How do I create materials for msh files?

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.

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How do I create materials for msh files?

Postby i2Bros » Tue Sep 20, 2016 3:34 pm

How do I correctly apply textures on my msh model parts? I can't figure this out and there is no clear guide ou there for what I know.

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Re: How do I create materials for msh files?

Postby Marth8880 » Tue Sep 20, 2016 4:35 pm

To apply a material to an object or an object's polygons:

1. Select the polygons you wish to apply the material to (or just select the entire object if you only wish to apply a single material).

2. Open the ZE Tools Material Manager.

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3. Type in a name that makes sense for your new material and click "Create".

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4. Select the newly created material in the list and click "Assign" (with your object still selected as well).

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5. With the material still selected, click "Edit".

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6. In the material's property window that pops up, click the plug icon next to the "Color" field in the "Diffuse" group, and click "Image".

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7. In the new page of the window, click the "New" button in the "Image" group and click "New From File...".

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8. In the file dialog window that pops up, browse to and select the TGA texture file you wish to assign to the material and click "OK".

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9. Done!


I won't go into properly unwrapping UVs or anything, but to set up basic UVs with an object:

1. Change the viewport's rendering mode to "Textured Decal" so you can see the results once the UVs are applied.

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2. Select the object in Object Selection Mode (not in Polygon, Edge, or Point Selection Mode).

3. Go to Get > Property > Texture Projection > Unique UVs (polymesh)

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4. Press Alt+7 on your keyboard to open the Texture Editor window, which will allow you to edit the selected object's UVs.

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Be sure to check out the videos on texturing found here: viewtopic.php?p=445369#p445369

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Re: How do I create materials for msh files?

Postby Kingpin » Tue Sep 20, 2016 6:08 pm

This should go on the 3D FAQ :)

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Re: How do I create materials for msh files?

Postby i2Bros » Wed Sep 21, 2016 11:28 am

I don't know why but it doesn't work :(

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Re: How do I create materials for msh files?

Postby Marth8880 » Wed Sep 21, 2016 1:27 pm

You don't need to quote my whole post for a context-irrelevant reply, just FYI. :n

In any regard, what do you mean it doesn't work? Where doesn't it work? Also, could you please post a screenshot of your object's full hierarchy in the Explorer?

1. To open the Explorer, press 8 on your keyboard, or change the viewport configuration to "Explorer, ViewB and User" by clicking on the button in the bottom-left part of the application:

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2a. To reveal the full hierarchy, make sure the Explorer's filtering mode is set to "All Except Params":

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2b. Then right-click the object in the Explorer and click "Expand All From Here":

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3. The full hierarchy should look something like this:

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Re: How do I create materials for msh files?

Postby i2Bros » Wed Sep 21, 2016 1:56 pm

The material is there but on textured decal mode and in swbfviewer the head texture (which is the part I modified in the model) does not appear at all, even though I'm sure I put it in the right material. Btw those are the screens (it seems my tree is really long):

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sorry about the mess but I don't know what to clean.

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