Converting to msh
Introduction
The Mesh format *.msh is Orbiter's 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
There are three major options available: MeshMaker, 3ds2msh, and max2msh.
Radu Poenaru's MeshMaker can be found 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 from 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.
Vinka's 3ds2msh is an alternative stand-alone program. There are also other tools available to convert from gmax, Blender or Lighwave to msh.
Mindblast's max2msh (from Mindblast's page) is a script to be run from within 3D Studio Max; it handles both import and export of .msh files.