MshEx Beta 2 - much better

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tsurugi13
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Re: MshEx Beta 2 - much better

Post by tsurugi13 »

Do you have the hedr file in the same directory as mshex? When does it not work?
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Re: MshEx Beta 2 - much better

Post by redgroupclan »

Yes I have hedr in there. Unless custom models are supposed to be grey in ZE, then thats where it messes up.

P.S. On nulls do I uncheck Render Visibility? That has been taunting me ever since that dang beginners tutorial messed me up.
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Re: MshEx Beta 2 - much better

Post by Eagle Eye »

question, can i have more then 1 object under a null or do i need to merge all objects?
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Re: MshEx Beta 2 - much better

Post by Caleb1117 »

You should merge them.
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Re: MshEx Beta 2 - much better

Post by Eagle Eye »

Caleb1117 wrote:You should merge them.
if i merge all objects (with textures) into 1 merged object, all the clusters (texture coordinates) of the objects will move to that merged object. So there is more then 1 cluster within the merged object..
Repsharpshooter said that a polygon has to be one and only one cluster at a time.
so i get a problem lol
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Re: MshEx Beta 2 - much better

Post by Blade »

Ok, so I havent had any problems with this lately... but I've gotten a rather, strange, result with one of my models. I made sure to check/uncheck all the appropriate stuff, exported as XSI 6.0 (text), I also exported as a .obj and reimported. But when I ran MshEx with it, instead of change it to a .msh, it changed it to a .mtl, which I have no idea what is, or any idea why...
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Re: MshEx Beta 2 - much better

Post by FragMe! »

The .mtl file is the material reference file that gets created when you do a obj export.
The exported msh file should be there somewhere, do a search in windows explorer for the name of your file and it should find it.
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Re: MshEx Beta 2 - much better

Post by Blade »

Ah, that explains it... sorry about that. Now I just need to find the .msh.
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Re: MshEx Beta 2 - much better

Post by jedi_pilot »

Finally, I can export my models, FOR FREE :D !!!! Thank you :bowdown: .
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Re: MshEx Beta 2 - much better

Post by theultimat »

Weird error! What does it mean?

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Re: MshEx Beta 2 - much better

Post by Maveritchell »

That's not an error... that's MshEx doing its thing. Let it keep going, it'll pause sometimes.
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Re: MshEx Beta 2 - much better

Post by redgroupclan »

I think he means it crashes at that-its happened to me too. It crashes right on that line.
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Re: MshEx Beta 2 - much better

Post by theultimat »

It comes up with this:

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EDIT:
Actually, I tried placing the msh in ZE. It froze. Then I tried munging the msh. I got these errors:

Code: Select all

ERROR[PC_modelmunge bas_fly_hawk_200.msh]:NO POLY COUNT FOR bas_fly_hawk_200:  THIS IS VERY BAD
ERROR[PC_modelmunge bas_fly_hawk_200.msh]:NO COLLISION TREE WRITING ALL ZEROES FOR BOUNDING BOX
ERROR[PC_modelmunge bas_fly_hawk_200.msh]:Unable to write collision tree nodes, no tree exists
   3 Errors    0 Warnings
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Re: MshEx Beta 2 - much better

Post by DarthD.U.C.K. »

you have to put all your models under the dummyroot and export them with the dummyroot with the 3rd mousebutton selected
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Re: MshEx Beta 2 - much better

Post by theultimat »

Is a null a dummyroot? Because I have it under a null ATM.
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Re: MshEx Beta 2 - much better

Post by DarthD.U.C.K. »

theultimat wrote:Is a null a dummyroot? Because I have it under a null ATM.
no the dummyroot is a null :P

did you select the null when exporting?
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Re: MshEx Beta 2 - much better

Post by theultimat »

Yeah. :cpu:
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Re: MshEx Beta 2 - much better

Post by Fluffy_the_ic »

He means did you middle mouse click the null? You know, push down on the mouse wheel?
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Re: MshEx Beta 2 - much better

Post by redgroupclan »

Hidden/Spoiler:
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If you see any flaws that could cause my models to turn out grey, notify me.
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Re: MshEx Beta 2 - much better

Post by DarthD.U.C.K. »

do you have the textures in the MSH-folder?

@fluffy: yes
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