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  1. #1
    Member Member KnightErrant's Avatar
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    Default Re: A start on the .MESH file format

    Hi GrumpyOldMan,

    Meh, spoke too soon. The behavior came back after doing
    5 or so meshes. My environment is I had Eudora up for your
    e-mail, Mozilla for the forums, Visual Slickedit where I keep a
    record of each unit I work on, Explorer, and Milkshape (plus
    your executable). See if converting multiple meshes on your
    computer does the same.

    Anyway I finished off these additional.

    Directory \unit_models\_units\as_lamellar\heavy :

    Code:
    \unit_models\_units\as_lamellar_heavy\dismounted_heavy_lancers_lod0
    \unit_models\_units\as_lamellar_heavy\dismounted_light_lancers_lod0
    \unit_models\_units\as_lamellar_heavy\khan's_guard_lod0
    \unit_models\_units\as_lamellar_heavy\mongol_bodyguard_lod0
    \unit_models\_units\as_lamellar_heavy\mongol_heavy_archers_lod0
    \unit_models\_units\as_lamellar_heavy\mongol_heavy_lancers_lod0
    \unit_models\_units\as_lamellar_heavy\mongol_infantry_lod0
    \unit_models\_units\as_lamellar_heavy\mongol_light_lancers_lod0
    \unit_models\_units\as_lamellar_heavy\sabadar_militia_lod0
    Directory \unit_models\_units\as_light :

    Code:
    \unit_models\_units\as_light\as_light_archer_lod0
    \unit_models\_units\as_light\as_light_basic_lod0            % Invalid triangles/groups, killed Milkshape.
    \unit_models\_units\as_light\as_light_cuman_archer_lod0     % Invalid triangles/groups, killed Milkshape.
    \unit_models\_units\as_light\cuman_horse_archers_lod0   
    \unit_models\_units\as_light\dismounted_archers_lod0        % Invalid triangles/groups, killed Milkshape.
    \unit_models\_units\as_light\kazaks_lod0                    % Invalid triangles/groups, killed Milkshape.
    \unit_models\_units\as_light\mongol_ballista_crew_lod0      % Invalid triangles/groups, killed Milkshape.
    Check out the ones I've marked with an error message. They converted
    with no error message but when I tried to open them I got a Milkshape
    message of Invalid triangles/groups, do you want to convert them?
    No I think meant nothing appeared and Yes killed Milkshape. Don't know
    if its a conversion problem or these are just bad meshes to start with.
    Thought I would get further than this but I'm out of steam right now.
    I'll check back tomorrow night.

    KE

  2. #2

    Default Re: A start on the .MESH file format

    Hi @KE

    My pudgy fingers came up with a typo which meant a variable wasn't getting refreshed. I've emailed the new version, I've tested it just now by converting the whole as_light folder in one sitting, seems to be working ok now.

    I've had a look at the mounts and the UV values are different, it seems to me that the mount texture is a third file in the composite texture, and the mount attachments uses the figure attachments texture but uses a different UV value (negative values ). I'll look into it further after I've finished with figures.

    Edit:- Just to keep people interested here's a picture of what we're getting in Milkshape.

    https://i150.photobucket.com/albums/...007/Mongol.jpg

    Cheers

    GrumpyOldMan
    Last edited by GrumpyOldMan; 03-04-2007 at 06:40.

  3. #3

    Default Re: A start on the .MESH file format

    Been trying to follow this as time allows, and it certainly is looking promising!

    Are we looking at switching to Milkshape 3D to model... or will Milkshape be more of a 'conversion tool' for getting models into a .mesh format? Personally, I would prefer Max as the tool ... but I don't know the first thing about scripting and am just glad someone can move this along!

    Realistically, how far are we from being able to export something from MS3D to .mesh? I can see you have made huge strides in getting models out of the mesh format and into a modeller, and I have got renewed enthusiasm for modding MTW2 as a result! As least I know the composition of the models and the poly counts etc. that the stock models have.

    Is there any way you could post a slightly more detailed breakdown of what the models are made up of? We have one from Caliban that I am using as a template... but I don't know if the parts it uses are the common makeup, or if they are widely different. I am also interested in knowing how many weapons/heads etc. is the maximum. For my Warhammer project, I want a reasonable degree of variation in units for Chaos .....

    If you guys are stuck for time... I am happy to help out with testing this thing. Have access to MS 1.7.8 if that will run it. Will gladly pull models out and start listing components and polycounts etc.
    Careless Orc Costs Lives!

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