Hey everybody,
I'm working on getting my first custom unit mesh into BF1, and I'm running into a few issues. I've read several tutorials, and thought I'd give it a go.
This has been my process so far:
1. Import the stock imp_inf_shocktrooper.msh into XSI.
2. Delete the backpack object
3. Delete the 2 ammo packs on the hips.
4. Select the shoulder ammo pack w/the parent bone "ribcage".
5. Select the POLYGONS and move/rotate them around so as not to move the object's pivot point.
6. Duplicate the ammo pack 2 times and move the polys into place.
7. Delete the polys from the shadowvolume that were around the backpack.
8. Hide everything but the visible objects
9. Middle click the DummyRoot
10. Export the .msh to overwrite the old imp_inf_shocktrooper.msh
Then I munge/run SPTest, and it gets into the game fine (I did the above process with the lowres model as well), but in-game, the model keeps switching back and forth between hi-res and low-res. I've checked around and know that this can be an issue when using too many polygons in your hi-res model, but if anything, the new model has LESS polys than the original because I removed the backpack.
Oh one more thing that might be causing the issue: I wanted to use a new texture (but I'm really bad with the XSI material editor functionality) so I duplicated the original TGA, renamed it from "imp_inf_stormtrooper.tga" to "imp_inf_stormtroope2.tga", edited with gimp, exported with RLE compression UNCHECKED, opened the .msh files in a text editor, and did find/replace on all the corresponding .tga files to match the new stormtroope2 one.
I'm attaching an image of the model/hierarchy in XSI (it's a minimal poly First Order trooper I'm working on for a map in that era.)
Am I doing something wrong? - I'm most wary about how I'm doing the .tga switching, as I'm not applying it to the mesh in XSI itself...
Thanks for the help!
I'm working on getting my first custom unit mesh into BF1, and I'm running into a few issues. I've read several tutorials, and thought I'd give it a go.
This has been my process so far:
1. Import the stock imp_inf_shocktrooper.msh into XSI.
2. Delete the backpack object
3. Delete the 2 ammo packs on the hips.
4. Select the shoulder ammo pack w/the parent bone "ribcage".
5. Select the POLYGONS and move/rotate them around so as not to move the object's pivot point.
6. Duplicate the ammo pack 2 times and move the polys into place.
7. Delete the polys from the shadowvolume that were around the backpack.
8. Hide everything but the visible objects
9. Middle click the DummyRoot
10. Export the .msh to overwrite the old imp_inf_shocktrooper.msh
Then I munge/run SPTest, and it gets into the game fine (I did the above process with the lowres model as well), but in-game, the model keeps switching back and forth between hi-res and low-res. I've checked around and know that this can be an issue when using too many polygons in your hi-res model, but if anything, the new model has LESS polys than the original because I removed the backpack.
Oh one more thing that might be causing the issue: I wanted to use a new texture (but I'm really bad with the XSI material editor functionality) so I duplicated the original TGA, renamed it from "imp_inf_stormtrooper.tga" to "imp_inf_stormtroope2.tga", edited with gimp, exported with RLE compression UNCHECKED, opened the .msh files in a text editor, and did find/replace on all the corresponding .tga files to match the new stormtroope2 one.
I'm attaching an image of the model/hierarchy in XSI (it's a minimal poly First Order trooper I'm working on for a map in that era.)
Am I doing something wrong? - I'm most wary about how I'm doing the .tga switching, as I'm not applying it to the mesh in XSI itself...
Thanks for the help!