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.

Moderator: Moderators

Post Reply
i2Bros
Private First Class
Posts: 75
Joined: Tue Sep 06, 2016 1:58 pm
Projects :: SWBF2 Battles of the Clone Wars
Games I'm Playing :: Cod
xbox live or psn: No gamertag set

How do I create materials for msh files?

Post by i2Bros »

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.
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: How do I create materials for msh files?

Post by Marth8880 »

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.
Hidden/Spoiler:
Image

3. Type in a name that makes sense for your new material and click "Create".
Hidden/Spoiler:
Image

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

5. With the material still selected, click "Edit".
Hidden/Spoiler:
Image

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".
Hidden/Spoiler:
Image

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

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".
Hidden/Spoiler:
Image

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.
Hidden/Spoiler:
Image

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)
Hidden/Spoiler:
Image

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

Be sure to check out the videos on texturing found here: viewtopic.php?p=445369#p445369
User avatar
Kingpin
Jedi
Jedi
Posts: 1096
Joined: Fri Sep 13, 2013 7:09 pm
Projects :: The Sith Wars II
Location: Denver, CO
Contact:

Re: How do I create materials for msh files?

Post by Kingpin »

This should go on the 3D FAQ :)
i2Bros
Private First Class
Posts: 75
Joined: Tue Sep 06, 2016 1:58 pm
Projects :: SWBF2 Battles of the Clone Wars
Games I'm Playing :: Cod
xbox live or psn: No gamertag set

Re: How do I create materials for msh files?

Post by i2Bros »

I don't know why but it doesn't work :(
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: How do I create materials for msh files?

Post by Marth8880 »

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:
Hidden/Spoiler:
Image

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

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

3. The full hierarchy should look something like this:
Hidden/Spoiler:
Image
i2Bros
Private First Class
Posts: 75
Joined: Tue Sep 06, 2016 1:58 pm
Projects :: SWBF2 Battles of the Clone Wars
Games I'm Playing :: Cod
xbox live or psn: No gamertag set

Re: How do I create materials for msh files?

Post by i2Bros »

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):
Hidden/Spoiler:
Image
Image
Image
Image
Image
Image
Image
Image
sorry about the mess but I don't know what to clean.
Post Reply