Good question, If you hadn't asked I probably wouldn't have considered it just yet. I don't know what the limit is for file size, but based on your idea I didn't limit the additions to only 1.navmesh wrote: Thank you, that means we can add as much mesh slots as we want ,right ? if it is , i think it will break the modding limit
sorry for bad english :p
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Ok, this ought to do it
I haven't had the time to fully stress test it, but I have done multiple tests with different buffer groups on various characters like Nyotengu, Alpha 152 and Rachel. Please let me know if anyone runs across issues. I also keep moving my files around, so if I forgot to update any file references when updating utilities, let me now on those too.
BodyShopToolkitV2.0 : New Utility > MeshReactorPC
- http://www.mediafire.com/download/7960d ... itV2.0.zip
Requires the ObjGeo Index & ObjGeo Mesh item index. The script will then clone the necessary information and add it to the end of the indicated ObjGeo Block. It is possible to add multiple items even of different buffer lengths, but it will only do one at a time. To do multiples you'll have to execute once, and then update the file name to the new output file or keep moving files around to each consecutive file. You're also on your own in terms of assigning images. If you clone the body object, but don't want the body texture you'll still have to manually point the new ObjGeo Mesh item to different textures that are available.
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On a different note, for an upcoming project, I really want to be able to pull Xbox meshes directly, so if anyone (Rosalin!! etc) knows the proper conversion for values in the vertex buffer that are different between Xbox and PC and can explain the conversion (either by code or theory) it would be greatly appreciated. Thanks