http://honor-rf.blogspot.com/2008/05/v3-msh2obj.html
I pray this is the last correctional update I have to make. Some meshes were still giving errors, such as red maus, so I went in to check and found that the Sector3 data was missing and only a DWORD was in the place. In the header, if the sector3 daat has a 0x00 byte for it than it will more than likely not have a sector3, but rather than making it automatic I made it something you have to check just incase my assumption is incorrect. Let me know if there are still errors. Also, I think i fixed the having to close it every time you do a new model. Just a few pics... I am so lame. I can write the silly program to do the work, but I can't figure out how to assemble the mau T_T....
A final note, the final change I will make to the importer (hopefully) will be adding the positional coordinates. With that, assembling will become a painless matter.
Current Music: Hiro no Tsuki http://www.youtube.com/watch?v=Bz1508RBx2w
http://www.zshare.net/download/12226941e9c5b118/
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
RF Model Structure
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Re: RF Model Structure
Ok its a little old old topic, but question is, has anyone made any progress?
Or at least in exporting to.msh without flaws.
Well also those who have worked or has any idea, what kind of info (where, in what file) determines what piece of model is in what location ingame . eg. hand position when holding item or weapon position (so its not inside character etc).
Basic idea is to create custom model instead of editing already existing ones.
I know rf engine supports only 3 vector faces (if im correct, might be wrong, correct me), But the problem would be exporting from 3dsmax to .msh and getting it to work ingame.
Not sure if that tool provided here works, anyone had any success?
Or at least in exporting to.msh without flaws.
Well also those who have worked or has any idea, what kind of info (where, in what file) determines what piece of model is in what location ingame . eg. hand position when holding item or weapon position (so its not inside character etc).
Basic idea is to create custom model instead of editing already existing ones.
I know rf engine supports only 3 vector faces (if im correct, might be wrong, correct me), But the problem would be exporting from 3dsmax to .msh and getting it to work ingame.
Not sure if that tool provided here works, anyone had any success?
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Re: RF Model Structure
Wow, it has been so long since I abandoned the project that they might have changed things on me. I should have done this months ago, but here is the complete code work of my last version of the mesh extractor. I think ZShare deletes things after 3 months or so, so if the intact code is still useful please smear it around so everyone can use. My last version IS NOT USER FRIENDLY, so you will have to delve a bit into the code to understand what it is doing. http://www.zshare.net/download/5077840012230b70/
Enjoy, hope it is still useful.
Enjoy, hope it is still useful.
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Re: RF Model Structure
Thanks for the source code I will use what little knowledge of programming I have to try to figure out how to get it to work with the newer model format.
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Re: RF Model Structure
kinda old one, but i hope some still knows.
Anyone got any idea how to open .rpk files in chef folder - as those seem to contain parts of effect for 55 weapons.
i noticed some post here about those and a link to a file but its down.
Anyone got any idea how to open .rpk files in chef folder - as those seem to contain parts of effect for 55 weapons.
i noticed some post here about those and a link to a file but its down.
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Re: RF Model Structure
sorry im new and i dont understand how to use this~ can you help me?
the file name in RF is .RFS. . . how can i convert it so that Autodesk maya can view it?
the file name in RF is .RFS. . . how can i convert it so that Autodesk maya can view it?
Re: RF Model Structure
Sorry if this is thread necromancy-
Just a quick question:
Would this work on Star Wars Battlefront 1/ 2 and Titan Quest .msh files?
EDIT: Nevermind- just tried it. It does very odd things to them when it converts them...
Just a quick question:
Would this work on Star Wars Battlefront 1/ 2 and Titan Quest .msh files?
EDIT: Nevermind- just tried it. It does very odd things to them when it converts them...
Re: RF Model Structure
Msh2Obj from the file share can no longer be downloaded, can it be reposted on a different site?
Re: RF Model Structure
anyone still have a working link to the rpkextractor thingy?
or can upload it somewhere for me =/? would be greatly appreciated
or can upload it somewhere for me =/? would be greatly appreciated
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Re: RF Model Structure
The contents of this post was deleted because of possible forum rules violation.
Renders Art by Rimbros
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Personal Game repository samples, send PM
http://s303.photobucket.com/albums/nn12 ... E/Renders/
Personal Game repository samples, send PM
Re: RF Model Structure
Someone can send me "msh viewer" for rf or post a link here, cuz I can't find it using the Google... [email protected] ... pls I need it so much
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Re: RF Model Structure
I found a working link to the MshtoObj utility HERE and attached it to this post as a backup:
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