[?] Creating Models with XSI?

Making or wanting help making your own asset? Check in here
Post Reply
cat
Posts: 260
Joined: 2005-10-31 20:38

[?] Creating Models with XSI?

Post by cat »

Does BF2 and the tools support XSI? For Static creation.
Drav
Retired PR Developer
Posts: 2144
Joined: 2007-12-14 16:13

Re: [Question] Creating Models with XSI?

Post by Drav »

not that i know of. 3dsm uses the poe tools which are third party, so you'd have to look for a third party xsi tool...
ice_killer
Posts: 2361
Joined: 2007-02-15 16:20

Re: [Question] Creating Models with XSI?

Post by ice_killer »

cat wrote:Does BF2 and the tools support XSI? For Static creation.
not possible unless you can export them to a for,at what 3ds max or Maya supports
I7 980X, REX3, Dominator GT 12G, 4X XFXHD6970 2G yes Quadfire , SSD 3x Raptors 2X 1.2 KW :mrgreen:
ali-tom
Retired PR Developer
Posts: 137
Joined: 2006-01-27 10:41

Re: [Question] Creating Models with XSI?

Post by ali-tom »

Crosswalk is a nice tool for import/export stuff between xsi and max.
Works perfect.

Crosswalk Documentation
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Question] Creating Models with XSI?

Post by cat »

But I still would need someone to convert it from Max to some format that Bf2 uses?

So it would go like this

XSI>MAX>BF2

-----------------------------

Another question. How does whatever format the final ingame usable object is convert 3d max units to game units? If I make a box of 1 unit length, will this translate to 1m ingame?
Last edited by cat on 2009-03-05 18:03, edited 1 time in total.
ice_killer
Posts: 2361
Joined: 2007-02-15 16:20

Re: [Question] Creating Models with XSI?

Post by ice_killer »

yep, that will hapen but do keep atention you need to know both XSI and 3Ds max so it might be hander to learn only max
I7 980X, REX3, Dominator GT 12G, 4X XFXHD6970 2G yes Quadfire , SSD 3x Raptors 2X 1.2 KW :mrgreen:
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Question] Creating Models with XSI?

Post by cat »

I already know how to use XSI. And my Max 30 day trial ran out
e-Gor
Retired PR Developer
Posts: 3752
Joined: 2006-03-06 22:40

Re: [Question] Creating Models with XSI?

Post by e-Gor »

Two other options:
If you can save or convert to the maya format (.mb iirc, could be wrong though) then you don't need to use 3ds max. The editor has an import feature that works from a maya scene file. The heirarchy setup is the same as when setting it up in 3ds max.

You may be able to use Gmax (the stripped down, old, free version of 3ds max). There is a (rather old) plugin for it. I think it can import .3ds files. The downside is that it will only save to it's own .gmax format, and I don't know of any convertors for it.

Units: 1m in 3ds max should be 1m in game. But I wouldn't worry because it's easy to scale the whole scene and hit export again should it come out the wrong size.
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Question] Creating Models with XSI?

Post by cat »

But would 1 unit in XSI equal to 1 unit (whatever the base unit is ) in MAX? Because I plan to make a set of connectable concrete pieces and I would like to know how the griod sizes transfer from xsi.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Question] Creating Models with XSI?

Post by Rhino »

units are not important since you can easily scale a object into the right units, providing it was made to the right proportions in the first place...

the problem with exporting and importing between different types of software are things like optimization, smoothing groups etc all get screwed up though them.
Image
Post Reply

Return to “PR:BF2 Community Modding”