MeshEx - .msh exportation for Gmax + XSI Mdt's
Moderator: Moderators
-
Penguin
- Jedi Admin

- Posts: 2541
- Joined: Sun Mar 05, 2006 12:00 am
- Location: Australia
Re: MeshEx - .msh exportation for Gmax + XSI Mdt's
MSH >
not
< MSH
not
< MSH
-
MandeRek
- Sith Master

- Posts: 2766
- Joined: Tue Oct 02, 2007 10:51 am
- Projects :: Battlefront Zer0
- xbox live or psn: No gamertag set
- Location: Ghosting around GT
- Contact:
Re: MeshEx - .msh exportation for Gmax + XSI Mdt's
Penguin i might just be dumb but that really didn't make any sense for me 
-
RepSharpshooter
- Gametoast Staff

- Posts: 1351
- Joined: Tue Jul 10, 2007 4:10 pm
Re: MeshEx - .msh exportation for Gmax + XSI Mdt's
Well right now I have it so that you export yafray xml from gmax, then the program reads that in and converts it to the .msh file format.
I'm not exactly sure what Penguin is saying either
But probably something to that effect.
I'm not exactly sure what Penguin is saying either
-
Penguin
- Jedi Admin

- Posts: 2541
- Joined: Sun Mar 05, 2006 12:00 am
- Location: Australia
Re: MeshEx - .msh exportation for Gmax + XSI Mdt's
Oh, LOL, I thought you were converting .msh to .xml :/
not .xml to .msh
not .xml to .msh
-
RepSharpshooter
- Gametoast Staff

- Posts: 1351
- Joined: Tue Jul 10, 2007 4:10 pm
Re: MeshEx - .msh exportation for Gmax + XSI Mdt's
lol
The polygon stripping algorithms.... work. For now, and for 2 triangles
. Writing the code to write the binaries. I got everything done, just going through to write the code to write the chunk sizes.
Expect some result (either success or failure) soon, sometime this week.
The polygon stripping algorithms.... work. For now, and for 2 triangles
Expect some result (either success or failure) soon, sometime this week.
-
EGG_GUTS
- Master Bounty Hunter

- Posts: 1626
- Joined: Thu Dec 07, 2006 7:38 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: CANADA!
Re: MeshEx - .msh exportation for Gmax + XSI Mdt's
So instead of having this someone with the Full version of XSI were gonna be able to use this? 
-
Caleb1117
- 2008 Most Original Avatar
- Posts: 3096
- Joined: Sun Aug 20, 2006 5:55 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: X-Fire: caleb1117 ಠ_ಠ
Re: MeshEx - .msh exportation for Gmax + XSI Mdt's
As long as you have Gmax too.
which is free I belive.
Now, will Max keep the nulls from xsi? I know little about max so...
which is free I belive.
Now, will Max keep the nulls from xsi? I know little about max so...
-
RepSharpshooter
- Gametoast Staff

- Posts: 1351
- Joined: Tue Jul 10, 2007 4:10 pm
Re: MeshEx - .msh exportation for Gmax + XSI Mdt's
As of now this requires Gmax.
I don't think nulls would be kept. Even to export, I don't think it would keep it in the xml. I could create a null file format and have it so that you copy and paste the x y z values, or even input for them into the program.
But nulls only use a TRAN chunk, which has some strange values. I'll have to figure out what all is what.
I don't think nulls would be kept. Even to export, I don't think it would keep it in the xml. I could create a null file format and have it so that you copy and paste the x y z values, or even input for them into the program.
But nulls only use a TRAN chunk, which has some strange values. I'll have to figure out what all is what.
-
Caleb1117
- 2008 Most Original Avatar
- Posts: 3096
- Joined: Sun Aug 20, 2006 5:55 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: X-Fire: caleb1117 ಠ_ಠ
Re: MeshEx - .msh exportation for Gmax + XSI Mdt's
Even if it can't export nulls, it will still be really useful.
Most of the stuff I make dosen't have them.
Most of the stuff I make dosen't have them.
-
MandeRek
- Sith Master

- Posts: 2766
- Joined: Tue Oct 02, 2007 10:51 am
- Projects :: Battlefront Zer0
- xbox live or psn: No gamertag set
- Location: Ghosting around GT
- Contact:
Re: MeshEx - .msh exportation for Gmax + XSI Mdt's
Okay, again i have to say this; Rep, this is so totally awesome!!!

So after having said that again....Nulls aren't always neccessary right? With weapons you can just use cones as hp_fire and hp_active. So GMax, is that also a 3dmodelling program like XSI? Or is it just a converting program? (Off-topic: sorry for bad english)
So after having said that again....Nulls aren't always neccessary right? With weapons you can just use cones as hp_fire and hp_active. So GMax, is that also a 3dmodelling program like XSI? Or is it just a converting program? (Off-topic: sorry for bad english)
-
Taivyx
- 2008 Best Games Related Avatar
- Posts: 1706
- Joined: Thu Jun 07, 2007 3:34 pm
- Projects :: Terra Strife - discontinued
- xbox live or psn: No gamertag set
- Contact:
Re: MeshEx - .msh exportation for Gmax + XSI Mdt's
Gmax: A free 3d modeling and animation software aimed toward hobbyist game developers and game modders. It was previously supported by Autodesk, but was discontinued. Official support and download site: http://www.turbosquid.com/gmax
It is basically a cut-down version of the industry-popular 3ds Max.
It is basically a cut-down version of the industry-popular 3ds Max.
-
RepSharpshooter
- Gametoast Staff

- Posts: 1351
- Joined: Tue Jul 10, 2007 4:10 pm
Re: MeshEx - .msh exportation for Gmax + XSI Mdt's
I got two triangles to open up in ZE, exported by this program.
Exporting a cube = crash, lol, I'm just taking it one step at a time.
I can't figure out why the textures don't show up. I'm going to tweak some things here and there, and add some more chunks I skipped over for time purposes (Riley says they're not important, but I'll add them anyway).
Exporting a cube = crash, lol, I'm just taking it one step at a time.
I can't figure out why the textures don't show up. I'm going to tweak some things here and there, and add some more chunks I skipped over for time purposes (Riley says they're not important, but I'll add them anyway).
-
MandeRek
- Sith Master

- Posts: 2766
- Joined: Tue Oct 02, 2007 10:51 am
- Projects :: Battlefront Zer0
- xbox live or psn: No gamertag set
- Location: Ghosting around GT
- Contact:
Re: MeshEx - .msh exportation for Gmax + XSI Mdt's
Ok create. I'm getting started on GMAX right now....even if this doesn't work, which i don't think because REP your the king in doing this kind of things, i have got some moddeling experience.... So you can convert triangles allready? Great!!!!
-
RepSharpshooter
- Gametoast Staff

- Posts: 1351
- Joined: Tue Jul 10, 2007 4:10 pm
Re: MeshEx - .msh exportation for Gmax + XSI Mdt's
Woot! It exported! (Funny uv's on purpose, it is a test to see if they work, don't worry)
Ok so you know what was wrong with it? For two days I toiled and worked and worked and looked through binary data for hours on end. No textures. I copied the data into another mesh file, textures. Still no textures in my export. So I add a ton of information to it, write new routines, refine some more.
I get to the point where my mesh file is identical in length and content to the one exported by Pandemic. I test it, no textures. I flip back and forth between the two files, no differences. Then, I write a program to compare the content between the two files, and say if there's a difference. It comes up: no differences. Still no textures.
Then I spot a mistake in my program. Instead of loading the two different files, I had it reading the same one, oops. So I run it, and it says: "Difference at: 638". So I go to 638 in the file.
After all this, I had written,
Code: Select all
UV0lCode: Select all
UV0LNext step is to refine the polygon stripping algorithms, so it doesn't crash and what-not. Getting there... Getting there...
-
Caleb1117
- 2008 Most Original Avatar
- Posts: 3096
- Joined: Sun Aug 20, 2006 5:55 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: X-Fire: caleb1117 ಠ_ಠ
Re: MeshEx - .msh exportation for Gmax + XSI Mdt's
And That, is why as much as I appreciate what your doing, I'm soooo glad I'm not you.RepSharpshooter wrote:
Then I spot a mistake in my program. Instead of loading the two different files, I had it reading the same one, oops. So I run it, and it says: "Difference at: 638". So I go to 638 in the file.
After all this, I had written,and it was supposed to beCode: Select all
UV0lI didn't capitalize the 'L'Code: Select all
UV0L![]()
Good work!
-
FragMe!
- Gametoast Staff

- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
Re: MeshEx - .msh exportation for Gmax + XSI Mdt's
I agree with Caleb you are doing one "L" of a job 
-
Syth
- General

- Posts: 784
- Joined: Thu Apr 13, 2006 8:46 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: happy fun island
Re: MeshEx - .msh exportation for Gmax + XSI Mdt's
Now thats a bummer. Good to know that its still moving along though!RepSharpshooter wrote:
After all this, I had written,and it was supposed to beCode: Select all
UV0lI didn't capitalize the 'L'Code: Select all
UV0L
-
RepSharpshooter
- Gametoast Staff

- Posts: 1351
- Joined: Tue Jul 10, 2007 4:10 pm
Re: MeshEx - .msh exportation for Gmax + XSI Mdt's
Yep, that really killed me. Thanks for the support. I'm just glad it was a mistake that was easily solved.
-
MandeRek
- Sith Master

- Posts: 2766
- Joined: Tue Oct 02, 2007 10:51 am
- Projects :: Battlefront Zer0
- xbox live or psn: No gamertag set
- Location: Ghosting around GT
- Contact:
Re: MeshEx - .msh exportation for Gmax + XSI Mdt's
Okay, that would be indeed terrible if all your work would be for nothing just because of a uncapitalized "l" Okay REP good luck on the work you still have to do, and keep us updated won't you?
Still can't wait! 
MandeRek
MandeRek
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: MeshEx - .msh exportation for Gmax + XSI Mdt's
It's always something that simple, isn't it though?
