How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.
WARNING[PC_modelmunge msh\imp_inf_sandtrooper.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\imp_inf_sandtrooper.msh]:_CreateShadowMesh(bone:DummyRoot,lod:0): ignoring duplicate tri 201,203,200
WARNING[PC_modelmunge msh\imp_inf_sandtrooper.msh]:imp_inf_sandtrooper has 7094 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_stormtrooper.msh]:_CreateShadowMesh(bone:DummyRoot,lod:0): ignoring duplicate tri 1,3,0
ERROR[PC_modelmunge msh\imp_inf_stormtrooper.msh]:_CreateShadowMesh(bone:DummyRoot,lod:0): edges to close (54) not predicted correctly
ERROR[PC_modelmunge msh\imp_inf_stormtrooper.msh]:_ReduceShadowMesh: edge->next also belongs to another face!
ERROR[levelpack req\imp_inf_rifleman.req]:Expecting bracket, but none was found.
File : munged\pc\imp_inf_stormtrooper.model.req(1)...
ucft <--
ERROR[levelpack req\imp_inf_rifleman.req]:Expecting bracket, but none was found.
File : munged\pc\imp_inf_stormtrooper.model.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[levelpack impshell.req]:Expecting bracket, but none was found.
File : munged\pc\imp_inf_stormtrooper.model.req(1)...
ucft <--
ERROR[levelpack impshell.req]:Expecting bracket, but none was found.
File : munged\pc\imp_inf_stormtrooper.model.req(1)...
ucft <--
2 Errors 0 Warnings
The .req files have not been changed in any way. This has only happened after creating a new shadowvolume from a duplicated mesh. I also did one for my Sandtrooper but I recieved no such errors for it during the munge.
Last edited by giftheck on Wed Feb 24, 2016 3:20 pm, edited 1 time in total.
I am not sure about tgat but maybe rename sv_stormtrooperr to sv_stormtrooper_mesh_new OR just shadowvolume. I am not sure if the last one works for Battlefront II too.
Edit: By the way. How do you export your unit? Which steps do you take?
What I do to export is middle click the dummyroot then go to "Export .MSH" in Mod Tool.
I just find it curious it won't do it this way. I did a different method for my Sand Trooper as it's two meshes, I just made a merged copy without any UV data and that worked fine.
I tested it and I got the same errors as you had. Then I duplicated the original mesh, renamed it to sv_stormtrooper_mesh_new and exported again. I didn't receive any errors.
But when I reduced down the poly count of the shadowvolume mesh I received about 20 Errors. I have just imported the stock stormtrooper model, used it's shadowvolume and I had no errors nor crashed while munging. I didn't test it ingame yet but it should work. My advice: Use the stock shadowvolume. You could still modify it adding some simple details onto it but it might be the best to use a stock sv instead of a too high polyed shadow volume which could break the game. Especially munging the model took a while. You can keep the default poly count of your model but I would recommend using the stock shadowvolumes (With minor or major modifications) or a custom one with less than 500-600 triangles.
Maybe Anakin or someone else will get your sv_ working. I tried my best. By the way I had the same problem and used -hiresshadow to generate a 1:1 shadowvolume. It works like a charm, but It eats some memory and munging could take longer than usual. Otherwise it's a good alternate way.
It's interesting because this only happens with a duplicated version of the original mesh. I have a Sandtrooper too, and the way I created the shadowvolume for that is a little different as instead of duplicating the mesh I merged it with another mesh (my sandtrooper has the main body mesh and the backpack mesh separate), reduced polys then exported and it works fine.
For the moment I will take your advice and borrow the stock Stormtrooper's SV.
I really don't know why, since it worked for me. I made the same steps for the SWBF3 clones (the ep3 style. The others are merged, to get their addons)
You guys already have the best solution figured out here by using a stock Stormtrooper sv mesh, but I had a look at your character anyway.
Shadowvolume geometry should be solid, or closed on all sides. Several armor pieces were 2d geometry, I removed these from the sv mesh and exported and munged with only 2 warnings.
WARNING[PC_modelmunge msh\imp_inf_stormtrooper.msh]:_CreateShadowMesh(bone:DummyRoot,lod:0): ignoring duplicate tri 23,25,24
WARNING[PC_modelmunge msh\imp_inf_stormtrooper.msh]:imp_inf_stormtrooper has 6324 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 2 Warnings
Warnings like the first one might be a result of the merging you were doing, I usually merge objects with a .001 tolerance.