Adding emitters to models in XSI

Can anyone explain this to me? I know that XSI uses null objects instead of 3DMax's dummy helper objects for emitters, but so far I have been unsuccessfull in exporting the control points to the dotXSI - in any case, when I convert to .mesh file the "NumPoints" section remains at 0. Since I am making new models it is sort of important - otherwise can't setup weapon points, exhaust etc. If anyone knows how the process works, I would appreciate some advice.
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Reply #1 Top
yes i have the EXACT same problem..help would be nice
Reply #3 Top
I found a post by Tristan saying "There needs to be a hirarchy for your nulls, as well as a naming convention. I'll put that up in a few days". I don't think he's posted anything yet though.

I looked at ConvertXSI.exe in a hex editor and found some strings that provide clues, so here's a rough way to do it:

1) Create a null called "rootpoint".
2) Create more nulls, one for each attachment point. These should be children of the rootpoint (click the Explorer icon at the top, under the Views section, then in the list, just drag and drop the new nulls onto the rootpoint).
3) The attachment points have to be named properly. The first five characters get stripped out by the converter, so I've been using these to number each one (this is useful since you can't have objects with the same name). So I've got nulls called: 0000-Exhaust, 0001-Exhaust, 0002-Hangar, 0003-Center, 0004-Aura, 0005-Above, 0006-Ability-0, etc. You can look at .mesh files from the mod pack to see the various names that points can have.
Reply #4 Top
Looking at the converter itself, that's the one thing I would never think of. :) I'll try this out, hopefully it will work. Great info, thanks!
Reply #5 Top
Np. :) Actually, you can't start null names with a number, so I actually have mine named p000-Exhaust, etc. Just remember the first 5 characters get chopped off.
Reply #6 Top
It works! ITS ALIVE! :D

Thanks again for the info man!