Update 23/11/05
-Added Thorgrim's DDS reading fix. Some texture saving tools work better than others. ATI The Compressonator works great for me. Thorgrim reports that PSP DDS export works OK too. I have had some problems with the DirectX SDK DDS tool and DXTBmp.
-Fixed about 80% of the memory leaks.
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It's a bit buggy, but mostly works, I won't have time to work on it too much in the next few weeks, but after that i'll try to improve it.
The good:
It reads M&B BRF mesh files. Can show the models packed in the files. Can import/export models to and from Wavefront OBJ mesh files. Can also clone the models inside the files to make multiple versions.
The bad:
For now only "static" meshes can be properly imported. So helmets, furniture, weapons work, but body parts, horses or faces lose their bone attachment information,as the OBJ format cannot store this information. "Dinamic" meshes can be cloned though. Skeletons cannot be read yet. Quivers and bolt bags are also "special" so they aren't fully supported yet.
The material editor is a late addition, coded very fast to be able to release before the coming hiatus, so it has not been tested.
The ugly:
Is quite crude , not much user-friendliness in there. If you don't know what you are doing, it will crash.
BACKUP YOUR ORIGINAL FILES!
I don't check for input values, so the tool will crash.
I don't check for input values, so M&B will refuse to start, or will crash
so again,
BACKUP!
Only clean, pretty, kosher OBJ files will work, others will (you guessed it), crash the tool. Usual problems are relative vertex indices (not supported, use absolute if your conversion tool can do that) and missing vertex normals (LWO meshes lack them and some exporters to OBJ don't calculate and add them).
The link:
HERE
The (short) manual:
Open a brf mesh file (other brfs will crash at loading).
Click on meshes to see them.
CTRL-Mouse SHIFT-Mouse and mousewheel to move the mesh around.
Edit stuff, save your file and have fun.
Duplicated material or mesh names will crash M&B.
If you add a new material, click on the mesh reload button to update the materials on the combo box to reflect it (yes, that's crazy, but is late here).
I use mostly Wings3D for my 3D testing. Deceivingly ugly but with lots of hidden power. OBJ files exported from Wings tend to work well.
Post questions, suggestions and bug reports here, I'll read and will try to answer/implement/fix as time permits.
-Added Thorgrim's DDS reading fix. Some texture saving tools work better than others. ATI The Compressonator works great for me. Thorgrim reports that PSP DDS export works OK too. I have had some problems with the DirectX SDK DDS tool and DXTBmp.
-Fixed about 80% of the memory leaks.
____________________________________________________________
It's a bit buggy, but mostly works, I won't have time to work on it too much in the next few weeks, but after that i'll try to improve it.
The good:
It reads M&B BRF mesh files. Can show the models packed in the files. Can import/export models to and from Wavefront OBJ mesh files. Can also clone the models inside the files to make multiple versions.
The bad:
For now only "static" meshes can be properly imported. So helmets, furniture, weapons work, but body parts, horses or faces lose their bone attachment information,as the OBJ format cannot store this information. "Dinamic" meshes can be cloned though. Skeletons cannot be read yet. Quivers and bolt bags are also "special" so they aren't fully supported yet.
The material editor is a late addition, coded very fast to be able to release before the coming hiatus, so it has not been tested.
The ugly:
Is quite crude , not much user-friendliness in there. If you don't know what you are doing, it will crash.
BACKUP YOUR ORIGINAL FILES!
I don't check for input values, so the tool will crash.
I don't check for input values, so M&B will refuse to start, or will crash
so again,
BACKUP!
Only clean, pretty, kosher OBJ files will work, others will (you guessed it), crash the tool. Usual problems are relative vertex indices (not supported, use absolute if your conversion tool can do that) and missing vertex normals (LWO meshes lack them and some exporters to OBJ don't calculate and add them).
The link:
HERE
The (short) manual:
Open a brf mesh file (other brfs will crash at loading).
Click on meshes to see them.
CTRL-Mouse SHIFT-Mouse and mousewheel to move the mesh around.
Edit stuff, save your file and have fun.
Duplicated material or mesh names will crash M&B.
If you add a new material, click on the mesh reload button to update the materials on the combo box to reflect it (yes, that's crazy, but is late here).
I use mostly Wings3D for my 3D testing. Deceivingly ugly but with lots of hidden power. OBJ files exported from Wings tend to work well.
Post questions, suggestions and bug reports here, I'll read and will try to answer/implement/fix as time permits.