling program, and just 1 hp_, this I then copy position and re-name in notepad2.
The advantage of this is 1. not cluttering up the workspace with hp_s 2. Accurate positioning 3. Allot of modeling progs rename/abbreviate the frame names, so you end up redoing it in notepad2 anyway. 4. parenting does not usually survive the conversion process.
If you look at your .obj.xsi you will probably find many of the frame names are now the wrong ones completely and your 3ds will only have 8 character texture names.
The 3dsmax exporter fixes most of these issues except the texture name abbreviation.
It may be worthwhile re-setting materials values in notepad2 as well as bz2 is the only model viewer that really matters.
The strange behaviour of materials within BZ2 is another subject...
Re: Getting Models Into the Game
Ok, so I got a model in game but the weapons shoot from the eyepoint and not the designated hardpoints. I've checked and the odf spells the names right.
Re: Getting Models Into the Game
If you have 3dEX, open the in-game model with it and read the names of the HPs.Clavin12 wrote:Ok, so I got a model in game but the weapons shoot from the eyepoint and not the designated hardpoints. I've checked and the odf spells the names right.
Re: Getting Models Into the Game
Hmm. averything is under frm, then for each hardpoint there is a parent and a child, like a hardpoint parented to a hardpoint.
Re: Getting Models Into the Game
Probably bad parenting. No other explanation.