Difference between revisions of "Converting to msh"
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==Introduction== | ==Introduction== | ||
The Mesh format *.msh is Orbiters 3D Model Format. It supports vertex normals, materials and textures. | The Mesh format *.msh is Orbiters 3D Model Format. It supports vertex normals, materials and textures. | ||
The 3DModel.pdf, availabe in the Orbiter SDK ([[http://www.medphys.ucl.ac.uk/~martins/orbit/download.html download]]) describes the mesh format in detail. | The 3DModel.pdf, availabe in the Orbiter SDK ([[http://www.medphys.ucl.ac.uk/~martins/orbit/download.html download]]) describes the mesh format in detail. | ||
− | == | + | ==Converting to 3ds== |
− | + | We are going to use a tool that can convert from a 3ds format to Orbiters Mesh Format. If you already have your model as a 3ds, proceed to step 2. | |
+ | If not, download [http://www.davidhsmith.net/downloaditems/3dexplor1_5.exe 3D Exploration 1.5]. This tool allows you to convert form a wide range of 3D Formats into the 3ds Format we need. | ||
− | == | + | ==Converting to msh== |
− | + | You need the converter [[MeshMaker]] by Radu, [http://www.orbithangar.com/searchname2.cfm?search=MeshMaker&Submit2=Search download here]. | |
− | + | You have to name your 3ds file input.3ds, and place it into the same folder as MeshMaker. Then execute MeshMaker. It generates a debug.txt file. About changes you can make here, please read the Meshmakers documentation, or the tips about [[Shading]]. After that, execute MeshMaker again. It now converts the debug file into the desired msh file, named output.msh. | |
− | [[Shading]] | + | What to do, when the output file does not work: |
+ | *Download [[Anim8or]], open the 3ds file form step one in Anim8or, then export as input.3ds. This should make your 3ds compatible with MeshMaker | ||
+ | *Delete any old debug.txt and output.msh files first, then try again. | ||
+ | |||
+ | An alternative to [[MeshMaker]] is [[3ds2msh]], made by [[Vinka]]. There are also other tools available to convert from gmax, Bleder or Lighwave to msh. | ||
+ | |||
+ | |||
+ | ==Tips&Tricks== | ||
+ | *[[Shading]] |
Revision as of 09:23, 4 August 2005
Introduction
The Mesh format *.msh is Orbiters 3D Model Format. It supports vertex normals, materials and textures. The 3DModel.pdf, availabe in the Orbiter SDK ([download]) describes the mesh format in detail.
Converting to 3ds
We are going to use a tool that can convert from a 3ds format to Orbiters Mesh Format. If you already have your model as a 3ds, proceed to step 2. If not, download 3D Exploration 1.5. This tool allows you to convert form a wide range of 3D Formats into the 3ds Format we need.
Converting to msh
You need the converter MeshMaker by Radu, download here. You have to name your 3ds file input.3ds, and place it into the same folder as MeshMaker. Then execute MeshMaker. It generates a debug.txt file. About changes you can make here, please read the Meshmakers documentation, or the tips about Shading. After that, execute MeshMaker again. It now converts the debug file into the desired msh file, named output.msh.
What to do, when the output file does not work:
- Download Anim8or, open the 3ds file form step one in Anim8or, then export as input.3ds. This should make your 3ds compatible with MeshMaker
- Delete any old debug.txt and output.msh files first, then try again.
An alternative to MeshMaker is 3ds2msh, made by Vinka. There are also other tools available to convert from gmax, Bleder or Lighwave to msh.