I might as well explain everything, abstractly at least (check Riley's website for a compilation of the general msh filestructure). A msh is composed of a different parts, with the important ones thusfar being materials and model geometry.
Now, I have material decoding "done", but in my old parsing method, so that should be rewritten aswell to keep everything homogeneous (wont take long). I now have the first third of models "done" with the new system, basically all the model type, index, name, parent, etc. The actual geometry parsing is also already "done", but in the old style. It's not working completely because of the "middle" portion of the msh, the texture UV problems.
Okay! Now that you know what I've been up to, the App itself still doesn't do anything more than parsing. The first version I put up will only do this parsing and spit out a log file, detailing everything it came across (in detail, but not loadable by any modeling program). Because it now can be used as a command-line App, I was able to create a batch file script, to basically decompile all msh files in a directory.
I will be able to do this for all the shipped models, which will probably be all the App will ever be used for, but I will want testing from anyone who can create their own msh files. Overall I will want the wierd, extreme models you all can create, to hopefully find the "odd" cases I will need to handel.
Expect more info shortly, and bravo if you managed to read all of that
Latest version: v0.2




