I use 3ds max to convert stuff.
I have a video tutorial available on youtube but it's rather old by now and some steps have changed or are unnecessary by now, and I also did not completely cover everything. For the moment I'll just link you it and cover stuff in bullet points.
Part 1 - http://www.youtube.com/watch?v=FsWlz1Uculw
Part 2 - http://www.youtube.com/watch?v=YiNvVpjog4w
Concise bullet-point form for you,
In 3ds max -
Stuff needs to have some unique text prefixed to it. Doesn't matter what the text is, but needs to be a certain link. Recommended initially was P000-*. So, p001-Weapon-0, p002-Weapon-0, ect.
You'll need a rootpoint helpler, in which all other helpers (hardpoints) are linked to.
Weapons are labeled Weapon-0 to Weapon-2 (sins only supports 3 weapon types). Weapon numbers in relation to entities are entirely assumed. So, weapon-0 will always be assigned to the first weapon entry in the entity. Engines are called Exhaust, planet-bombing weapon source points called Bomb, so on so forth - the XSI documentation for Sins tells you the exact names for everything.
- In this video I tell you to rotate the model facing upwards due to the co-ordinates changing between conversions. At least for me currently, using XSI 2010, this is no longer necessary. The models face opposite to Y, otherwise are straight.
- In the video I state the model must be mesh. This is no longer the case, but the auto-triangulation of the XSI converter later on may introduce issues/unexpected errors, so it's best to stick with it currently. The welding is still absolutely necessary.
- All parts of your mesh should be one "piece", but you can split pieces and assign different materials to them. These materials must be standard, as stated in the video. They are then sequentially available in the .mesh file later on for you to assign the textures to.
In XSI -
I've been meaning to make an updated tutorial for my current process of converting models, but as there is zero demand for video tutorials I haven't felt the need to record any yet. In either case, many of the steps I go through in this video are, at least for me, currently unnecessary. These include everything related to tagent maps.
My current steps in a very concise fashion
- Import FBX.
- Freeze all transforms - do NOT select all and freeze transforms, this resets your hardpoints and is bad news bro, so select your ship's mesh - or multiple meshes if necessary - and only freeze those.
- Control 7 and right click -> Remove any materials without a checkmark next to them. This is usually the very first one for me.
- Remove unused clips and such as needed.
- Export to XSI.
In Notepad++
- All the steps in the video should be the same. Yes, dashes still get replaced with underscores...
If your model is all wonky and not shaded in-game, you might need to assign the tangent map to the same UV's anyways, even though it's already (supposedly) pointing at them. This is a very weird bug I occasionally encounter with the program. I personally find XSI extremely irritating to work with.
Smoothing groups do not port over from 3ds max and I have zero idea how to work with tangents still, so yeah.