XSI Help Pls

Ive tried making a model for a ship over the last few days using the xsi 6 mod tool. Ive followed the instructions in the sins mod pack and this morning attempted to convert the file using the convertxsi. I converted it through run, whilst converted this message came up "ignoring unknown material type <24>: defaultlib.material123", about 20 of them came up all with different numbers then "valid material not found for polygonlist: defaultlib.material123" (about 20 of these aswell).

So i contunied into the game and insted of my model there was nothing. Could anyone offer an explanation and how to fix please. All help would be greatly appreciated. Im very new at all this so go slow :)

24,017 views 22 replies
Reply #1 Top

First off, Ill save you alot of trouble. Convertxsi does NOT work with models exported from Mod Tool. I do not know why. Anyone care to shed some light on this?

You need to get XSI version 6.0, Only that works with Covertxsi.

Reply #2 Top

Thanks Major Stress, Im downloading version 6.02 now. Then ill swap the model over and try convert it.

Another couple questions whilst the post is up :)

 

What size are the ships in the game as my ship is about the length of the grid, will it be cap ship or scout ship size?

 

My 2nd question is is there any easier way to texture than ive been doing. Ive been selecting each object individually, clicking phong and then adding the 3 images then the texture comes onto the object. with 40 objects that takes ages so theres gotta be a better way especially when in the bigger projects.

 

Once again all help is much appreciated.

Reply #3 Top

ConvertXSI doesn't work with the mod tool? I wish I knew that earlier. I have that same error and no one's suggestions to fix it worked. Thanks a ton for this info. Is version 6 free to download.

Reply #4 Top

Ive just finished downloading 6.02. Theres a 30 day free trial but using the method ive been using the problem of the invisible model and the "ignoring unknown material type <24>: defaultlib.material123" thing still persists.

Reply #5 Top

Quoting Major, reply 1
First off, Ill save you alot of trouble. Convertxsi does NOT work with models exported from Mod Tool. I do not know why. Anyone care to shed some light on this?

You need to get XSI version 6.0, Only that works with Covertxsi.

That's not true i use XSI mod tool all the time with my models. and i can convert them into the game fine. if you want to have a tutourial to help with the exporting from mod tool and it has texturing as well here's one Soviate made up.

https://forums.sinsofasolarempire.com/318314

To export from Mod tool you neet to make sure that it is version 3.5, Ascii you need to make sure that "export scene route when nothing is selected" is checked and that nurbs surfaces and nurbs curves are both un checked and then it should work.

Reply #6 Top

By the way, material errors occur if you haven't assigned your materials properly in XSI. There is a section on that in the modding documentation, so check that out - or you can do it like me and simply add them manually in the .mesh file via Notepad. :p

Reply #7 Top

Hah! and after all this time i thought there was something wrong with Mod Tool. Ill have to check this out.

For me it is best to create only one texture. If you are importing 3rd party models that use multiple textures then it is best to combine all of the textures onto one sheet. I use a 2048x2048 maximum resolution sheet, and "fit" the textures as best as i can. The size of the sheet will depend on how much room all of the "little' textures take up. True you may lose some resolution, and detail in some areas, but IMO the benefits outweigh the drawbacks. Your model will have to be re-uv mapped to use that one texture sheet. Your model will also use less resources in game, because it is only loading the one sheet instead of dozens of little textures. It is much more organized this way as well.

Once you have your model textured, finished, and ready for import it is best to merge all the groups, or layers into one single group or layer. It will also save you from having to assign materials to many groups. What i do is leave the master 3ds (or whatever modeling format you used) divided into groups in case i have to go back, and re-edit or change something, The import model is saved as separate and merged final mesh in xsi as a scene. In case anything goes wrong i still have the grouped 3ds i can re-import.

In XSI i delete all of the imported materials, and create a just ONE new scene material. Dont worry about deleting materials. Your UV's will remain untouched. I dont trust the imported materials, because i have seen wierd side effects when i exported using the imported 3ds or other formats material.

Sometimes XSI will create extra 'phongs' when i create a new scene material. I just delete those extra materials, and use only the one scene material. I apply my textures to the phong in scene material as per the modding documentation. It has worked for me so far doing it this method.

Another thing is the Tangents. Many people (myself included) seemed to have a lot of trouble doing this. Once i understood it then it became easy. You need to Duplicate your UV's in XSI. (in your UV window just it Edit\Duplicate UV's) Then assign your tangents to the 2nd set of UV's The modding documentation shows you how to do it. Remap the 2nd set of uv's from the top down. That is the most basic set of tangents you can give it. You can get more into detail if you wish, but that is just a quick, and dirty way to do it until you can understand how it works better. It is very similar to smoothing in 3dsmax. It is just tedious.

Reply #8 Top

You can just use smooth tangents in Ultimapper in XSI, I find it works fine and requires only a few clicks with the mouse. My personal workflow *was* to UV map a model, then create a copy of those UV coordinates to be used for tangents and finally to overlap the first set where appropriate so that you get more image area (and thus higher resolution and detail) where needed.

Which is a problem when you try to paint stuff in Z-Brush, since it doesn't work too well with overlapped UV's. So now I have to be a little more creative with my UV arranging.

Reply #9 Top

You are speaking greek there manshooter ;) Most of us are max users and wouldnt know what "ultimapper" is if it smacked us upside the head. What is it? and how do you use it?

Reply #10 Top

Quoting ManSh00ter, reply 6
By the way, material errors occur if you haven't assigned your materials properly in XSI. There is a section on that in the modding documentation, so check that out - or you can do it like me and simply add them manually in the .mesh file via Notepad.

 

Ive worked my way through the documentation, the only part i did get confused in was the tangent map part, is this the part that could mess up my materials if so ill go back and slowly work my way through that part again. Also, how would i go about adding materials to the .mesh file because the only .mesh file ive made looks like this:

 

TXT
MeshData
    hasValidTangents TRUE
    BoundingRadius -1.000000
    MaxBoundingExtents [ -340282346638528860000000000000000000000.000000 -340282346638528860000000000000000000000.000000 -340282346638528860000000000000000000000.000000 ]
    MinBoundingExtents [ 340282346638528860000000000000000000000.000000 340282346638528860000000000000000000000.000000 340282346638528860000000000000000000000.000000 ]
    NumMaterials 1
    Material
        DiffuseTextureFileName ""
        SelfIlluminationTextureFileName ""
        NormalTextureFileName ""
        DisplacementTextureFileName ""
        TeamColorTextureFileName ""
        Diffuse ffffffff
        Ambient ffffffff
        Specular ffffffff
        Emissive ffffffff
        Glossiness 50.000000
    NumPoints 17
    Point
        DataString "P001-Exhaust"
        Position [ 52.115658 20.069265 -0.000005 ]
        Orientation
             [ -0.008467 0.002465 -0.999961 ]
             [ 0.536844 0.843678 -0.002465 ]
             [ 0.843639 -0.536844 -0.008467 ]
    Point
        DataString "P001-Center"
        Position [ 0.000000 15.561257 0.000000 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]
    Point
        DataString "P001-Aura"
        Position [ 0.000000 11.529425 0.000000 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]
    Point
        DataString "P001-Above"
        Position [ 0.000000 22.330477 0.000000 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]
    Point
        DataString "P001-Weapon-0"
        Position [ 24.596506 16.634638 33.765266 ]
        Orientation
             [ -0.000208 -0.999887 0.015025 ]
             [ -0.013846 -0.015020 -0.999791 ]
             [ 0.999904 -0.000416 -0.013842 ]
    Point
        DataString "P001-Ability-0"
        Position [ 0.000000 16.111614 0.000000 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]
    Point
        DataString "P001-Ability-1"
        Position [ 0.000000 14.914867 0.000000 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]
    Point
        DataString "P001-Ability-2"
        Position [ 0.000000 16.129972 0.000000 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]
    Point
        DataString "P001-Ability-3"
        Position [ 0.000000 16.477175 0.000000 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]
    Point
        DataString "P001-Hangar"
        Position [ -45.208416 19.627625 0.000004 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]
    Point
        DataString "P001-Bomb"
        Position [ -55.580383 9.104277 0.001022 ]
        Orientation
             [ 0.000446 0.000000 1.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ -1.000000 0.000000 0.000446 ]
    Point
        DataString "P001-Flair-Flair_Lighthouse"
        Position [ 18.722219 16.229877 -0.000002 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]
    Point
        DataString "P001-Flair-Flair_Bowtiespin"
        Position [ 21.300480 16.610836 -0.000002 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]
    Point
        DataString "P001-Flair-Flair_Doubleblink_Small"
        Position [ 32.286324 15.848668 -0.000003 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]
    Point
        DataString "P001-Flair-Flair_Blink"
        Position [ 30.673670 15.467208 -0.000003 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]
    Point
        DataString "P001-Flair-Flair_Blink_Small"
        Position [ 21.164734 15.276383 -0.000002 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]
    Point
        DataString "P001-Flair-Flair_Doubleblink"
        Position [ 14.536581 15.848668 -0.000001 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]
    NumVertices 0
    NumTriangles 0
    NumCachedVertexIndicesInDirection:UP 0
    NumCachedVertexIndicesInDirection:DOWN 0
    NumCachedVertexIndicesInDirection:LEFT 0
    NumCachedVertexIndicesInDirection:RIGHT 0
    NumCachedVertexIndicesInDirection:FRONT 0
    NumCachedVertexIndicesInDirection:BACK 0

 

Its obv still invisible. Would it be possible for someone to email me a completed small very basic xsi ship so i could pull it apart and look around ect. ([email protected])

Thanks all for assisting.

Reply #11 Top

You have no textures assigned to your material from what it looks like. There needs to be a file in each one of these lines. It should look like this...

DiffuseTextureFileName "Yourshiptexture-cl.dds"
SelfIlluminationTextureFileName "yourshiptexture-da.dds"
NormalTextureFileName "yourshiptexture-nm.dds"

Add them in manually with wordpad, and check the results.

Reply #12 Top

There is also something wrong with the mesh itself. it's bounding radius is -1 it should be a positive number. there was probably something wrong with how you exported it. even without a texture you can see a ship it is just black and has no colour.

Reply #13 Top

Yup you probably forgot to 'Freeze all transforms" before you saved the mesh.

+1 Loading…
Reply #14 Top

That, or you can also try to "clean up" your scene by exporting your model in .obj format, then importing it back into a fresh scene. XSI sometimes gets bugged up and it can get very difficult to track down what's wrong... the above method makes sure you get the model as it actually is, not as XSI thinks it should be. This is because all your work is essentially just a preview of the model untill you freeze it - but sometimes things get a bit messed up when you do that.

As for Ultimapper, its really easy to use.

Step 1. Assign your tangent property as per modding documentation.

Step 2. Assign Ultimapper Property to your model (Get->Property->Ultimapper)

Step 3. Go to the advanced tab and pick your tangent UV set, then adjust smoothing to fit your needs.

You're done.

For example, this is one of my models with freshly assigned tangents:

 

Free Image Hosting at www.ImageShack.us

 ...and this is how it looks with smoothing applied:

Free Image Hosting at www.ImageShack.us

 

Note the smoother transitions around the areas where the head joins the body and around some edges, as fitting geometry.

 

Reply #15 Top

Ive now finally got a mod into game :grin:

 

One (hopefully) final problem ive come across is the textures ive been trying to use. I attach the textures to the model as it says in the documentation, however when i run convertxsi in run it comes up with "unexpected texture file name: distressed-alum.jpg" my ingame model is then black. am i using the wrong file type for modelling?

Reply #16 Top

Game engine uses .dds format for textures, not .jpg, so you want to change them to a proper format.

Reply #17 Top

Thanks Mansh00ter,

 

Another question, is there a way when im making a model in xsi to merge all of the objects into 1 because its taking me absolutley ages to do things like make tangent maps.

Reply #18 Top

Heh, that might be the cause of your export problems, since you are supposed to export a single object in .xsi as far as I am aware. That said, yes there is, you have to select all your objects and from there you can either blend, merge them or you can use the boolean functions to combine them (though those are more useful when you want to cut out shapes, for example when you want to make a hollow sphere or a hole in a wall. Detailed info on how to use these methods is available in XSI's built-in help file.

Ideally you want to make your model as tidy as possible, so while simply merging a few parts might *look* ok, it will create problems for you later on, especially with things like UV mapping and normal maps. So always strive to reduce your models to a continuous surface, with no inner or hidden polygons, vertices or edges. A method called "cube modelling" is perfect for that so if you are not familiar with it, I highly recommend it.

Reply #19 Top

I made in XSI some ships, but i have a problem with 5 or more slided poligons. I read the Stardock dokuments but i cant make my more sided polygons to less. (I selected the polygon >> RMB >> Slice Polygons but it isnt solved the problem.) Can somebody give me a simple method.

Reply #20 Top

There are few ways to go about this.

1) use ths "add edge tool" (\ button on key board) to divide the polygons into polygons with 4 sides or less.(most of the time this is best to use I think)

2) use the "weld point tool" to via Modify > Poly-mesh > Weld Point Tool. (This can often distort the mesh, but can give the disired outcome sometimes.)

3) Delete the polygon and either weld the edges using the "weld edge tool" via Modify > Poly-Mesh > Weld Edge tool, or draw in new polygons with 4 sides or less with add polygon (N button on key board).

 

Reply #21 Top

hey, I've opened up a couple of the mesh files from the Forge Tools 3 (yes I know they won't work in the current game builds), and the ones shipped with the game. They're all in Binary format.

So here's my question- Does the ConvertXSI tool convert the xsi model into a TXT version of a mesh file?

Reply #22 Top

whiskey144 to convert the mesh files you NEED to use a convertdata gui like my one here.

harpo