I have some fantastic good news for the SWBF modding community. I have spent the last few weeks getting into contact with various developers on the internet to see if they would be interested in creating a tool to convert SWBF mesh files into an editable format. While it has been long possible to use ZeroEditor2 to save MSH files to Wavefront .obj, as you may know all of the UV texture mapping information is lost, as well as any of the object hierarchies. This has made ZE a very impractical solution for 99% of us given how much work would be involved in restoring the model to a usable state.
Well thanks to Zoltan Karpati, we now finally have a way of doing a proper conversion of MSH objects to Wavefront obj (as well as Lightwave3d and other formats) while preserving both UVs and independent object groups. The latest version of Zoltan's program "3d Object Converter" now includes a module for loading MSH files! While modders will still have to use XSI in order to export back to MSH format, I consider this to be an extremely important addition to the tools badly needed by the modding community.
I have some examples of how modders can utilize this great new tool:
- here we have the Tusken Raider mesh, which I've edited out the belt and pouches

- then, switch the head for a generic human head (Obi-Wan in this case). The head and Tusken body can then be reskinned to be used as any robed human character e.g. Chancellor Palpatine or Emperor Palpatine (in red), or a Tatooine denizen, or Bail Organa in senate garb.

- here is a quickly whipped up 327th Star Corps clonetrooper using my reskin, and the ArcTrooper's pauldron and kama:

- it'd be nice to have Aayla Secura as a BF1 unit finally. In the past, her unit has had problems due to extra bones being used for her tentacles (causing her tentacles to become insanely stretched in BF1). But now, she can be reboned without those bones and hopefully appear normal in-game:

- Death Star Princess Leia from BF2 uses the new "cloth" system which BF1 does not support. So here we can add the Tusken Raider's skirt, rescale and tweak it a little to fit her waist, and voila.

- when porting SWBF2 maps to BF1, imp_strikeforce mentioned that it is impossible to distinguish the regular mesh data from the collision mesh. Thanks to 3d object converter, you now get a wavefront object where you can easily isolate the collision mesh by removing the undesirable mesh group:
(Aayla, with her collision primitives highlighted in red)

And then:
(Aayla, with the collision primitives removed)

- in fact, I had the same collision problem when porting the eps3 Jedi Starfighter to BF1 because I couldn't figure out the proper collision meshes to keep and which ones to omit. But now I can see all of them and decide which ones are causing problems (I fixed this last night in fact)

- here's another kitbash: a clonetrooper without his helmet on (I couldn't find a decent texmap of Temura Morrison, so you'll just have to imagine his face instead of Obi's):

And so on. To learn more about Zoltan's impressive tool, you can visit his website here:
http://web.t-online.hu/karpo/
You will note that it costs $50US or 40EURO to register his program. The evaluation version will allow you to load MSHs but not save them in Wavefront or Lightwave until you register. I realize that most of you will probably balk at the thought of spending that much money to simply convert MSH files to OBJ/LWO and probably don't have much use for the other 3d conversions. So I asked Zoltan if he would please consider giving the SWBF community a discount and he has generously agreed.
(EDIT2 (Mar 5 2007): At the request of Zoltan, the discount period has now expired and the discount code is now invalid. It has been removed from my original posting)
The latest version with MSH support is not mentioned on his web page right now, but here is a direct download link you can use:
http://web.t-online.hu/karpo/3dc32390x_dev_20070217.zip
I've already asked and so far there are no plans to support saving MSH files, nor are there plans to support bones and animation. However, I think if enough people show their interest in seeing continued support for SWBF and register their copies, this would certainly help to convince the author that it is worth his time to add more BF functionality to his product.
I am now a registered user myself thanks to Zoltan, so if you have any questions about the conversion or usage, feel free to ask in this thread and I will try to answer them (or you can contact Zoltan through his website)
EDIT1: In case you are having problems, go to the website and download the official release of his tool. Install using the setup program and then copy the files from the zipfile above over your installed files. That's how I did it to get it working.





