Models and UVs and Textures

So I've been reading up on all the good modeling materials found on these forums trying to convert the .mesh files back into a file XSI can use. I have tried the 3d Object Converter (.slp) -> Blender (.obj) -> XSI route which works great for the model, but doesn't save the UV. Is there any way to convert the model and the UV so the textures will look right? Sorry if this is a stupid question, this is the first modeling I've done and I'm learning here. :)

6,221 views 6 replies
Reply #1 Top

you want the max script and 3DS max has a 30 day trial so do as many as you can while you can.

Or I already converted every model in the game. I converted to 2 different formats. FBX will import all the mesh points (weapons, exhaust, hangars etc) and OBJ imports the UVs. 

One thing the script does improperly is it mirrors the models so I had to write a script for XSI that flips the model and the mesh points. This is only really needed on the TEC ships as most all the others are the same both sides.

What models are you looking to do because I will soon have them all saved as finished scenes ready for XSI.

SOASE 3dsmax importer and exporter tool ยป Forum Post by Stannum

Theres a few different versions of the script around

The first image is the original import. Notice the KOL writing is backwards


After flipping in XSI. Click the ship to save the scene.

After you have the ship in XSI, COPY the textures from the root dir into the projects Pictures folder.

Reply #2 Top

I will save you the 1st major step. SoaSE Models.

I import both the FBX and OBJ into a single scene then delete the FBX mesh but keep all the mesh points. The mesh points will need to be renamed and checked against the reference mesh file as the max script screws up all the names.

I am working on a script that imports both files, deletes all unneeded stuff, imports the textures from the games textures directory, creates a rootpoint null and moves all the mesh points under the root point, renames the mesh points to Sins standards, creates a second UV by copying the first for the tangents.

Manually I still need to create the tangent map, fix any weapon or ability mesh point because of the -1 or -2 that the max script screws up. Adjust the glossiness.

SoaSE Imports to XSI script NOT FINISHED

You might also need to reference

Getting Rid of Non-Tris and Non Quads
Creating the UV Map
Hooking-up Textures to the Model
Creating the Tangent Map
Setting-up Meshpoints
Cleaning-up Your Model
Exporting your Finalized Model
Creating a Second Set of Materials

 

+1 Loading…
Reply #3 Top

Thanks! Most of what I've learned on modeling has been from your site soase.weebly.com. Very valuable! I have downloaded some of the files from your page in .exp format, do those not have the mount points? I also noticed the list was not complete, is it a work in progress?

 

Has anyone tried to create a converter from the ConvertXSI.cpp file? I imagine if it can convert one way then it would provide enough info about the XSI format to convert back. I'm a programmer and have been for quite a few years. Unless someone has already found barriers to making this work I might give it a shot.

Reply #4 Top

The SoaSE Weebly is very new and I try to add to it daily.

Mount Points? I think you mean mesh points or sometimes referred to as Nulls and yes I want to finish my script and test everything before I upload so that will be a while. Which model are you referring? Like I said though I am doing them all so if you want a particular model I can prioritize that for you.

That cpp file was just released so give it a while as modders only do this with there limited free time.

Reply #5 Top

I was only really doing it for the learning process, though it will be nice to have them when you are done. No particular priority though.

Reply #6 Top

Ya it was great learning to actually see how a ship was done by the Devs and get the model back in game.