General Category > ASL Scripts

I'm working on an XSI export script modifying Raxx's BZII X exporter script.

<< < (5/7) > >>

lppena:
Thanks Raxx, I'll check out the revised script and report back the results. I've attached a zip file with both an X and XSI animated model group that I know works in BZII for you to take a look at in 3DEX to view the object animation in the models; BZII requires multiple models to do animations in the game. BZII, primarily uses the skel_model and takes the animations from the other models in the group. Leroy

lppena:
I found one issue with the texture in that BZII only supports sizes that are squared 2x2, i.e., 64x64, 128x128, etc. I'll try using only textures in this size and report back. Question, can Anim8or, adjust the texture size in the material editor? If the answer is yes then the problem may be solved. I also edited the script the a bit and will post a revised script after some testing in BZII. Leroy.

Raxx:
Sorry, Anim8or doesn't adjust the actual texture file. It resamples it internally to the nearest squared number, but it doesn't affect the file itself. Most game engines only support those kinds of texture sizes.

lppena:
Resizing textures outside of Anim8or is easy enough to do with other utilities, so I just need to keep this in mind when making models using Anim8or. It seems to be another issue though as I tried using a 64x64 bmp texture applied to my sub divided cube. Still no luck seeing the texture in the game. It must have something to do with the numbers in the file itself. I compared my model with one created in TS using the same texture then exported as X then converted to XSI with 3DEX and they seem virtually the same with the exception of numerical values being different from one model to the other. I just don't don't get it Raxx; the A8 XSI model should work fine in BZII? I Modified the script a bit. When you have time could you take a look at the changes? Thanks, Leroy. PS: I renamed it as I have several revised script and I needed a logical way to make them uniquely unidentifiable.

Update: There is an issue with multiple objects grouped together; only one object appears in BZII and the other objects are not present in the resulting BZII created .MSH model file. It looks like part of the problem is the way Anim8or links model parts together; everything is grouped in a single stack rather then in several groups of objects. Raxx, you mentioned that there are several ways to do this in Anim8or. Could you or someone else describe how it's done in A8? Thanks, Leroy.

lppena:
Is there a way to add a dummy frame to an A8 script and have other objects grouped to it? This is the way that BZII reads objects in grouped models. For example, a typical BZII model has a main body object and under that object are sub groups of the main body and some sub groups have objects linked under other sub groups. Here's a screen grab showing this file structure.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version