CAn you impoirt Maya PLE/Softimage XSI models into this game?

CAn you impoirt Maya Personal Learning Edition/Softimage XSI models into this game, for adding in another Empire?
25,453 views 33 replies
Reply #1 Top
I think so, unless PLE heavily restricts what the file can be exported as. I'm not sure what the tools use to convert, either .3dx or .obj If it's obj, than you should be good. if it's 3dx, than you'll need 3dmax.
Reply #2 Top
We developed Sins using Softimage XSI so most definately yes :)
Reply #3 Top

We developed Sins using Softimage XSI so most definately yes


That is something that should go into the modding FAQ.
Reply #4 Top

We developed Sins using Softimage XSI so most definately yes


So what version can be used? I know there is one specifically made for Half-Life Source, but I will it work for SoaSE?

If so could you add the links? It would be appreciated by the mod community in any case...
Reply #5 Top
Correction the newest Mod Tool is made for Microsoft Game Creators XNA

http://www.softimage.com/downloads/
http://www.softimage.com/products/modtool/

these are the 2 I found.
Reply #6 Top
I am downloading Maya PLE, I'll tell you guys by tomorrow morning.

Also downloading Softimage XNA-Mod Tool
Reply #7 Top
The Forge Tools are said to be able to import Softimage XSI models directly into the game. I have been pushing for support of other 3D formats like .3ds, and .obj so modders dont have to spend thousands of dollars on 3d software just to mod the game. However the way softimage handles shaders causes problems when trying to import from 3ds, obj, or other formats.

You can easily make your model in 3dsmax, or lightwave, but you will need softimage xsi to apply the shaders, and finish your model before you can import it into sins.

I believe Softimage XSI version 6.01 was the version the dev's used.

Reply #8 Top
I'd like to speak up for the .obj format myself.

Thanks for the heads up on Softimage though, handy to know.
Reply #9 Top
Thanks for the link to Mod Tool. It seems to be like Softimage XSI's free version for modders. Like GMax was for 3dsmax. This will be a big help. I am assuming it will export xsi format. I have yet to test it. Most important, it will apply shaders properly to models to make them ready for Forge Tool import.
Reply #10 Top
I'll have to test it with the mod tool.
Reply #11 Top
btw, xsi doesn't cost thousands, it is 500
haha
Reply #12 Top
Bad news for MAYA PLE. It doesn't export to OBJ only PLE. If there were some kind of plugins for it it could work, but I think the PLE version doesn't allow plugins?

I am not a professional modeller, so I do not know what to look for in MAya, for plugins.
Reply #13 Top

Thanks for the link to Mod Tool. It seems to be like Softimage XSI's free version for modders. Like GMax was for 3dsmax. This will be a big help. I am assuming it will export xsi format. I have yet to test it. Most important, it will apply shaders properly to models to make them ready for Forge Tool import.



I'd like to speak up for the .obj format myself.

Thanks for the heads up on Softimage though, handy to know.




NP. I like many people don't have $2,500 laying around to spend on software that might not work depending on my computer.

Reply #14 Top


tristangoodes

btw, xsi doesn't cost thousands, it is 500
haha



Do you mean a Student Version from ..
http://www.journeyed.com/department.asp?NAV=0101&SKW=DPanimation

It isn't listed on the website, does Softimage XSI even have a educational version?

These is and its less than $200!
http://www.softimage.com/education/educationalpricing.aspx
http://www.softimage.com/education/price_student.aspx
Reply #15 Top
This tool Softimage Mod Tool, CAN export to OBJ.

FYI :)

This tool using Crosswalk Untility can Import and export to MAYA and MAX. I don't know if it can import to the MAya PLE version, but just a heads up.

Also can Export SMD and VMF.

For some reason, I could only install this software in the default location.
Reply #16 Top
Maya PLE does not export to any formats that Softimage XSI can use. another FYI

Maybe a plugin could solve this, but alas I am not knowledgeable at all in that area.
Reply #17 Top
Deep Exploration will convert most 3d file formats including maya, and softimage formats. This is the tool we used to create Homeworld .peo, and .lif files. However it supports a very wide range of formats. You can find it here WWW Link Or you can google for an older version. They all work. I believe there is a trial version for version 5. I use a much older version (3.something).

Mod Tool can import .3ds so that is good for 3dsMax users.

Tristan let us know if you get the mod tool dotxsi to work with the forge tools.

Reply #18 Top
I thought they were going to give us the file format specs as well as compiled examples and flat file examples with the forge kit? This would make it quite easy for coders to build up the files (and not take 3 years like it did for HW2 to have a fully functional Hod exporter)

Reply #19 Top
Maya is one of the main reasons Trekmods stayed away from HW2. That and relics lack of support for the game. The HW2 mod community has come a long way since. You Mr. jedi have simply marveled me on what you pulled off with Warlords. That is THE best HW2 mod out there. Period.

I am a 3dsmax user. Self taught. It took me years to learn the program, and i am still learning stuff. I know a little bit of lightwave too. TBH i dont have years to self learn yet another 3d program. Im 43, and im not getting any younger.

I thought XSI was going to be a big problem for modders, and sins. Like i said before i pushed for other formats to be supported by the forge tools, but there were problems with those formats and how sins models work. Hopefully Mod Tool will work with forge tools and eliminate that issue.

I wasnt aware about the file format specs being released as part of the Forge Tool kit. This will help Code Herder finish his project. Which im sure he will be very happy about.
Reply #20 Top
EvilleJedi, Its good to have your knowledge around in this board.

If you need any texture assistance, I would learn how to do that as I have the Adobe CS 3, that includes photoshop, the ones that I bought when going to school.

I am interested in getting in the gaming industry and would start anywhere that I could learn modding.
Reply #21 Top
Please, Please developers don't lose this post or put a sticky with the relevant tools to used to mod for this game in another formatted sticky.

Losing the information discussed here would be bad....
Reply #22 Top
The good news is Mod Tool saves the same dotXSI format as Softimage XSI. So models saved from Mod Tool will work with the Forge Tools.

The bad news is now i gotta learn XSI :/
Reply #23 Top
I'm happy with the decision* to support the XSIdot format, but only because i own a Ess. license, and a LW3D license which works with PointOven nice with XSI.(I still love to work with procedurals in LW for baking.)

But the Mod. Tool should it do it for 0$. ;)

Here are some Video Tus for Free, they have commercial Training too.
http://www.digitaltutors.com/digital_tutors/video_category.php?vcat=xsibas

The only hard thing in XSI is to get behind the Application paradigm, after that it's just another DCC App.(View from a longtime LW User.) And most functions are well tought out.

There are many tutorials out there for XSI(or to say 5 years ago it was a way harder to learn it.)

I hate 3dsmax for two reasons 1. it is a way to pricey for a single user(or modder), and it's like a dinosaur, autodesk should rewrite it.(a long time ago imo.)

Compare it to XSI Foundation(arround 500 bucks) you should see it has the most bang for bucks. ( http://www.softimage.com/products/foundation/ )

But, anyway there free tools out there.

Anyway happy modding!
Reply #24 Top
I know very little about modeling, my 3DSmax classes don't start for another few months, but I have been goofing off with Blender a little. Anyone know if Blender-made models will be useable?
Reply #25 Top
I don't know if Blender has a script that exports to dotxsi Format, but even when not it's just a matter of exporting it(ex. *.obj) then import it to the XSI Mod.Tool and save it as dotxsi. (Yea in Rl it's not as easy as it sounds, i know. ;) )


Just to mention the liimitations of Mod.Tool

*

Mod Tool supports only DXFX and CGFX material types. Mental ray materials are not supported.
*

Mod Tool supports only polygonal mesh primitives.
*

Exported geometry is limited to 64000 triangles.
*

The mental ray renderer is used only for Rendermap and Ultimapper. All other mental ray rendering is disabled.
*

Maximum resolution for Ultimapper maps is 512x512.
* Images output using the hardware renderer are limited to a maximum resolution of 512x512.



Yeah the baking Texture Res. limitation ist not so funny but there are allway workarounds with thirdparty tools ect.