Page 1 of 1
MSH not exporting properly?
Posted: Fri Aug 10, 2018 6:37 pm
by modmaster13
Hey guys, so I'm looking to get the Phase 1 Clone jetpack onto a regular Phase 2 Clone Trooper, I got the addon msh onto the rep_inf_ep3trooper.msh like so:
However, whenever I try exporting the model, it only comes out to 19 kb in size, and from the looks of it, it only recognizes the addon msh (jetpack). Also, when I open the model in Hex Editor, the model's code is very short.
What should I do from here?
Re: MSH not exporting properly?
Posted: Fri Aug 10, 2018 8:13 pm
by Calrissian97
When you export, you need to select dummyroot and all of its children. ZETools only exports what's selected. Also, you'd have to envelope the jetpack to bone_ribcage if you want it to work ingame. There a few tutorials for this and more scattered about.
Re: MSH not exporting properly?
Posted: Fri Aug 10, 2018 8:14 pm
by Teancum
Easiest way to select everything you need is to middle click your root object
Re: MSH not exporting properly?
Posted: Sat Aug 11, 2018 1:04 am
by Marth8880
Calrissian97 wrote:When you export, you need to select dummyroot and all of its children. ZETools only exports what's selected.
That's actually not true with the XSI ZETools. I've always selected only the root object when exporting.
Re: MSH not exporting properly?
Posted: Sun Aug 12, 2018 7:11 pm
by modmaster13
So here's what I've done so far:
With the jetpack selected I went to Animate>Deform>Envelope>Set Envelope
I hit yes on this message box:
I go to hit right click on bone_ribcage:
Set the number of skeleton objects to 1:
I middle click on dummyroot, and export the msh:
I go to look at my msh in the MSH viewer, and this shows up:
The trooper model gets exported but the jetpack doesn't, I followed AceMastermind's instructions on the second post of this thread:
http://www.gametoast.com/viewtopic.php? ... ge#p515806
Did I forget something? What else do I need to do?
Re: MSH not exporting properly?
Posted: Sun Aug 12, 2018 7:46 pm
by Calrissian97
Make sure the jetpack is selected before you get into the selection process for envelope, and left click ribcage before right clicking to end the selection process. Also, make sure the jetpack model is frozen (transforms) beforehand. Also, make sure it's child only to boneroot or dummyroot, and not to a bone. I've encountered bugs when you freeze the transforms and make it a child of the ribcage.
Re: MSH not exporting properly?
Posted: Sun Aug 12, 2018 9:02 pm
by modmaster13
Calrissian97 wrote:Make sure the jetpack is selected before you get into the selection process for envelope, and left click ribcage before right clicking to end the selection process. Also, make sure the jetpack model is frozen (transforms) beforehand. Also, make sure it's child only to boneroot or dummyroot, and not to a bone. I've encountered bugs when you freeze the transforms and make it a child of the ribcage.
So the only things the polymesh should be child to are boneroot or dummy root? I pulled up the model and I found the "Polygon Mesh" section under rep_inf_ep3trooper, sv_clonetrooper, hp_weapons
Re: MSH not exporting properly?
Posted: Sun Aug 12, 2018 10:58 pm
by Calrissian97
It's the only thing the jetpack + any other (enveloped) addons should be child to, yes.
Re: MSH not exporting properly?
Posted: Mon Aug 13, 2018 4:13 pm
by modmaster13
So I did all the steps you suggested previously, I removed "Polygon Mesh" from all sections except for bone root, and this is what I get in the MSH Viewer:
and this is what I get in game:
When I play as the trooper ingame, the game doesn't crash, but the screen goes black constantly.
Re: MSH not exporting properly?
Posted: Mon Aug 13, 2018 7:22 pm
by Calrissian97
Very Strange. If you're up to it, what you can do is simply merge the jetpack and player model into a single mesh, just be sure to merge all it's clusters, materials, and it's animation weights (envelope). That's the best way IMO.