RE-ENGINE MESH TOOL (Maxscript) v1.39 updated
Jul 4, 2020 14:40:58 GMT 10
krafftmeister and Reihootz like this
Post by alphaz on Jul 4, 2020 14:40:58 GMT 10
I uploaded v1.35a, a quick hotfix for v1.35. It makes it so that the MDF_Material Object Property will only write a new material index for the submesh if a third object property called Write_MDF_Material is present and is set to true. So if you want to change a submesh's material, right click on it, go into its object properties and change it so that Write_MDF_Material = true, then change MDF_Material to the index of the material you want to change it to:
[Download Here]
CHANGES:
Object Properties
When you import a model, it will have special user-properties added to it by the script that define what material it uses and what submesh it is. You can see these properties by right clicking on the submesh and going to its Object Properties, like this:
The submesh property is not currently used, but changing the number in the MDF_Material property will actually change what material that submesh uses. It corresponds to the same list of numbers used by the model's MDF file for its materials used on the model. UPDATE: as of v1.35a, MDF_Material will be ignored during export unless the third property, Write_MDF_Material, is set to true.
New Naming Scheme
To explain the purpose of the New Naming Scheme, I think it's best to show you a model that requires it. Here is a mesh of Jill that has her first 12 submeshes all combined onto Mainmesh_1. Normally, all of mainmesh_2 and mainmesh_3 (8 submeshes) are made invisible from the start of RE3 until Jill picks up the pistol from the dead cop. This hacked mesh combines the structures of Mainmesh_2 and Mainmesh_3 all together onto Mainmesh_1, which will never go invisible:
...but some of those submeshes use the same material, so with the old naming scheme Maliwei made for the script, there would be multiple LODGroup_1_Mainmesh_1_Submesh_2's, for example, and they would be skipped or exported to the wrong places in the file. That's why you need to use the new naming scheme. Checking the "Use New Naming Scheme" checkbox will organize the imported submeshes by their order in the file, rather than by what material they use. So Mainmesh_1 will now be populated by Submesh_1,2,3,4 etc instead of having an odd ordering like Submesh_2,3,5,6, and every other mainmesh will have its submeshes ordered numerically as well.
You can download the combined-mainmesh model here. It is a version of Jill's default costume meant for the full-game, with a head bone added. It and any mods made over it must be imported and exported using the new naming scheme.
RE Engine MESH Tool v1.35a
[Download Here]
CHANGES:
- Crash fixes for stages / static meshes and RE2 meshes
- Weapons meshes are exported correctly without ever being invisible
- Face UVs are no longer imported because they were causing UV corruption in the RE7 script, and because vertex UVs are enough anyway
- Much improved T-pose skeleton import, with less twisted bones
- "Add Bone" can now add one more bone than it could before
- Submeshes now have custom Object Properties when you right click on them, one of which is MDF_Material = . Changing this user property changes what material the submesh uses from its MDF file
- "Use New Naming Scheme" checkbox lets you import and export with submeshes numbered by order rather than by material, so every mainmesh will have submesh_1,2,3,4 etc instead of things like 2,3,6,7
Object Properties
When you import a model, it will have special user-properties added to it by the script that define what material it uses and what submesh it is. You can see these properties by right clicking on the submesh and going to its Object Properties, like this:
The submesh property is not currently used, but changing the number in the MDF_Material property will actually change what material that submesh uses. It corresponds to the same list of numbers used by the model's MDF file for its materials used on the model. UPDATE: as of v1.35a, MDF_Material will be ignored during export unless the third property, Write_MDF_Material, is set to true.
New Naming Scheme
To explain the purpose of the New Naming Scheme, I think it's best to show you a model that requires it. Here is a mesh of Jill that has her first 12 submeshes all combined onto Mainmesh_1. Normally, all of mainmesh_2 and mainmesh_3 (8 submeshes) are made invisible from the start of RE3 until Jill picks up the pistol from the dead cop. This hacked mesh combines the structures of Mainmesh_2 and Mainmesh_3 all together onto Mainmesh_1, which will never go invisible:
...but some of those submeshes use the same material, so with the old naming scheme Maliwei made for the script, there would be multiple LODGroup_1_Mainmesh_1_Submesh_2's, for example, and they would be skipped or exported to the wrong places in the file. That's why you need to use the new naming scheme. Checking the "Use New Naming Scheme" checkbox will organize the imported submeshes by their order in the file, rather than by what material they use. So Mainmesh_1 will now be populated by Submesh_1,2,3,4 etc instead of having an odd ordering like Submesh_2,3,5,6, and every other mainmesh will have its submeshes ordered numerically as well.
You can download the combined-mainmesh model here. It is a version of Jill's default costume meant for the full-game, with a head bone added. It and any mods made over it must be imported and exported using the new naming scheme.
^fully equipped Jill at the start of RE3