Klink he's using blender, it does not export .xsi, he will have to use one of the conversion processes.
I would offer help, but I don't think he will appreciate my techniques... I'm hoping a blender user will help him. http://bzscrap.org/ You will find useful utilities here.
MrTwosheds wrote:Klink he's using blender, it does not export .xsi, he will have to use one of the conversion processes.
I would offer help, but I don't think he will appreciate my techniques... I'm hoping a blender user will help him. http://bzscrap.org/ You will find useful utilities here.
My blender can export.xsi, That is what I saved it as.
If I understand Blender right, it can't export to the XSI format needed for Battlezone 2. That's why you have to use a conversion process in order for it to be recognized properly. OvermindDL has a test exporter, but I don't believe it was tested extensively enough for anyone to care.
ODF files are dirt easy to modify, and are simply text files. Pak Explorer is what you need to explore the patch13.pak (you should check here first before looking in data.pak for any files). "ivscout.odf" is in reference to the ISDF Thunderbolt Scout. Basically what he's saying is get the original file, save it under a new name for your vehicle, like catscout.odf and save it to the Addon folder. Open it up in your favorite text editor, and do as said before.
I'd love to provide a handful of pictures to demonstrate this, but I no longer have my BZ2 files on my computer, thus, I can't do anything right now.
If you can open the xsi you produced with notepad, you might find, right at the top, a version number.
BZ2 uses. xsi 0101txt 0032.
More modern versions are wildly incompatible with bz2.
MrTwosheds wrote:Klink he's using blender, it does not export .xsi, he will have to use one of the conversion processes.
I would offer help, but I don't think he will appreciate my techniques... I'm hoping a blender user will help him. http://bzscrap.org/ You will find useful utilities here.
2Sheds, my post mentioned nothing about any modeling software. He said he wanted to get his model fixed so that he could use it as a replacement for the default scout for the ISDF. Part of the process is getting the model ready for this. I would imagine that once this is completed then he'd have to edit the ISDF recycler odf to change the default entry for the scout to his own custom scout. If I understood this correctly? Cat, was this what you wanted to do?
Just pointing out that what your telling him to do won't work, without a conversion to the right sort xsi.
Personally I'm using 3dsmax 7 and its xsi exporter mostly now, but still doing allot of notepad tweaking.
MrTwosheds wrote:Just pointing out that what your telling him to do won't work, without a conversion to the right sort xsi.
Personally I'm using 3dsmax 7 and its xsi exporter mostly now, but still doing allot of notepad tweaking.
He's using the right software for himself but the wrong exporter. The BZII XSI exporter in Blender is broken and incomplete. If he can switch to the 3DS exporter and use 3DEX to convert it to XSI then he should be able to get his model working in game. Cat, let us know what you want to try and post more info as you make any useful progress.
To get a blender model into bz2 you would probably need to
export your model as a .3ds
convert it to a particular .x format, using the 3dexploration program (find it on bzscap.org)
then use x2xsi (find it on bzscap.org) to convert it to .xsi
By this point your model will be "disassembled" and will need to be "reconstructed" in notepad2, a text editor...
This is not a particularly simple process, it is not user friendly and I suspect you will not enjoy it.
You will also need Threed... a horrible piece of software that can view some bz2.xsi models, here you can learn allot about how a bz2 model is put together. It may take you some time to realise that you should not use Threeds Save function unless you actually want to ruin a model...
MrTwosheds wrote:To get a blender model into bz2 you would probably need to
export your model as a .3ds
convert it to a particular .x format, using the 3dexploration program (find it on bzscap.org)
then use x2xsi (find it on bzscap.org) to convert it to .xsi
By this point your model will be "disassembled" and will need to be "reconstructed" in notepad2, a text editor...
This is not a particularly simple process, it is not user friendly and I suspect you will not enjoy it.
You will also need Threed... a horrible piece of software that can view some bz2.xsi models, here you can learn allot about how a bz2 model is put together. It may take you some time to realise that you should not use Threeds Save function unless you actually want to ruin a model...
He can convert 3DS directly to XSI with 3DEX although I've not tried this myself. I use X based models myself as it shares many things in common the XSI format like the axis being the same from X to XSI. Have you considered using Truespace? It's free and supports a usable X exporter well suited to conversion to XSI by 3DEX. I can help you with your model if it's in the 3DS format and convert it to XSI for you. I'll also be able to test it out in the map editor if you need some help in this area.
I'm learning max because it is an industry standard, and knowledge of it will be useful in a future career. I still know quite a bit more about Blender, and like it better.
I'm not so sure about it being the industry standard anymore. I've seen more about developers using Maya (which is a completely different beast) more than developers using Max. I may just be looking in the wrong places, though.