Scenery: .obj/.3ds to .msh with Dr. Jones Msh Converter
#3

Ok The models you should make should be:

D0 model(Base perfect condition)

D1 Model(Damage 1)

LOD 1(Depending on how many polys it is, if it is low detail building do not worry but you still need to add a value(Eg. 500) in the LOD section of the mesh.

Shadow model

And then you need to add hooks, from my understanding these are:
Ground_Level Body HK
You must have that hook!


You can find that by taking it from another model.

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Here is an example of a basic mesh and what each section looks like and means:

[Common]//Seems to be the same on every Mesh.
NumBones 0
FramesType Single
NumFrames 1

[LOD]//Distance at which the Next LOD is visible.(Must have atleast one value in their otherwise the game won't load the model)
//Example:
50
50
150
350
800

[Hooks]//Special Java things for Special Effects and other things.
//Example:
_Clip09

[HookLoc]//Numbers that tell the game where the Hooks are positioned.
//Example:
1 0 0 0 1 0 0 0 1 -0.00448 -1.17328 0.81369

[Materials]//The .MAT files that point to the Texture that the assigned parts of the LOD0 Model use. (Must include atleast one .mat file otherwise the game will refuse to load the model)
//Example:
Glass2

[FaceGroups]//The grouping of faces on the Model of LOD0.
//Example:
1073 845

[Vertices_Frame0]//The shape and postioning of Vertices on the Model of LOD0.
//Example:
-0.346649 0.767822 0.162201 -0.951076 -9.15523E-05 0.308958

[*]^^These are the numbers the game uses to create the model.^^[*]

[MaterialMapping]//Position of the Textures on the Model for LOD0. Done in the modelling program by mapping the object.
//Example:
0 1
0.7960052 0.3399506

[Faces]
//Example:
8 2 4

//Shadow Model of D0 Model(Or LOD0):

[ShVertices_Frame0]//Same as normal Vertices except these are for the shadow model, usually you can just copy the D0 model vertices here.
//Example:
-0.3937073 -0.9940796 0.07792664

[ShFaces]//Same as normal faces except these are for the shadow model, usually you can just copy the D0 model faces here.
//Example:
4 3 6

//LOD's: (Only required if you have an LOD1.)

//Same as above except it is for the LOD's

[LOD1_Materials]

[LOD1_FaceGroups]

[LOD1_Vertices_Frame0]

[LOD1_MaterialMapping]

[LOD1_Faces]

[LOD1_ShVertices_Frame0]

[LOD1_ShFaces]

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Other than that do what Deutschmark suggested, hope this helps. Smile
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