[?] Creating Models with XSI?
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cat
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[?] Creating Models with XSI?
Does BF2 and the tools support XSI? For Static creation.
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Drav
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Re: [Question] Creating Models with XSI?
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...
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ice_killer
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Re: [Question] Creating Models with XSI?
not possible unless you can export them to a for,at what 3ds max or Maya supportscat wrote:Does BF2 and the tools support XSI? For Static creation.
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ali-tom
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Re: [Question] Creating Models with XSI?
Crosswalk is a nice tool for import/export stuff between xsi and max.
Works perfect.
Crosswalk Documentation
Works perfect.
Crosswalk Documentation
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cat
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Re: [Question] Creating Models with XSI?
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
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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?
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.
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ice_killer
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Re: [Question] Creating Models with XSI?
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
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cat
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Re: [Question] Creating Models with XSI?
I already know how to use XSI. And my Max 30 day trial ran out
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e-Gor
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Re: [Question] Creating Models with XSI?
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.
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.
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cat
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Re: [Question] Creating Models with XSI?
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.
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Rhino
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Re: [Question] Creating Models with XSI?
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.
the problem with exporting and importing between different types of software are things like optimization, smoothing groups etc all get screwed up though them.

