Download:
MediaFire
Little different:
1. Copy your msh file to the same location as the Meshtool utility
2. Launch Meshtool and type the msh filename (ex. box.msh)
3. Type in a command:
- import - converts to obj
- glow - applies glowmap to a specific matd (material)
- envmap - applies environment map to a specific matd (material)
- bumpmap - applies bumpmap + specular (better than just bumping with a msh.option)
It now displays the texture names:
- 0. (texture name here)
1. (texture name here)
2. (texture name here)
If you convert a msh to obj all MODL chunks are combined into one object within the obj file, but it's not too hard to separate them from each other.
- In XSI, use the Polygon Island selection filter to separate the shadowvolume etc.
In 3ds MAX, use Element Select.
Meshtool imports cloth geometry as well.
Also, glowing, bumping and enving will produce a meshfilename.m5h (I was too lazy to rename it, so I just changed msh to m5h).
Just rename your mshfile.m5h to mshfile.msh and this is the glowed or enved one.
If you glow it, add the "-vertexlighting" option parameter to the msh.option file, if you don't have a msh.option file then create or copy one and edit it.
If you envmap it, copy helmet_envmap.tga and helmet_envmap.tga.option from BF2_modtools\assets\sides\all\ into your msh folder.
Anyways, put it to good use and make things glowy, bumpy, and shiny. Works well with files exported with MshEx.
And it is of course what makes this possible:
BEHOLD