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Getting Models Into the Game

Posted: Fri Mar 11, 2011 6:11 pm
by Clavin12
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

Re: Getting Models Into the Game

Posted: Fri Mar 11, 2011 6:23 pm
by GSH
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
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.

-- GSH

Re: Getting Models Into the Game

Posted: Fri Mar 11, 2011 6:32 pm
by Clavin12
Lol, okay.

Re: Getting Models Into the Game

Posted: Fri Mar 11, 2011 7:07 pm
by Clavin12
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.

Re: Getting Models Into the Game

Posted: Fri Mar 11, 2011 7:13 pm
by GSH
As before: Your model must have at least as many normals as vertices.

It's closer. But, still not enough.

-- GSH

Re: Getting Models Into the Game

Posted: Fri Mar 11, 2011 7:19 pm
by Clavin12
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

Posted: Fri Mar 11, 2011 7:48 pm
by Clavin12
Can you think of any reasons there might not be as many normals as there are verts?

Re: Getting Models Into the Game

Posted: Fri Mar 11, 2011 9:06 pm
by Zax
Clavin12 wrote:Can you think of any reasons there might not be as many normals as there are verts?
When you sent me the 3ds version of that freighter there were no normals at all.

Re: Getting Models Into the Game

Posted: Sat Mar 12, 2011 2:05 am
by MrTwosheds
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.
If I export as 3ds I can get it in game but I'm stuck at the weapons point watching the geometry move about.
Hp_eyepoint ?
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

Re: Getting Models Into the Game

Posted: Sat Mar 12, 2011 2:54 am
by Clavin12
It'd be nice if one of you could explain your importing process.

Re: Getting Models Into the Game

Posted: Sat Mar 12, 2011 10:19 am
by MrTwosheds
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...

Re: Getting Models Into the Game

Posted: Sun Mar 13, 2011 12:29 am
by Clavin12
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

Posted: Sun Mar 13, 2011 12:33 am
by Zax
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.
If you have 3dEX, open the in-game model with it and read the names of the HPs.

Re: Getting Models Into the Game

Posted: Sun Mar 13, 2011 12:36 am
by Clavin12
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

Posted: Sun Mar 13, 2011 12:38 am
by labmice00
Probably bad parenting. No other explanation.