But i lack any c++ or similar language skills to actually build a basic converter.
It doesn't need bones or animations.
Code: Select all
[filemask="*.msh"]
struct mesh08
{
cstr [len=6] modelType; //MESH08
i16 numMesh; // number of models in the file
child mshblock [count=numMesh];
}
struct mshblock
{
cstr [len=100] objectName;
cstr [len=100] meshLink;
repeat 4 {
i32 x;
i32 x;
i32 x;
i32 x;
}
//D3DMATRIX
repeat 4 {
float X;
float Y;
float Z;
float W;
}
repeat 4 {
i32 x;
i32 x;
i32 x;
i32 x;
}
i32 x;
i16 x;
cstr [len=200] texture; // must have drive,folder,filename like C:\tex\image.DDS
i32 x;
i32 x;
i32 x;
i32 x;
i32 x;
i32 x;
i32 x;
i32 x;
i32 x;
i32 x;
i32 x;
i32 x;
i32 x;
i32 x;
i32 x;
i32 x;
i32 x;
i32 x;
i32 x;
i32 x;
i32 x;
i32 x;
i32 x;
i16 x;
i8 x;
i16 numVerts;
repeat numVerts
{
//D3DXVECTOR4 x y z w
float Vertex_x;
float Vertex_y;
float Vertex_z;
float Vertex_w;
//normals
float normal_x;
float normal_y;
float normal_z;
float normal_w;
//uv map
float tu1;
float tv1;
float tu2;
float tv2;
float tu3;
float tv3;
float tu4;
float tv4;
}
//faces
i16 numFaces;
repeat numFaces
{
i16 faceBuff;
}
i16 x; // 0
}i32 = 4bytes, i16 = 2bytes, i8 1 byte
The bone name can be filled manually in hex ( or a input in the converter?) same with the texture part.
Mainly need the matrix, vertex list ( vert, norm, uv) and face lis tafter that ( which is basically just a list of 2 byte values with a max of vertexnum/3)
samplefile:
https://mega.co.nz/#!7Y4HGKYI!y-6cdQJU- ... 4BKQoCGplE

