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Thread: Starting to unravel the MESH format

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  1. #1

    Icon2 Re: Starting to unravel the MESH format

    has this here something to do with our mesh files ??? :

    Mesh To Solid is a software to convert a mesh into a solid.

    A mesh is a set of vertices connected by edges that describe triangular or quadrilateral faces. These faces describe the shape of the object that the mesh describes. Meshes are often used to describe closed solid or open surface objects. However, general solid modeling software do not have methods to manipulate or modify mesh objects. Solid modeling operations such as boolean operations (add, subtract, intersect), extrude, offset, fillet, chamfer, rib, draft, shell, hollow, etc. are possible only with solid or surface objects. Moreover, there is no way to convert a mesh into a solid so that the solid modeling operations can be carried out on it. Mesh To Solid solves this problem by giving you the ability to convert a mesh to a solid.

    Mesh To Solid can read mesh objects from the following file formats:
    Stereolithography files (*.stl)
    Wavefront files (*.obj)
    OpenNURBS files (*.3dm)

    Mesh To Solid saves solid data in the following file formats:
    ACIS files (*.sat)
    OpenNURBS files (*.3dm)

    Mesh To Solid is designed to be extremely user friendly and easy to understand. Its as easy as opening a mesh file using the Open command and saving it as a solid using the Save As command.
    • Size
    1605KB
    • License
    Commercial
    • Price
    195
    • Category
    Business & Finance / CAD
    • Operating System
    Win95,Win98,WinME,WinNT 3.x,WinNT 4.x,Windows2000,WinXP,Windows2003
    • Developer
    SYCODE

    • Download link
    Mabe this can help to :
    X3DS is a command-line tool which converts 3DStudio (3DS) model files to a more easily readable format for quick-loading into demos and 3D engines. It reads Mesh data, and writes out Name, Vertex, Face and Normal info. It also optimises the mesh by removing duplicate vertices & faces as well as null faces. The output file format is documented in the textfiles within the archive. Standard C++ source included. Tested with MingW32 and DJGPP. Win32 executable + Example + Source + Documentation provided.
    from http://www.freedownloadscenter.com/M...Converter.html

    Thanks
    Last edited by MunichRules; February 25, 2007 at 03:31 PM.

  2. #2

    Default Re: Starting to unravel the MESH format

    so you cant edit mesh and weight at this point yet right?
    btw if i wat to add anothe helm or a different look to the model say a flag carried by the aztec to a knight is that possable?

  3. #3

    Default Re: Starting to unravel the MESH format

    Hi jetlee81

    Quote Originally Posted by jetlee81 View Post
    so you cant edit mesh and weight at this point yet right?
    btw if i wat to add anothe helm or a different look to the model say a flag carried by the aztec to a knight is that possable?
    If you know what to do within Milkshape (tutorials available in the web), you can make any changes you like to meshes and weights, yes, you can mix various groups from different figures but be aware that if you mix groups from different figures you'll also have to create a new texture because, in your example you'd have to combine the aztec flag texture parts with the knight texture parts to come up with a new texture. There's quite a few threads about creating textures and getting them into the game. If you're starting out try combining parts from figures in the same folder, they usually use the same texture.

    Cheers

    GrumpyOldMan

  4. #4

    Default Re: Starting to unravel the MESH format

    I cant save the highlander nobels_lod0.mesh file in my work folder when trying to use your basic tutorila i get an error message memory violation and the whole thing encounters an error and closes waht am i doing wrong?

  5. #5
    Lusted's Avatar Look to the stars
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    Default Re: Starting to unravel the MESH format

    No it doesn't. .mesh format is a unique file format used by CA in M2TW.
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  6. #6
    Soulghast's Avatar RAWR!
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    Default Re: Starting to unravel the MESH format

    Someone with knowledge at C++ could do something? Because I know some guys who are professionals in C++...
    Ex-Curator
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    R.I.P Calvin

  7. #7
    KnightErrant's Avatar Decanus
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    Default Re: Starting to unravel the MESH format

    @RTR Fan
    Could you ask them if they have any knowledge about the
    .fbx format from Alias that Autodesk now owns?

    Some background: I found a Milkshape tutorial that went as
    far as putting bones into a humanoid mesh so I downloaded
    that part before they put in the keyframer data. This loaded
    up fine in Milkshape and I exported to 8 different formats, some
    ASCII and some binary. I then went in and looked for bone names.
    Only the Milkshape ASCII and fbx formats retained the bone data.

    After googling most of Saturday, I couldn't find any specifications
    for fbx, just the Alias C++ SDK for it. I downloaded this and installed
    it hoping for documentation. Unfortunately, all I can find is a
    lib directory of the binaries, a directory of header files, and some
    simple examples of using it in the docs directory.

    I spent Sunday decoding my .fbx example and have only got 2000 bytes
    into it which is only 8% of the file. My question is, is this hopeless?
    If they can tell you that I'm wasting my time that would be useful
    information.

    Thanks.

  8. #8

    Default Re: Starting to unravel the MESH format

    Hi Oldman, maybe you can release some relatively easier result for us. For example, a real dismounted knights hospitallar Just eliminating their lances would be OK

  9. #9
    tnick777's Avatar Campidoctor
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    Default Re: Starting to unravel the MESH format

    So anything new with this?

  10. #10

    Default Re: Starting to unravel the MESH format

    Hi

    So anything new with this?
    Lots of things are happening, most of the action is happening over at the Org http://forums.totalwar.org/vb/showth...t=79414&page=4

    Cheers

    GrumpyOldMan

  11. #11
    tnick777's Avatar Campidoctor
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    Default Re: Starting to unravel the MESH format

    Thanks

    I was also wondering if buildings in AutoCad 2007 can be imported into a mod so you can zoom in onto a city?

  12. #12

    Default Re: Starting to unravel the MESH format

    I assume that this game was not intended to be mod-friendly.

    This is heady and fascinating stuff.
    Under the patronage of Simetrical. I am but a pawn in his evil schemes.

  13. #13
    tnick777's Avatar Campidoctor
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    Default Re: Starting to unravel the MESH format

    Wow I've been looking around.

    You are... marvelous!!

    Will 3dMax get one too?

  14. #14

    Default Re: Starting to unravel the MESH format

    Hi Guys

    Things are happening, we're doing alpha testing at the moment. Have a look at http://forums.totalwar.org/vb/showth...t=79414&page=9 to follow what's going on, has pictures and discussion.

    I've also released some experimental alpha meshes for all lod levels of dismounted Hospitallers at http://www.megaupload.com/?d=77IZS8CK around 400k zipped and dismounted Quakupulu at http://www.megaupload.com/?d=FT5PA19Q . Bear in mind that they're experimental and may not work. The zips only contain the meshes, I've been too busy to follow threads on how to put new figures in the game . Both lots of new meshes are armed with primary weapon sword only and use the same textures as the original figures.

    Thanks to all the lab rats out there who'll try these out

    Cheers

    GrumpyOldMan

  15. #15
    Indefinitely Banned
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    Default Re: Starting to unravel the MESH format

    Whatever you do just know this: when you release that mesh converter you will become a god.

  16. #16
    Hans Kloss's Avatar J-23
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    Default Re: Starting to unravel the MESH format

    I second that...you guys working on that will be worshipped for eternity

  17. #17

    Default Re: Starting to unravel the MESH format

    Hi Guys

    I've also uploaded the zips to http://rapidshare.com/files/22802607...ukulu.zip.html and http://rapidshare.com/files/22802608...llers.zip.html in case anybody's having trouble with Megaupload.

    AlphaDelta1 has tested the Quakupulu with this result:-



    Cheers

    GrumpyOldMan

  18. #18
    tnick777's Avatar Campidoctor
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    Default Re: Starting to unravel the MESH format

    Looking GOOD!!!!

    Can't wait!!!

    It will definately help my mod out ALOT!

  19. #19
    PXZyan's Avatar Ducenarius
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    Default Re: Starting to unravel the MESH format

    oh man..I can already see some new Irish warriors in near future!! cant wait!!
    keep the good stuff rolling!!

  20. #20

    Default Re: Starting to unravel the MESH format

    Hi All

    During my testing trying to find a bug that hasn't resurfaced I've been working on new figures. I've done a dismounted Quakupulu using th emain Quakupulu figure this time, taken out the lance and maces and given him a spear and scimitars. The zip is at http://rapidshare.com/files/22965997...spear.zip.html

    Cheers

    GrumpyOldMan

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