XSI ZETools

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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noMatt
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Just realized i can chance the Subject :D

Post by noMatt »

I thought cloth is supported because you wrote it ;) But I didnt tryed it.
Anyway you are doin an amazing job guy. Keep up programming, 3d art and all the other things an you'll have a great chance to get in the industry if you want to
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AceMastermind
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Re: Just realized i can chance the Subject :D

Post by AceMastermind »

noMatt wrote:I thought cloth is supported because you wrote it ;)...
Where did he write that? Link to source or it didn't happen. :)
The first post still says "No" for cloth and is probably what you should be watching after each release.
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Re: XSI ZETools

Post by noMatt »

ANDEWEGET wrote:Quick update.
WIP:
- Decreased file size of exported .msh files, might not be 100% stable yet. But I can't test-munge right now.
- Fixing/redoing parts of the ZE Tools scripts.
- Getting Cloth working... (sadly the Pandemic Exporter code isn't very clear/helpful)
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Re: XSI ZETools

Post by AceMastermind »

I saw that already, but that doesn't mean it works, just that he is working on it. :)
Supported features are listed in the first post.
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Re: XSI ZETools

Post by lucasfart »

I'm just trying out the different templates and I can't get them to work nicely together! I've tried copying the files manually into the templates folder, with no apparent result (no extra import options), and importing them through the ZE tools menu works, but removes all access to the other templates. So if I activate the lightsaber templates, all the default templates (ie. rifle, pistol, unit) are gone from the list. Am I doing something wrong, or is there a bug in there?

Also, what happened to the export options regarding the boundingbox?
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ANDEWEGET
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Re: XSI ZETools

Post by ANDEWEGET »

Just import stock .msh files, these should be way better examples.

And the bounding box is now calculated automatically.
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Re: XSI ZETools

Post by lucasfart »

True. :D It was more for the reason of reporting a bug than out of any real inconvenience. :D

Another quick question - one of my models isn't exporting properly. The normals are flipped (so they point inwards), although in both blender and XSI they are perfectly fine? Is there some setting in XSI I need to change to get this working?
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Re: XSI ZETools

Post by sereja2 »

Another issue, I found: when I export animated 1st person model (hands), I can't see them in game. Just a floating weapon...
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Re: XSI ZETools

Post by Nedarb7 »

sereja2 wrote:Another issue, I found: when I export animated 1st person model (hands), I can't see them in game. Just a floating weapon...
This problem could be related to the side. But I don't know whether it is or not. :)
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ANDEWEGET
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Re: XSI ZETools

Post by ANDEWEGET »

Sadly I can't do any testing right now (that + of course other projects are why there is no progress) because I don't have a disk drive anymore and thus couldn't install my DVD version of SWBF2. Need to get the Steam version sometime.
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ANDEWEGET
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Re: XSI ZETools

Post by ANDEWEGET »

So guys,
1. The 'homepage' for XSIZETools is now HERE.
2. I fixed the CRC algorithm, so now animation should import and export fine.
3. It seems with some models (like rep_inf_yoda.msh) importing the animation will cause it to squish the model for some reason. Not sure if that's just a corrupted animation or a problem with the importer. Note that this only applies to the animation in that one .msh, the rest (geometry, bones etc) and applying animations still works.
4. The importer now imports cloth geometry and UVs (no weighting yet). No actual progress on cloth export though.

This is still a prototype, though. There might (should?) still be problems with the new vertex structure (like too few points exported).
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Re: XSI ZETools

Post by noMatt »

thanks for still workin on this. i know its hard to develop a game but you are doing a great job on battlecry
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ANDEWEGET
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Re: XSI ZETools

Post by ANDEWEGET »

ANDEWEGET wrote:Forgot to post here when I updated again a few days ago:
Cloth import now imports weights.
Added beginnings of a text-'version' of the .msh format, which basically lets me store the .msh information in a human-readable format (JSON), then use it for debugging or edit it. And then convert it to .msh again.

The bad shading which came with the 'optimized' geometry structure export a few updates ago might very well be a normal problem. Not sure yet how I'll fix that.

Update:
I possibly fixed the shading problem, not sure though.
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Re: XSI ZETools

Post by sereja2 »

Well, I may try to test it... if you upload it. :wink:
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ANDEWEGET
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Re: XSI ZETools

Post by ANDEWEGET »

It's on Github or it's homepage (also on Github), as will be every new version. Just use the 'Download ZIP' button.
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Re: XSI ZETools

Post by sereja2 »

Well, I guess, you on the right way. Luke model, look's like much more better this time:
Hidden/Spoiler:
Image
Still, as you can see on juggernaut wheels, the serious odds still exist:
Hidden/Spoiler:
Image
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Re: XSI ZETools

Post by Maveritchell »

sereja2 wrote:Well, I guess, you on the right way. Luke model, look's like much more better this time:
What's the noticeable upgrade on the Luke model (maybe some of the face or the finger seams)? Both sets of images (Luke/Juggernaut) show that hard edges are not preserved in the second image (hairline, cuffline, bevel on the wheel) where they should be.
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ANDEWEGET
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Re: XSI ZETools

Post by ANDEWEGET »

ANDEWEGET wrote:Arms, collar, fingers are improved.

It might actually be that normals are now exported correctly. But to match the stock normals you of course have to import them first... ;)

Will try to get that done soon.
Normals should now get imported and exported correctly.
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Re: XSI ZETools

Post by sereja2 »

Nice work! The shading problem is totaly fixed now... Still, now it's increased count of Points, in about 10-20% so, files become bigger again.
Also, it's still can't correctly import or export 1st person hands...
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ANDEWEGET
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Re: XSI ZETools

Post by ANDEWEGET »

Before I decreased the filesize a point which was connected to 4 polygons would result in 4 points in the .msh file. Even if all of the 4 points were exactly the same.
With the first file-size reduction I compared points (by comparing the position and UVs) and removed any doubles. That's what caused the bad shading because some of the shading info was lost. Now I'm comparing the normals, too, so it will increase the number of points again.
Is the 10-20% increase compared to the exported models before (in the last version of ZETools) or to the stock models?

And what type of problem are you encountering with first person models?
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