Msh chunk interface

Releasing the source files for your mod or map? Post em' here. (Applies to both SWBF1 & SWBF2)

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madk
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Msh chunk interface

Post by madk »

Some time ago I started working on this. It never really got finished so that it was completely functional.

More recently, I became interested in modding SWBF2 again.

Now you can use this tool to effortlessly manipulate the chunk content of a msh file.

Requests for new functionality will not go ignored!
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(Please don't get too mad if things don't work how they should ingame. I haven't got any good way to test it right now, but I see no reason why it shouldn't work dandily.)



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Re: Msh chunk interface

Post by fasty »

Looks awsome, I'll have to try this sometime.
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Re: Msh chunk interface

Post by THEWULFMAN »

I had actually sent you(biohazard) a PM about this a long time ago. Eventually I gave up all hope you would return. Glad to see it's release. Downloaded and I'll test it soon.

Offtopic: Any reason you're not using your old Biohazard account?
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Re: Msh chunk interface

Post by madk »

Can't seem to remember my password, and the email I used with the account is also since forgotten. :?
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Re: Msh chunk interface

Post by Cerfon Rournes »

^It may be because he lost his password..
Great job on the tool! I'll download and test this when I have the time. :thumbs:
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Re: Msh chunk interface

Post by ANDEWEGET »

Looks usefull. ;) UI could take some work though.

Dunno if this can be usefull to you at this stage, but Ive updated the msh tables from riley-man.com(which is down now) with some additional information:
MSH tables
Its still missing some info(cloth, animation). If you have info youd like to share, PM me and Ill update the tables.
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Re: Msh chunk interface

Post by skelltor »

Very nice is there a way this could add textures too?
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Re: Msh chunk interface

Post by madk »

I'm actually working on a bit of code right now to recognize and let the user handle matl chunks. Matl chunks are done slightly differently from the others but the exception should be rather trivial to implement.
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Re: Msh chunk interface

Post by THEWULFMAN »

madk wrote:Can't seem to remember my password, and the email I used with the account is also since forgotten. :?


Well a PM to the Staff (namely Maveritchell, or Teancum) fixes that problem. :P
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Re: Msh chunk interface

Post by RogueKnight »

Well, honestly, I liked the old interface better, the ones from the version you gave me, but the functionality appears to be quite good.
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Re: Msh chunk interface

Post by giftheck »

So, basically, this does everything we had to use hex-editing for? Does it bypass some problems of hex-editing, like the model screwing up?
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Re: Msh chunk interface

Post by madk »

RogueKnight wrote:Well, honestly, I liked the old interface better, the ones from the version you gave me, but the functionality appears to be quite good.
I know the interface is a good deal more complicated, but that's a consequence of the level of control it offers. The original program allowed you to mess around with MODL chunks and nothing else. This program allows you to modify any chunk, regardless of its type or location within the file. (And I chose the graphics you see because they are incredibly convenient)


ggctuk wrote:So, basically, this does everything we had to use hex-editing for? Does it bypass some problems of hex-editing, like the model screwing up?
To the first: yep, it should. And if there's something it can't do that it should let me know and I'll correct that. The second: if there are issues doing something that ought to work, bring it to me and I'll do what I can to make it function properly. All the program is doing is the hex editing you'd be figuring anyway, it just abstracts it for you and makes sure there are no mistakes made. If something can't be done with hex editing it probably can't, and likely won't be possible to, be done with this.



Also, OP has been updated. The program now recognizes MATL chunks and has some other minor additions.
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Re: Msh chunk interface

Post by tirpider »

madk,

I'm also working on the msh structure with the goal of making a gui based editor.
I am documenting my progress on another forum (http://www.swbfgamers.com/index.php?topic=3905.0).
I was wondering if you would be interested in sharing notes?

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Re: Msh chunk interface

Post by madk »

I'd be happy to work together, but I honestly doubt I've learned anything you haven't. If there's anything you'd like my tool to be able to do that would help you figure things out, I'd be glad to implement it.
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Re: Msh chunk interface

Post by giftheck »

madk wrote:
ggctuk wrote:So, basically, this does everything we had to use hex-editing for? Does it bypass some problems of hex-editing, like the model screwing up?
To the first: yep, it should. And if there's something it can't do that it should let me know and I'll correct that. The second: if there are issues doing something that ought to work, bring it to me and I'll do what I can to make it function properly. All the program is doing is the hex editing you'd be figuring anyway, it just abstracts it for you and makes sure there are no mistakes made. If something can't be done with hex editing it probably can't, and likely won't be possible to, be done with this.
What I mean is, does it prevent model glitches like these?
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Re: Msh chunk interface

Post by AceMastermind »

ggctuk wrote:What I mean is, does it prevent model glitches like these?
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Those aren't glitches, they look like user errors in weighting prior to export. This can be fixed in 5 minutes within XSI.
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Re: Msh chunk interface

Post by giftheck »

AceMastermind wrote:
ggctuk wrote:What I mean is, does it prevent model glitches like these?
Hidden/Spoiler:
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Those aren't glitches, they look like user errors in weighting prior to export. This can be fixed in 5 minutes within XSI.
They are all hex-edited models - the last I hex-edited myself using the clean Ep3 model. Maybe there's something about the import process that messes the weighting up.
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Re: Msh chunk interface

Post by AceMastermind »

Hex edited or not it's still user error and can be fixed quickly in XSI. Send me the msh files or you can try it again using biohazard's Mshedit tool.
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Re: Msh chunk interface

Post by AQT »

The first one was just me being unknowledgeable. I found a model with the exact number of MATDs that I needed, removed all of its MODL chunks, and added in all the MODL chunks from TCW clone trooper and the jetpack. It worked with other models, but I guess there was something special with TCW clone trooper.
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Re: Msh chunk interface

Post by Anakin »

ggctuk wrote:
AceMastermind wrote:
ggctuk wrote:What I mean is, does it prevent model glitches like these?
Hidden/Spoiler:
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Image
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Those aren't glitches, they look like user errors in weighting prior to export. This can be fixed in 5 minutes within XSI.
They are all hex-edited models - the last I hex-edited myself using the clean Ep3 model. Maybe there's something about the import process that messes the weighting up.

jep this was an error in XSI. i deletet an edge XD
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