XSI ModTool and Vista x64 bit

XSI mod tool keeps crashing on me. I run it, it kind of opens, like it's loading the scene, then it plays a little noice, and a box pops up saying that "Autodesk Softimage has stopped working" Usually, if I try to run it about 15-20 times, it will eventually work correctly, and I can get in and model, etc.

I've had this problem ever since I first downloaded it, about a year ago (before it became Autodesk Softimage) I've tried uninstalling it and re-downloading it multiple times, with no luck.

Now, I know a couple people who also have Vista 64bit (I have Home Premium x64) who also can't seem to get XSI to work correctly. So, I want to know, is there anyone with Vista 64 that can get XSI to run without crashing?

A possibly related problem is that I can't get the convertXSI in the forge tools to work, either.

So, agian, is there anyone with Vista 64bit that can run XSI?

Thanks.

13,481 views 15 replies
Reply #1 Top

Nope, it didnt work on my vista 64bit laptop but works fine on my 32bit desktop PC. Most programs are not compatable with vista 64bit even Photoshop CS4. I suggest getting a 32bit system as its more reliable.

Reply #2 Top

I have a 64-bit Vista and XSI works fine for me, though I've only fired up XSI a couple of times.

Reply #3 Top

Quoting RipsterUK, reply 1
Nope, it didnt work on my vista 64bit laptop but works fine on my 32bit desktop PC. Most programs are not compatable with vista 64bit even Photoshop CS4. I suggest getting a 32bit system as its more reliable.

Heck no!XO Aside from the apparent incompatablity with one program, I like my 64 bits. Why would I want to limit myself to only 4 gigs of RAM? I will never get rid of my 64bit OS. One program isn't worth it.

Reply #4 Top

I don't know what your problem is, I use 32bit, but I know of a web site that may be able to.XSI Base Forum - XSI Game Forum & Mod Tool

I have found this to be helpfull in the past, perhaps for you also.

Any how I hope you are able to sort it out.

 Edit. I had a bit of look through some of the posts in there that may be related to your problem, many are quite old and relate to older versions, but alot of the reasons are the security programs such as Norton and the like interfear with XSI, adjusting thier settings may work. Another common cause was a fault with graphics card/ program.

Reply #5 Top

XSI on vista has been very twitchy even on 32bit. Sometimes it works others it doesnt. Most of my issues have been with the mesh in the "user" or camera viewport dissapearing after a while, and with errors on importing/exporting. However on windows xp 32/64 bit i have no problems with xsi at all.

Reply #6 Top

Quoting Zero10oneSB, reply 4
I don't know what your problem is, I use 32bit, but I know of a web site that may be able to.XSI Base Forum - XSI Game Forum & Mod Tool

I have found this to be helpfull in the past, perhaps for you also.

Any how I hope you are able to sort it out.

 Edit. I had a bit of look through some of the posts in there that may be related to your problem, many are quite old and relate to older versions, but alot of the reasons are the security programs such as Norton and the like interfear with XSI, adjusting thier settings may work. Another common cause was a fault with graphics card/ program.

Thanks for the info. Unfortunately, though, as far as I can tell, I don't have any anti-virus software blocking it (although who knows?;P )

I'm hoping that XSI will play nicer with Windows 7 when it comes out.

Wait... I just tried running it as admistrator, and it worked. Now, it could just be dumb luck, because like Major Stress said, sometimes it works, sometimes it doesn't, but maybe it is a "solution"

EDIT: Well, running as admistrator seems to work without it crashing while it's loading. I feel kind of stupid now for not trying this earlier.X| Of course, it still remains to be seen if this fixes the exporting problems it apparently has with convertXSI, but it's a step forward, at least.

Reply #7 Top

I'm running 64-bit Windows 7, and I've had no problems with XSI.

Reply #8 Top

Yeah!

 I haven't had a problem with exporting to .xsi as yet, but sometimes when converting to mesh it leaves out the hardpoints for some reason. Also, when converting, it converts the contents of the file OK! but the extension is not changed from xsi to mesh. I have found it can be overcome though, by changing the xsi extension to "mesh" on the last line of the converter before conversion.

 I have had problems with trying to export to directX though. Perhaps I'm not useing the correct method, in that a different set up of nulls, rendering and uv's is needed for this I don't know.

 Its good that you seem to have sorted out your problem though!

Reply #9 Top

Quoting Zero10oneSB, reply 8
Yeah!

 I haven't had a problem with exporting to .xsi as yet, but sometimes when converting to mesh it leaves out the hardpoints for some reason. Also, when converting, it converts the contents of the file OK! but the extension is not changed from xsi to mesh. I have found it can be overcome though, by changing the xsi extension to "mesh" on the last line of the converter before conversion.

 I have had problems with trying to export to directX though. Perhaps I'm not useing the correct method, in that a different set up of nulls, rendering and uv's is needed for this I don't know.

 Its good that you seem to have sorted out your problem though!

Ok, yep, I can now convert things to mesh correctly, although, like you said, it sometimes leaves out hardpoints.

I still can't believe I couldn't get it to work right because of something so simple *facepalm*X| *facepalm*X| *facepalm*X|

Reply #10 Top

but sometimes when converting to mesh it leaves out the hardpoints for some reason.

Ok, so have you figured out a way to get the hardpoints to show up when it leaves them out? Because I can't get them to show up on one certain model.

Also, it won't let me export this model as anything other than a .xsi. Can't export at a .obj, anything. Any ideas?

Reply #11 Top

none; mine won't actually let me export as .xsi properly, so that when I attempt to convert, it fails. *facepalm for XSI makers*.

Reply #12 Top

Ok, so does anyone have any idea why it won't let me export as an obj? Or how to get the hardpoints to convert correctly? Please?:pout:

Reply #13 Top

Quoting kyogre12, reply 12
Ok, so does anyone have any idea why it won't let me export as an obj? Or how to get the hardpoints to convert correctly? Please?

 

Unfortunatly, because it's the mod tool all you are able to export is a .xsi format.  Make sure your hierarchy is correct before exporting, then make sure to middle click the top null (point) in your hierarchy then do the export.  .xsi will export whatever is selected.  Middle clicking selected the entire hierarchy.

If you want to take the mesh into another program, I believe there is a .xsi importer for max and maya.  You could try find those plugins.

Reply #14 Top

 

Quoting kyogre12,
reply 12
Ok, so does anyone have any idea why it won't let me export as an obj? Or how to get the hardpoints to convert correctly? Please?



Unfortunatly, because it's the mod tool all you are able to export is a .xsi format. Make sure your hierarchy is correct before exporting, then make sure to middle click the top null (point) in your hierarchy then do the export. .xsi will export whatever is selected. Middle clicking selected the entire hierarchy.

If you want to take the mesh into another program, I believe there is a .xsi importer for max and maya. You could try find those plugins.

Yes in the documentation of the Forge tools it stipulates that every thing (your model, nulls and everything) should be unselected (shift+control+A), and by default xsi should convert everything. However, for what ever reason, I don't think this is happenning. So what I do is select the model and all the nulls and then convert. If your nulls still don't convert just select all the nulls and just covert them. Then copy & paste them into your mesh file. You may need to type in some texture files also if you had'nt changed your "OpenGL display" option back from "use specific UV pairs" to "Track Render Tree".

As for exporting as an obj. file AutoDesk has removed that option from version 7 onwards (for mod tool anyway ). You can use "crosswalk" function to export to other AutoDesk programs and vise versa, but I have not done this as of yet and couldn't tell you how to do this.

Reply #15 Top

YAY! I have v6.01 Mod Tool!