SWBFGamers

Modding for the Original SWBF1 and SWBF2 => 3D-Modeling, Animation and Texturing => Topic started by: Led on August 18, 2012, 02:46:39 PM

Title: XSI and exporting
Post by: Led on August 18, 2012, 02:46:39 PM
I have a PC that I can use for XSI trial version installs. 

Would it be possible to set up the exporter on it and export models made in the version 7 mod tool thing for SWBF?

edit by tirpider: changed icon to ?
Title: Re: XSI and exporting
Post by: Sereja on August 18, 2012, 10:18:47 PM
Sure, but you have install Pandemic exporter, from SWBF2 (not SWBF1) assets.
As far, as I know, the only possible format, it can import, from XSI ModTool 7.5, it is .xsi 5.0
Title: Re: XSI and exporting
Post by: Led on August 29, 2012, 08:40:53 PM
OK, i got your model, and used File Import dotXSI
and got in in there... now I need to figure out how to export...

I have the SWBF2 pandemic export tool installed.    I will update when I can figure something else out.  If you have any hints, please let me know!

When I export using the pandemic tool, all I get is a 2 kB msh file...

OK, i have tried various export options, and now it looks like it is trying to export, but then XSI crashes...

OK, i use a box selection to choose the model, and got a decent sized MSH file to export and it looks correct i the MSH viewer...now I must work on animation.

Im not sure how to get the ZAFBIN files, but I have attached an MSH file...help please :)

Title: Re: XSI and exporting
Post by: Bamdur on August 29, 2012, 10:11:10 PM
Animation in XSI for swbf is probably the hardest thing you can do in XSI and requires many steps in order to export it properly. You cant import/export animation from a higher version of mod tools above 6 (ex. 7.5 cant export into 5.1 and vice versa, but 4 can export to 5 and so on) As for the dotxsi files, I dont really remember how they work.
Title: Re: XSI and exporting
Post by: Sereja on August 29, 2012, 10:17:35 PM
Good work! You just export static prop, and this is not bad for begining. You shoudn't worry about zaafbin/zaabin for now. The disireable result, it is 3 (!) files at ones:
"door.msh", "door_basepose.msh", and "door_open.msh".
I never export animation before, so, I have no any idea, how it may be done, but I will look at some tutorials, and update, if I found something useful...
Quote from: Bamdur on August 29, 2012, 10:11:10 PM
Animation in XSI for swbf is probably the hardest thing you can do in XSI and requires many steps in order to export it properly. You cant import/export animation from a higher version of mod tools above 6 (ex. 7.5 cant export into 5.1 and vice versa, but 4 can export to 5 and so on) As for the dotxsi files, I dont really remember how they work.
XSI is CAN recognize animation from a higher version of mod tools, but it shold be .XSI 5.0 format, as I send it.

-Edit

Well, the best thing, I can found is this tutorial:
http://www.gametoast.com/forums/viewtopic.php?f=36&t=14540
(http://www.gametoast.com/forums/viewtopic.php?f=36&t=14540)
Look at step 7, this should be a solvation.
Title: Re: XSI and exporting
Post by: Led on August 30, 2012, 05:49:52 AM
Quote from: Sereja on August 29, 2012, 10:17:35 PM
Good work! You just export static prop, and this is not bad for begining. You shoudn't worry about zaafbin/zaabin for now. The disireable result, it is 3 (!) files at ones:
"door.msh", "door_basepose.msh", and "door_open.msh".


I can export the open door, and the closed door. 

Is there anything special about door_basepose.msh ?

I have noticed that you can load the pandemic exporter into mod tools 7.5, but it crashes when trying to export.  If you wish, you can see what my export options are though, and see if you have any suggestions.

I will study the tutorial.


Title: Re: XSI and exporting
Post by: Sereja on August 30, 2012, 07:45:31 AM
Well, I just know, how the final product should look's like, becouse, Lephenix already export it for me once, and I got those 3 files. (Unfortunately I probably made it incorrect in begining).
The easy test for you, it is try open them with SWBFViewer (small program for display msh in 3D view). If you export right format files (basepose.msh and open.msh), than you can NOT see them with SWBFViewer. You should see only door.msh.
Well, if you will have some free time, I cud suggest you to make your own "simple door", so, you may understand the process better....
Yes, I am realy can install Pandemic addon, but it is useless part of decor, and I can't even open this aplication for export. I think, if you already export static prop, you do everything correct. For export anims, tutorial may tell you much more then me... ;)
Still, here the tips for adding flags, with Pandemic addon (if you ever wish to make your own model):
1. select some model or primitive, you made.
2. Click "Poligon" (the model should become yellow)
3. Then make slection of poligons, with mouse cursor (model should become red)
4. Select Pandemic addon, and choose "edit flags" (after that, you may change parametres and explore all ability, that Pandemic addon may have).
Title: Re: XSI and exporting
Post by: Led on August 31, 2012, 05:02:24 PM
OK, here is what I think is a base pose, and an open door and a closed door.

Tell me what I need to work on next--animation?

http://www.mediafire.com/?fge2vyh2vn1p6c6
Title: Re: XSI and exporting
Post by: Sereja on August 31, 2012, 09:47:41 PM
I think, it is little early, to talking, about "next--animation". You still exporting simple static props. Probably you forget, about test with SWBFViewer... They also should be different size:
door.msh - 196 kb
open.msh - 6,57 kb
basepose.msh - 2 kb
Title: Re: XSI and exporting
Post by: Led on August 31, 2012, 09:53:34 PM
I viewed them with Tim Skillmans viewer.  I'm not sure what goes into "basepose".  I will continue to read.
Title: Re: XSI and exporting
Post by: Sereja on August 31, 2012, 10:29:44 PM
Yes, but when you open them, with Tim Skillmans viewer, you must not see them. (open.msh and basepose.msh).
You still need to figure out, how to correct export all of them, not just "basepose".
Title: Re: XSI and exporting
Post by: Led on September 01, 2012, 02:15:10 AM
Hmm, I see them all.
Title: Re: XSI and exporting
Post by: Sereja on September 01, 2012, 02:44:53 AM
That's becouse they are all just static prop...
Maybe, it's cud be a good idea, to post a question on Gametoast, sines, most of 3D modelers active there...

-Edit

Ok, I just try to export it with Ande ZETools, and here my explanation, how it possible works:
1. door.msh export:

select the dummyroot, make sure animation is at frame 0
Clicking on the |< will get you there.

2. basepose.msh

Delete all the meshes. This mean delete all my 3D door parts :bye:
Now you should see only "sceleton"
Change the 30 on the timeline to 1. Make sure you are on frame 0

3. open.msh

Next change the 1 back to 30 and change the 0 to 1 on the timeline. This time make sure you are on frame 1.

Now about zaabin/zafbin making: here the link, that can explain you everything.
http://www.gametoast.com/forums/viewtopic.php?f=36&t=28317&sid=5a4b5d7db05768de85defe0aea8e616e (http://www.gametoast.com/forums/viewtopic.php?f=36&t=28317&sid=5a4b5d7db05768de85defe0aea8e616e)

Unfortunately, I don't know about export aplication selected options, so, you have to try them by yourself...

-Edit

Well, now, when I can using Andy's tutorial, about door exporting, everything become much more clear...
I am start totaly new Scene, and create new simple door, exactly, how it look's like in tutorial, but now, using guidline for export by Andy.
Unfortunately it still crashes, when I munge it, or in game, but I just feel, solvation of this mistery, is not too far... Well, or may be not...
Anyway, I have to give up of testings for now, and have back to my Nar Shaddaa project, if I wish to finish it, before New Year happens, but after that, surely will try to continue explore this "totaly dead end" more harder...

P.S. Well, if somebody else, may found solvation for this, it's cud be realy Great!

-Edit

I just test it with SWBF2 munge folders, and the animation is realy works!
I create totaly new simple door, totaly similar, as it look's in tutorial.
Unfortunately it has no collision, and may not crash for SWBF2 only. But the same happens, when Lephenix, try to help me export my door with real XSI and Pandemic addon, so, I may say, ZETool is functional, similar to Pandemic! I just can making only incorrect doors.  :(
So, if you ever figure out, ho to make correct doors, I may guide you step, by step, how to export and munge it. :cheers:
Title: Re: XSI and exporting
Post by: Ande on September 06, 2012, 08:22:42 AM
So the animation works for SWBF2 but not for SWBF1?
You could try using the parameters from Jabba's Palace munge_animation.bat.

BFBuilder\Assets\Shipped Add On\DataTAT3\Common\Animations\munge_animation.bat
@REM called from $\Animations\subfolder\
@REM   all params are passed to zenasset
@REM   if there are more than 9 parameters to pass, you can enclose all params in double quotes

@setlocal
@set PATH="%CD%"\..\..\..\..\ToolsFL\Bin;%PATH%

zenasset /multimsh %~1

binmunge -inputfile *.zaa -chunkid zaa_ -ext zaabin -outputdir %2\munged\
binmunge -inputfile *.zaf -chunkid zaf_ -ext zafbin -outputdir %2\munged\

del *.zaa
del *.zaf

@endlocal

The zenasset ... line is different from the zenasset line in the SWBF2 munge_animation.bat.
Title: Re: XSI and exporting
Post by: Sereja on September 06, 2012, 12:42:45 PM
Yes, I am using exactly the same bat file, and succesfuly munge bespin forklift sample, by using it...
But my door, is not: it crash not just in game, but even, when I try to start munge process...
Title: Re: XSI and exporting
Post by: Ande on September 07, 2012, 10:53:26 AM
And if you munge it with the SWBF2 animation folder it crashes, too?
EDIT: I think zenasset.exe needs at least one material to work. So add a small primitive(eg a cube)to the scene(you can hide it) then try again. Pandemic used a cube as root for the celldoor.
Title: Re: XSI and exporting
Post by: Sereja on September 13, 2012, 09:20:44 AM
No, the munge process crash only in SWBF1 munge folders.
So, here what I done:
1. I create cube primitive, and name it bone_root.
2. I add material, named Scene_Material to it, using Unique UVs (polymesh) projection.
3. I am add keyframe to it, just like I usualy done for similar named null before.
4. Export it with ZETools, as usual.

Result: it works for SWBF2, but crash, in munge process for SWBF1.

Still, the only positive discovery to me: I figure out, how to make collision for doors: all, I need to do, it is add some name of primitive to collision. For example: p_-svbot-cube-doorl, instead p_-svbot-doorl.
So now, I can make fully functional doors, but only for SWBF2 :(.
Title: Re: XSI and exporting
Post by: Ande on September 14, 2012, 04:12:48 AM
Hmm, OK. I'll try to get an animation into SWBF1 later today or tomorrow. Just have to refresh my modding-memory a bit... :D
Title: Re: XSI and exporting
Post by: Sereja on October 14, 2012, 06:27:48 AM
Got it at last!!!  :cheer: :cheer: :cheer:
Hard to believe, but now, I am accidently figure out, how to make doors for SWBF1!  :)
The idea, with textured primitives, instead nulls, was correct, but it isn't all, what we should to know.  There is shold be not just "at least one material", there is should be no Nulls at all! :o Including DummyRoot, of'course! All of them, should be a textured primitives!
Title: Re: XSI and exporting
Post by: Ande on October 14, 2012, 09:10:03 AM
Interesting. Which exporter did you use?
Title: Re: XSI and exporting
Post by: Sereja on October 14, 2012, 09:19:24 AM
Quote from: Ande on October 14, 2012, 09:10:03 AM
Interesting. Which exporter did you use?
Yours XSIZETools_11_11_02_r4.
You should save the link for it. ;)
Still, known bug of this method: it crash in BFViewer, but anyway, works in game.

-Edit

Now, I know reason, why it crash: I used "no Nulls" bones.
So, I test it again, and here the solvation, I found:
All Nulls, should stay as Nulls. The only Null, that no doubt should be changed, to textured primitive, it's DummyRoot. That's it! :slap:

-Edit

Another sad issue, I found: the lowrez of the door, is never moove. :confused:
I wander, if that should be so, or I put it in wrong place of the hierarchy?

-Edit

Funny, but ZETools, give error each time, as I use any collision primitive, except cube... :confused:
Title: Re: XSI and exporting
Post by: Ande on October 15, 2012, 01:01:18 PM
You could try to make it a child of the bone. Or envelope it to the bone.
What error does it give? Did you name your collision primitive according to it's type?
cube primitive should have cube in its name.
Cylinder primitive should have cyl in its name.
Sphere primitive should have sphere in its name.
Examples:
p_cube_door -> cube primitive
p_doorr_sphere -> sphere primitive
p_column_cylinder -> cylinder primitive
p_ab_cyl_cd -> cylinder primitive
Title: Re: XSI and exporting
Post by: Sereja on October 16, 2012, 02:30:53 AM
I think, I name it correct: p_-svbot-cylinder-doord1 , but here the error:
[spoiler]' ERROR : Traceback (most recent call last):
'   File "<Script Block >", line 36, in exportbutton_OnClicked
'     export.export()
'   File "C:\users\Serejenka\Autodesk\Softimage_Mod_Tool_7.5\Addons\XSIZEtools\Application\Core\andezetexport.py", line 685, in export
'     self.do_export()
'   File "C:\users\Serejenka\Autodesk\Softimage_Mod_Tool_7.5\Addons\XSIZEtools\Application\Core\andezetexport.py", line 746, in do_export
'     if not self.write_msh(self.msh.pack()):
'   File "C:\users\Serejenka\Autodesk\Softimage_Mod_Tool_7.5\Addons\XSIZEtools\Application\Modules\msh2.py", line 122, in pack
'     msh2_data.append(self.models.pack())
'   File "C:\users\Serejenka\Autodesk\Softimage_Mod_Tool_7.5\Addons\XSIZEtools\Application\Modules\msh2.py", line 650, in pack
'     data = [model.pack() for model in self.models]
'   File "C:\users\Serejenka\Autodesk\Softimage_Mod_Tool_7.5\Addons\XSIZEtools\Application\Modules\msh2.py", line 488, in pack
'     data.append(self.pack_SWCI())
'   File "C:\users\Serejenka\Autodesk\Softimage_Mod_Tool_7.5\Addons\XSIZEtools\Application\Modules\msh2.py", line 538, in pack_SWCI
'     data.append(struct.pack('<f', self.primitive[3]))
' IndexError: tuple index out of range
'  - [line 35 in C:\users\Serejenka\Autodesk\Softimage_Mod_Tool_7.5\Addons\XSIZETools\Application\Logic\exporter.py]
' ERROR : Property Page Script Logic Error (Python ActiveX Scripting Engine)
' ERROR :    [33]     params.preview()
' ERROR :    [34]     export = andezetexport.Export(xsi, params)
' ERROR :   >[35]     try:
' ERROR :    [36]         export.export()
' ERROR :    [37]     except SystemExit:
' ERROR :    [38]         return
' ERROR : Traceback (most recent call last):
'   File "<Script Block >", line 36, in exportbutton_OnClicked
'     export.export()
'   File "C:\users\Serejenka\Autodesk\Softimage_Mod_Tool_7.5\Addons\XSIZEtools\Application\Core\andezetexport.py", line 685, in export
'     self.do_export()
'   File "C:\users\Serejenka\Autodesk\Softimage_Mod_Tool_7.5\Addons\XSIZEtools\Application\Core\andezetexport.py", line 746, in do_export
'     if not self.write_msh(self.msh.pack()):
'   File "C:\users\Serejenka\Autodesk\Softimage_Mod_Tool_7.5\Addons\XSIZEtools\Application\Modules\msh2.py", line 122, in pack
'     msh2_data.append(self.models.pack())
'   File "C:\users\Serejenka\Autodesk\Softimage_Mod_Tool_7.5\Addons\XSIZEtools\Application\Modules\msh2.py", line 650, in pack
'     data = [model.pack() for model in self.models]
'   File "C:\users\Serejenka\Autodesk\Softimage_Mod_Tool_7.5\Addons\XSIZEtools\Application\Modules\msh2.py", line 488, in pack
'     data.append(self.pack_SWCI())
'   File "C:\users\Serejenka\Autodesk\Softimage_Mod_Tool_7.5\Addons\XSIZEtools\Application\Modules\msh2.py", line 538, in pack_SWCI
'     data.append(struct.pack('<f', self.primitive[3]))
' IndexError: tuple index out of range
'
[/spoiler]

-Edit

Funny, but all doors, I export, look's "pretty buggy" in ZE. Some of theyr parts, flashing all the time, and getting shiny, some of them just dissapear, and some of them (most funny) trying to mix, with other doors, or ammo recharge droids. :D
In most of tutorials, people say, the doors, can be visible in ZE, only if they got lowrez. So, here the surprise: doors exported with ZETools always visible, even, if do not have lowrez at all. Maybe becouse of this, they got very weird look's...
Title: Re: XSI and exporting
Post by: Ande on October 16, 2012, 07:33:16 AM
You always have to consider that most of these things were said by SWBF 2 modders.
Could you show some screenshots? Do they look normal in-game?

I fixed that collision primitive error BTW. It seems I only ever tested cube primitives...
Title: Re: XSI and exporting
Post by: Sereja on October 16, 2012, 10:26:56 AM
Yes, in game, it works fine. But here, what I am usualy see, in ZE:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fwww.freeimagehosting.net%2Fnewuploads%2Flz917.jpg&hash=8385ac2a3776543396ab04b8c0546ce6d705f17a)[/spoiler]
Title: Re: XSI and exporting
Post by: Ande on October 16, 2012, 10:37:21 AM
Could this be z-fighting between lowrez and your main model or something? Usually flashing happens if two exactly same models are at the same place so the engine can't calculate what to show first. Maybe try hding your lowrez?
Title: Re: XSI and exporting
Post by: Sereja on October 16, 2012, 11:01:15 AM
I do not think, it's just fighting: if you look more carefully, you will see, how some parts not just flashing, but trying escape away, or join to ammo  recharge droid. I made variation, of this door, without lowrez at all, but it look's the same in ZE...
Title: Re: XSI and exporting
Post by: Ande on October 16, 2012, 12:18:21 PM
Do you have Export Animations checked when you export the model you place in ZE? I believe having animations in your .msh file does weird stuff to models in ZE... The models pandemic used to place in ZE(for example the celldoor) only have 1 frame of animation which doesn't move anything.
Title: Re: XSI and exporting
Post by: Sereja on October 17, 2012, 11:19:54 AM
I just follow your guide:
door.msh - animation and basepose unchecked;
open.msh - animation checked and basepose unchecked;
basepose.msh - animation and basepose checked.
Title: Re: XSI and exporting
Post by: Ande on October 17, 2012, 12:13:59 PM
Ok. When I still modded SWBF1 I once tried to place a character as prop which messed him up. He 'exploded'. Maybe that's what happens to the door. However I assume you're placing the door as animatedprop or door, so they doesn't really apply. All SWBF1 doors have an idle animation, which is just the basepose.msh duplicated. Maybe try that. So you would munge basepose.msh, idle.msh and open.msh into the animation.
Title: Re: XSI and exporting
Post by: Sereja on October 18, 2012, 01:47:05 PM
I just check the door, in SWBF2 ZE, by munge animation, in SWBF2 folders. The door look's the same "buggy", as in SWBF1. So, the difference was only in DummyRoot. If I export is as Null, it look's normal in SWBF2 ZE, but crash in SWBF1 game. If I export it, as textured primitive, it look's buggy in SWBF2 and SWBF1 editors, but works in game...
Title: Re: XSI and exporting
Post by: Ande on October 19, 2012, 09:28:03 AM
Could you send me the .msh file which looks buggy? I'd like to take a look at it if you don't mind.

Edit:
Found the problem. You have a second layer of polygons behind the main mesh:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi230.photobucket.com%2Falbums%2Fee12%2FANDEWEGET%2Fpolies.jpg&hash=7ebb299c9a673d0d112da3c066c2e7d74a42a716)[/spoiler]
These yellow and green polies should be deleted. They're facing in the same direction as the other ones so you can't see them from behind if you have culling on (default in SWBF and ZE).
Title: Re: XSI and exporting
Post by: Sereja on October 19, 2012, 01:10:13 PM
Delete them?! :o No way!!! Those yellow, green, and blue poligons, are realy lights from my door, and without them, my door never be beauty!
Still, if the problem because of them, why they look's normal, with Null as DummyRoot? And why my second maded "grate door", with no lights (secondary polygons) has the same bug in ZE?
Title: Re: XSI and exporting
Post by: Ande on October 19, 2012, 03:39:53 PM
For me it doesn't look normal when I use a Null as DummyRoot. For what exactly do you use those polygons? Do they glow?
Title: Re: XSI and exporting
Post by: Sereja on October 19, 2012, 04:27:54 PM
Yes, they are glowlight, and blue ones, are also blinking. You may downlad my Nar Shaddaa: Vertical City map, and see it in action ;).
Title: Re: XSI and exporting
Post by: Ande on October 20, 2012, 01:39:59 AM
I already played two rounds of the map. Didn't really notice it though. Have to play it again. Outstanding map btw. So many small details which really give this map a unique character.
Title: Re: XSI and exporting
Post by: Sereja on October 20, 2012, 11:07:50 AM
Thank's :) ! I am glad, you like it! Without your ZETools, it's never be complete. :cheers:
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