Understanding Meshtool4

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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Epifire
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Understanding Meshtool4

Post by Epifire »

Hey guys I use Meshexbeta3 all the time for exporting models, but I heard that Meshtool4 could apply bumpmapps externally so I looked into it. However even on the given page that Rep had setup, I still find some things unclear.

Firstly, he doesn't seem to say if you are supposed to reference the bumpmap texture in the tool menu, and I doubt it is built to generate a full bumpmap texture off of the main one. Because how I am seeing it, the bumpmapped texture (to be applied) will not appear in that menu as it is not currently on the model. I also suppose you have to get the asset in game before you can tell if the model is actually applying the bumpmaps or not?

Just some things that are a little vague right now. I am using a trial of Crazy Bump to get my textures, so I got that side taken care of.
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Maveritchell
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Re: Understanding Meshtool4

Post by Maveritchell »

For bumpmap, Meshtool both applies the proper flag and adds a texture reference to the mesh. The texture that's added is in the standard naming convention of SWBF2 textures. So, for example, if you applied a bumpmap to the material that used a texture called "all_inf_example.tga," your bumpmap texture would be called "all_inf_example_bump.tga."

You can use CrazyBump to generate bumpmaps if you want, although in many cases it will be easier to simply greyscale your diffuse texture. And, since CrazyBump's trial is only a 30-day trial, it'll probably be a worthwhile skill to invest in.
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Re: Understanding Meshtool4

Post by Epifire »

So basically this tool will look for the bump version of the texture by the same name just with the bump added as the extension?

If so then that is really easy. Now since we are on the discussion of this, adding glow would be very similar would it not? My interpretation of making some thing glow was to have, again, a separate reference texture. From the glow map textures I found back in JK Outcast, glowing textures had all the image blacked out, minus what was supposed to glow. Is it some what similar, or different in the Zero Engine?

Aside from that there is the evnmap reflection. I haven't tried messing with that part yet, but I am certain in the end this will all help my models to look better.
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DarthD.U.C.K.
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Re: Understanding Meshtool4

Post by DarthD.U.C.K. »

yes, but you could also change the bumpmaps name in the msh if you wanted.
for the glow its best to hexedit it manually, then you dont need an additonal texture and can edit the strength through the normal texturs alphachannel nicely. i wrote a tutorial for it, along wit many other rendertypes here: [Guide]Make models look as good as/better than Pandemic's
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Maveritchell
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Re: Understanding Meshtool4

Post by Maveritchell »

This tool doesn't "look" for anything - it adds a chunk tied into the material that it references:
Image

If I were to select "1" in this case, it would flag that material for -bump and -spec and tell those flags to reference a texture called "chrome_bump." You can obviously further hexedit the .msh file to reference any texture name you want, but by default it will change to "texturename_bump." When you create your bump texture, if you keep to that naming convention, everything will automatically be set up for you - drop the new .msh and all its textures into your side/world folder and you're ready to go.

The glow that meshtool uses doesn't use a separate glowmap, it treats the diffuse texture as its glowmap. You don't need to make a separate texture here. The envmap texture, by default uses "helmet_envmap.tga" as its default envmap (this can be found in the ALL sides folder, as indicated in its instructions). Again, you don't need to create a separate texture.
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Re: Understanding Meshtool4

Post by Marth8880 »

Search for a thread called "How to make your models look as good as Pandemic's" by DarthD.U.C.K. In that thread it is explained how to add glow via hex editing. I would link you directly but I am on phone right now. Off the top of my head, with your hex editor open, after ATRB there should be something like 00 00 00 00 04, maybe 04 being 08, I don't remember. Oh, and keep in mind that you do this to the ATRB right before where your texture you want to apply glow to is.


EDIT:

ohai I've been ninja'd! |:O
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Re: Understanding Meshtool4

Post by Epifire »

Thanks for all the great help guys. I new there was some Hex editing involved with some of the things for glowing parts. I believe I can get Alpha channels added to my textures in Texture Maker (being the program I use), but I am sure I can get that worked out in time.

I will look into that guide you had posted there Duck.
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