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Author Topic: msh Binary format  (Read 59339 times)

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Stainless

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Re: msh Binary format
« Reply #300 on: June 01, 2014, 02:50:37 AM »

I found another bug in my binary loader. This one caused shadows to be corrupted.

Now it's fixed, I haven't had a single load failure for a while.  ;D

The only crashes I get now are to do with missing meshes. A lot of the mods seem to be deltas from other mods.

I'll have another look at the texture issue.



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Stainless

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Re: msh Binary format
« Reply #301 on: June 01, 2014, 04:46:01 AM »

I've added another tool to the app

Render - Generate skin

What this does is create a bitmap using all the triangles that are currently being drawn in a selected texture.

You end up with a bitmap like this...




I thought this would be handy for skinners

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Stainless

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Re: msh Binary format
« Reply #302 on: June 01, 2014, 06:50:21 AM »

new version up
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max_thehitman

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Re: msh Binary format
« Reply #303 on: June 01, 2014, 07:25:56 PM »

Good friend Stainless, this to me is one of the most useful tools for artist-skinners. CONGRATULATIONS!
I am extremelly happy with its performance and what it can do to help me in my skin-art.
Thank you so much!!

I can now find the old 3d-models which I am able to paint properly, at last!
Before, these old IL2-1946 models I could never figure out the way the skin was "folded" around the 3d-model, and
so it was very dificult to paint skins, now this breathrough program is a great help.

But still, I find some problems in trying to open some models.
I have been playing around with this program, and I notice it can only open the models "hier.him" file (or "him" files) and create
a Render of the skin, like in your image posted above. --This is what I Really need to see, so I can paint the skin correct.

But there are some files in some models which do not contain this "hier.him" file. - Only a MSH file. :(
An example of these 3d-models with only MSH files would be the German Kattenktrad, or the Gaz "M-I"  staff car (colored in black and green color)
These cars really need some new skins, because the original skins are just dreadful, not to mention the "vomit green" Gaz M-I car! LOL
 
With this program I will be able to create better skins for these old models and make them into better vehicles for the game.
Without a proper skin render (UVmaping), my paintwork will be just guess-work and I will be spending 10 days on painting just one
 skin-template+skin (!) for a car ,while I could be doing something more worthwhile and be painting 6+ diferent models in 10 days!
 
As you know, this game needs ALOT of new skins for the old models, and this mod of yours will be a great help to me personally.

So,
What can I do to create a render skin mapping using that MSH file?

Thank you very much for your fine contribution to this game and to all artists!

Cheers
MAX
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Stainless

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Re: msh Binary format
« Reply #304 on: June 02, 2014, 03:11:50 AM »

I can add an option to create a new empty mesh.

So it will just have a root node.

Then add an option to "Add child"

You would then load a msh file

This would also allow you to put together a brand new aircraft/vehicle from sub meshes. Give me a few hours and I'll see what I can come up with.
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max_thehitman

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Re: msh Binary format
« Reply #305 on: June 02, 2014, 03:39:42 AM »



That would be fantastic. You have an amazing talent! Thank you so much.
This is a very helpful tool. I will be waiting with much enthusiasm to try it out.
 
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Stainless

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Re: msh Binary format
« Reply #306 on: June 02, 2014, 04:33:39 AM »

Seems to work.

Click on Mesh -  New him  to create an empty mod

Then right click on the root node and select "Add mesh node"

New version uploaded


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DarkBlueBoy

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Re: msh Binary format
« Reply #307 on: June 02, 2014, 04:49:19 AM »

I have to say Stainless, this just gets better everytime I read this thread! :)
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Whiskey_Sierra_972

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Re: msh Binary format
« Reply #308 on: June 02, 2014, 06:16:52 AM »

I'm out of home so I have time to test this great work you've done mate!

I think that is really impressive but I run into a little trouble that I can't solve as the noob like I am!

I can't fit the height of the windows in my screen (1366 x 768) so I can't read or access at the lower portion of the menu...even if I try to move or reduce it's window I can't get the bottom of your program window!

Any suggestion or chance to add a custom resolution?

Apologize for my noobiness!!!

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max_thehitman

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Re: msh Binary format
« Reply #309 on: June 02, 2014, 07:13:47 AM »

Seems to work.

Click on Mesh -  New him  to create an empty mod

Then right click on the root node and select "Add mesh node"

New version uploaded

Amazing, that was very fast!
I will test to see if I can see those old 3d-models that need new skins.

A millions THANKS!
~~~~~~~~~~~~~~~~~~~~

Indeed it does work! SUPER!
Perhaps I was not aware of this before. It works perfect. This opens new doors to all types of models for my next painting works.

Dear Stainless, in the blue view screen, I see the 3d-Model vehicle very very small. I moved the zoom selection bar, but nothing is happening.
What would be the best way to view these models in a bigger view mode?



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Stainless

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Re: msh Binary format
« Reply #310 on: June 02, 2014, 07:39:26 AM »

@Whiskey_Sierra_972

Well you could download the source code

Open the Form1.cs in visual studio, and drag the elements about.

You don't need to write any code, just resize and move things with the mouse

Then recompile to check you haven't broken anything

And then click on publish to create your own custom version

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Stainless

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Re: msh Binary format
« Reply #311 on: June 02, 2014, 07:40:35 AM »

@max_thehitman

The mouse wheel changes the display distance.

The distance slider is for testing the LOD on the mesh.
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