[Help]Is there someone could help me about modeling in 3dmax?

Well, I have read some tutorial about modeling, especially this one:https://forums.sinsofasolarempire.com/176051/page/1/

But to be honest, this really helps less. The only progress now is that I could import a mesh in the software with the script provided from the link. The key point about how to create a bone or skin is nearly ignored in that tutorial. And this is where I got stuck now.

So I'm seeking for some help about how to modeling by 3Dmax. When I finish my model, what should I do? Of course I know the weapon or ability point could be modified manual in the txt format. But I don't think try to align tons of points to a complex model manual is a bearable task...

Well, the final way I could try is giving up max but choosing XSI.  I really don't want to learn a totally new software from zero. I know there are many helpful small tools here about XSI, it is quiet attractable.

Thanks a lot for reading this.

12,062 views 12 replies
Reply #1 Top

Once you finish a model in 3ds max, you can exported it such that you can rig it in Softimage. I apologize for the video cutting out at points, though this video of mine explains a decent deal: https://www.youtube.com/watch?v=6VYVC0RznBA

Reply #2 Top

Many of us learned to model in 3dsmax. It was a requirement for modding Starfleet Command, and Bridge Commander back in the day. Some of us learned to model using Lightwave, or Maya, or Blender as well.

When we started modding Sins we were all in the same boat. None of us knew how to use Softimage XSI 6.0 (the original modeling program used to make Sins meshes). However when the modding documentation came out with the Forge Tools we realized that we really did not need XSI to create our meshes.

We learned that we could create our primary meshes in ANY modeling program. As long as that program could export into a format that XSI can import. I used .X, or .OBJ format. Importing into XSI using ether format worked.

The only reasons we needed XSI was to create mesh points (weapons, abilities, nav lights etc.), Hooking up the Materials (textures), and to create the Tangent Maps.

For these purposes XSI 6.0. or 7.5 is a Requirement. Especially for the Tangents. We have not found any other way to do this that will work with ConvertXSI that I am aware of.

Softimage XSI is becoming Abandon Ware. Most of its features have already been, or are going to be merged into the latest versions of 3dsMax. I have Max 2015, and i noticed a lot of the changes are influenced from XSI. I can pretty much do to a mesh everything that i needed to do in XSI. However, I still haven't figured out how to create a tangent map in 3dsmax yet. Still there is the problem of meshes from newer versions of XSI not working with ConvertXSI. ConvertXSI seems to only work with meshes exported from XSI 6.0, or 7.5.

I would say don't give up on Max yet. Especially since XSI is being phased out. Learning to model with multiple programs will get you far. My primary modeler is 3dsmax, but i know some Lightwave, XSI, and Maya, but not enough in those to create a full blown mesh.

You don't need bones for your mesh points if you are creating them in max. Dummy points serve the same purpose as the mesh points in XSI. Learn how to do this in Max, but i recommend you export your finished mesh from 3dsmax. Import it into XSI, and learn how to do Points, Materials, and Tangents in XSI. Following the mod documentation in the forge tools, and you should be ok.

Reply #3 Top

Quoting Major, reply 2

Many of us learned to model in 3dsmax. It was a requirement for modding Starfleet Command, and Bridge Commander back in the day. Some of us learned to model using Lightwave, or Maya, or Blender as well.

Thanks a lot for your reply. So you mean I could just finish my model in max without bones or dummy and import it in the XSI to finish the rest work. When everything is OK, the final step is just to launch the convertXSI ? I must make sure I doesn't misunderstand anything you say.

Reply #4 Top

That is exactly what i am saying :)

Build your mesh in 3dsmax. Then import it into XSI to add your mesh points, hook your materials, and make your tangents. Basically finishing it off. Make sure to follow the modding documentation. Plus there should be more tutorials stickied to help you out.

ConvertXSI is the final step. Use it when you finish your mesh in XSI. Make sure you follow the modding documentation carefully when using ConvertXSI.

 

The the sins mesh plugin for 3dsmax is good for importing Sins meshes into 3dsmax to study them. However there are issues exporting back into mesh format. Your best bet is follow the steps above, and use xsi/convertxsi to finish your mesh.

Reply #5 Top

Quoting Major, reply 4

ConvertXSI is the final step. Use it when you finish your mesh in XSI. Make sure you follow the modding documentation carefully when using ConvertXSI.

 

Thank you for the reply. May I ask you for the link of the documentation? There are too many webs about mod here. I found a ConvertXSI in the game file. But where could I found a help about how to use it? There is not a .bat file to assistant with it.

Reply #6 Top

If you simply type convertxsi in a command window it will tell you this:

convertxsi expects at least 2 arguments: <in.xsi> <out.mesh> <--nooptimize>

http://gamergate.ca/SoaSE/Export.html#Convert_XSI

 

You only need the documentation folder from here. The rest is outdated.

https://stardock.cachefly.net/ForgeTools3.rar

 

This is the link you want to peruse.

https://forums.sinsofasolarempire.com/376221/page/5/#3525288

 

Reply #8 Top

Quoting ZombiesRus5, reply 6

You only need the documentation folder from here. The rest is outdated.

https://stardock.cachefly.net/ForgeTools3.rar
 

 

I have just finished reading the file. I found it may be suit for the original version or diplomacy. But I'm not sure if it will be same way to create model for Rebellion. I heard about something that the weapon points and ability points are different in rebellion version in 3ds. 

I have not tried to create a new model as for I'm not at home. Maybe it is same way in XSI no matter what game version it is?

Reply #9 Top

You are correct the documentation is old, and meant for Original Sins/Diplomacy. However, Importing a mesh is no different for Rebellion. The only difference between Rebellion, and Trinity is that ConvertXSI_Rebellion will add some parameters for the newer shadow system. You dont have to worry about that, because ConvertXSI_Rebellion does it automatically. You follow the same steps as you would if you were importing for Diplomacy.

Rebellion supports a higher number of weapon hard point's than Diplomacy does.

Other than that there is no difference as far as importing a ship.

Reply #10 Top

Quoting Major, reply 9

You are correct the documentation is old, and meant for Original Sins/Diplomacy. However, Importing a mesh is no different for Rebellion. The only difference between Rebellion, and Trinity is that ConvertXSI_Rebellion will add some parameters for the newer shadow system. You dont have to worry about that, because ConvertXSI_Rebellion does it automatically. You follow the same steps as you would if you were importing for Diplomacy.

Thanks about the answer. So glad to hear that the document is still useful.

But when I follow the steps to create my model, I failed to export the .xsi......The return message is 'dotXSI.dll or libdotxsi.so is mising or the class is not resisted' What this messages mean? I installed the XSI in the original path in disk C. Should I install anything else?

Reply #12 Top

Quoting myfist0, reply 11

are you using xsi mod tool 7.5?

http://gamergate.ca/SoaSE/Export.html

all you need should be there

Thanks for your suggestion. But the problem now is that I could neither export the finished model nor load a saved file... Maybe some problems in dll. And due to the usually happened "not support this interface" all methods to solve the problem do not work.