Unit model problem [Solved]

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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Recruit Womprat Killer
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Unit model problem [Solved]

Postby CrazyGentleman » Tue May 29, 2018 6:59 am

Hello GT,

I have been struggling to get this .msh working. It's an already rigged and weighed .msh that I want to replace the lower legs and boots with. The custom parts that I added on to it work, but as soon as I remove the old parts that I need to remove, the munge gives errors and the game crashes once I try to load in the map.

How am I suppose to proceed?

Code: Select all
ERROR[levelpack req\imp_inf_navytrooper.req]:Expecting bracket, but none was found.
File : munged\pc\imp_inf_navytrooper.model.req(1)...

ucft <--
ERROR[levelpack req\imp_inf_navytrooper.req]:Expecting bracket, but none was found.
File : munged\pc\imp_inf_navytrooper.model.req(1)...
Last edited by CrazyGentleman on Tue May 29, 2018 1:00 pm, edited 1 time in total.

Lance Corporal
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Re: Unit model problem

Postby Calrissian97 » Tue May 29, 2018 10:38 am

I would suggest cleaning the side, then in XSI make sure every mesh is triangulated and there aren't any materials assigned to the model that might throw it off.

Recruit Womprat Killer
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Posts: 14
Joined: Sun Jan 29, 2017 8:15 am
Projects :: Geonosis Aftermath
Games I'm Playing :: Battlefront II

Re: Unit model problem

Postby CrazyGentleman » Tue May 29, 2018 11:51 am

Alright, I so far tried clean and munge, including a manual clean. I'm not too sure what you mean by triangulating the mesh? However, I have removed the material that was assigned beforehand and it didn't seem to do much.

EDIT: I have seemed to solve the issue. Apparently, when removing (weighted) points it is important that you don't press delete but alt + delete. This prevented the .msh from deforming/crashing/giving errors during munging. I declare this issue hereby solved.

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