Meshtool beta 4

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

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RepSharpshooter
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Meshtool beta 4

Post by RepSharpshooter »

Made some changes from the 2, most notabily the bump mapping.

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)
4. To use glow, bump or envmap, it will ask you for a MATD index number. (which material to env/glowmap).
It now displays the texture names:
  • 0. (texture name here)
    1. (texture name here)
    2. (texture name here)
etc just pick the MATD (material) number that you want to envmap.



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.
The obj file produced by Meshtool will have no mtl(material definition file) associated with it therefore you will have to re-assign the textures in your 3d application.
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:
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BEHOLD
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Re: Meshtool beta 2

Post by MandeRek »

SOOO sweet!! Well done.. Thanks SO much! :D
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Re: Meshtool beta 2

Post by RepSharpshooter »

You're welcome! Added a pic of the envmap test:
Image

Also, don't mix glow with envmap.
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Re: Meshtool beta 2

Post by YouJediJunkie »

HOLY MACARONY CHEESE DOODLE HAMBURGER PIZZA IN A MIXER AND SALT!!!!!!

Man, I love you, I will be using this alot for a secret project... Many thanks! :music:
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Re: Meshtool beta 2

Post by Maveritchell »

Works great, Rep:
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Re: Meshtool beta 2

Post by Syth »

:thumbs:
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Re: Meshtool beta 2

Post by wazmol »

Ahh Mav', MandeReks model looks amazing with that env map! Great work.

@ Rep: Amazing work yet again.
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Re: Meshtool beta 2

Post by MandeRek »

OMG you're so right!! Mav', could you send me!? Unbelievable what this can do to models.. I love you Rep! :D

Basicly this can mean for shiny metals etc a blank texture plus envmap :P
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Re: Meshtool beta 2

Post by RepSharpshooter »

Felt inspired this morning to make it do bump + specular as well:

Image

Sure opens the door to many more rendering possibilities. In fact, one could create something of halo quality, I believe, with bump + specular. *applies it to battle arena guys, which I though fragme did, but I'll check*

EDIT: here is the improved program: http://files.filefront.com/meshtool3zip ... einfo.html
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Re: Meshtool beta 3

Post by FragMe! »

If I remember correctly added specular via the flags and bump via .option files.

BTW what render number are you putting in for bump-specular.

Looks good nice effects.
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Re: Meshtool beta 3

Post by RepSharpshooter »

Bump specular is 27, but it has a flag sorta at the front. The first bit is turned on. so its like 128,27,0,0

edit also found a mistake in my programming, releasing a fixed one soon.

BEHOLD
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download meshtool4 if you haven't already.
http://files.filefront.com/meshtool4zip ... einfo.html
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Re: Meshtool beta 4

Post by FragMe! »

Maybe that is degree of bumpyness cause he sure looks a lot bumpier than the other way we did it.
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Re: Meshtool beta 4

Post by RepSharpshooter »

Nah, that's determined by specular hardness etc.

For those of you people using this, look at uta1_bldg_lizardpen_floor01.tga and tga.option. This is how your bump maps should be. Note the bump map has an alpha channel. In gimp, you can decompose an rgb, and the compose an rgba.
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Re: Meshtool beta 4

Post by theultimat »

One word: wow! :bowdown:
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Re: Meshtool beta 4

Post by (RAPTOR)BENSTWO{SGT} »

It's amazing how you got those small detail textures on those characters. :eek:
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Re: Meshtool beta 4

Post by RepSharpshooter »

This also demonstrates it's abilities:
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It's quite fun to play with.
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Re: Meshtool beta 4

Post by FragMe! »

Quick take it away from him before the whole world becomes bumpy :funny2:

Of course you know now I have to find the equivalent way of doing this with pandemics exporter (or just use yours and say bugger them)
So for the bump specular are you specifying two tgas or just one and using the alpha channel for the bump, I know I should read more but that is on the other page.
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Re: Meshtool beta 4

Post by Blade »

I don't quite understand the concept of bump mapping... I mean, I know what it does... but how do you control what the "bumps" look like, and such? I looked at the Utapau floors, and do you just make a completely different texture with an alpha, and then punch holes in it for the "bumps"?
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Re: Meshtool beta 4

Post by FragMe! »

Have a look at these 2 files uta1_bldg_lizardpen_floor01.tga uta1_bldg_lizardpen_floor01_bump.tga and that will give you a pretty good idea of what and how a bump map should look.
Different programs do the bumping different ways or call it different things, Gimp has a bump filter, paint.net calls it emboss but they are pretty much the same thing. The depth of the bump is determined by the black to white level of the tga.
That is a quick explanation the paint programs themselves may have more info on bump maps.
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Re: Meshtool beta 4

Post by DarthD.U.C.K. »

one word: oh my goodness!
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