I have a model of a map that is used in Jedi Knight using another converter tool on Github. Jedi Knight breaks the game into sectors using polygons with no material on them.
If I do the export to msh immediately, the model will load fine in ZE and will munge and show up ingame.
I select these faces by material and delete them. If I export now, the model will not load into ZeroEditor, and cannot be imported into XSI due to an "n-gon" error. The model can be re-imported into Blender and exported again, but the issue persists. The models can be successfully munged and loaded ingame with no issue, except that I have to place them using text rather than ZE.
Doing the same process in XSI results in a model viewable in ZE and ingame.
I have a model of a map that is used in Jedi Knight using another converter tool on Github. Jedi Knight breaks the game into sectors using polygons with no material on them. If I do the export to msh immediately, the model will load fine in ZE and will munge and show up ingame.
I select these faces by material and delete them. If I export now, the model will not load into ZeroEditor, and cannot be imported into XSI due to an "n-gon" error. The model can be re-imported into Blender and exported again, but the issue persists. The models can be successfully munged and loaded ingame with no issue, except that I have to place them using text rather than ZE.
Doing the same process in XSI results in a model viewable in ZE and ingame.
Suggestions?