hello all
I would like to write a script for blender to import msh files, but I do not know what I'm doing wrong
because i get the error and don't know how to solve it
subject i write here because in 3d/2d models section no one write off, but please for the transfer
if anyone needs sample files please on pw
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dino and aliens msh files
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Re: dino and aliens msh files
there's only like one person on here who writes blender scripts to rip games... some polish guy that we rarely see around anymore...
so there's limited help around here when it comes to blender scripts.
so there's limited help around here when it comes to blender scripts.
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Re: dino and aliens msh files
injury
maybe someone else will know?
here is link to demo:
http://www.gamershell.com/download_27844.shtml
here is script for quickbms to dat files:
in demo version msh files are the same like in full version
maybe someone else will know?
here is link to demo:
http://www.gamershell.com/download_27844.shtml
here is script for quickbms to dat files:
Code: Select all
# Dino and Aliens
# script for QuickBMS http://quickbms.aluigi.org
get FULLSIZE asize
for OFFSET = 0 < FULLSIZE
get NAME string
get SIZE long
savepos OFFSET
encryption xor NAME
log NAME OFFSET SIZE
math OFFSET += SIZE
goto OFFSET
next
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Re: dino and aliens msh files
maybe this someone will be interested
i do not know only how to read materials and animation from files, because never before have not done thereof
Code: Select all
#!BPY
"""
Name: 'Dino and Aliens (.msh)...'
Blender: 249
Group: 'Import'
"""
__author= "Boguslaw Radomski"
__version__= "0.01"
__bpydoc__ = """\
Dino and Aliens msh importer by Boguslaw Radomski
This script imports a Dino and Aliens msh files to Blender.
Note, This loads mesh objects only, materials and animations are not supported yet.
I do not know how to read material from a file and add support to Blender.
"""
# ***** GPL LICENSE *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
#
# --------------------------------------------------------------------------
# importing modules
import Blender
import struct
# imports a msh file to the current scene
def load_msh(filename):
# get scene
scn = Blender.Scene.GetCurrent()
if scn == None:
return "No scene to import to!"
Blender.Window.WaitCursor(1)
# open the file
file = open(filename, 'rb')
# read id to check if the file is a dino and aliens msh file
id = file.read(3)
if id != 'MSH':
print 'this is not MSH file'
return
file.seek(29,0)
# Create the mesh
scn.objects.selected = []
mesh = Blender.Mesh.New("name")
meshOb = scn.objects.new(mesh)
# read the number of vertices
numVerts = struct.unpack('L', file.read(4))[0]
# read number of triangles
numTriangles = struct.unpack('L', file.read(4))[0]
# read vertices
verts = []
for i in xrange(numVerts):
verts.append(struct.unpack('fff', file.read(3*4)))
# add the vertices to the mesh
mesh.verts.extend(verts)
# read triangles
faces = []
for i in xrange(numTriangles):
# read indices (faces)
faces.append(struct.unpack('iii', file.read(3*4)))
# add the faces to the mesh
mesh.faces.extend(faces)
Blender.Window.WaitCursor(0)
# refresh the view
Blender.Redraw()
# close the file
file.close()
Blender.Window.FileSelector(load_msh, 'import msh', '*.msh')
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Re: dino and aliens msh files
No animations, still good. I think a lot of people don't really care for animations either.
- shakotay2
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Re: dino and aliens msh files
next values in which file; .msh or .anm?Bogus wrote:has anyone some idea, what they mean the next values?
i do not know how to read
I had a look at teleport_base.msh; it contains 210 faces (triangles).
Although the UV is looking like a horse-shoe you should find
the first texture set at
# 0xfa9
vt 0.979252 0.499962
vt 0.901447 0.585763
...
vt 0.910417 0.499962
vt 0.705208 0.857351
vt 0.674772 0.804343
The next 210 x 8 bytes don't look like an UV map when displaying them in the UV editor.
# 0x1639
#vt 0.608015 0.834229
#vt 0.674772 0.804343
...
edit: hmm, teleport_screen.jpg does not really fit.
edit2: taking only the uneven (or even) vt-lines the UV map looks better (left of pic).
But it should look like the one on right side.
Maybe someones sees what-they-have-done-to the tex coords?
For a basic understanding of animation dataanimation files are in .anm files
a look at viewtopic.php?f=29&p=76831#p76831 might be helpful.
As for concret data like vilka_shock.anm I did not find a pattern.
It starts with 0x26 00 00 00 (=38, which should be the frame count).
The data following at 0x000C should all be floats:
Code: Select all
0.000000 -0.000000 3.806096
0.000000 -0.000000 3.710460
0.000000 -0.000000 3.627165
0.000000 -0.000000 3.700048
0.000000 -0.000000 3.823235
-0.000055 0.104600 -0.000281
-0.000030 0.105238 -0.000120
0.000020 0.106515 0.000201
0.000059 0.107473 0.000442
0.000046 0.107154 0.000362
-0.104600 -0.000026 1.571075
-0.105238 -0.000018 1.570916
-0.106515 -0.000001 1.570596
-0.107473 0.000011 1.570357
-0.107154 0.000007 1.570437
3.141592 -1.570253 1.570804
3.141583 -1.570249 1.570804
3.141592 -1.570240 1.570786
-3.141589 -1.570233 1.570804
3.141581 -1.570235 1.570804
...
00 00 00 3E is 0.125 as a float - so everything "below" 00 00 00 38 will be displayed as 0.0.
Frame time values like 0.04, 0.08 for example can't be found.
Don't know; you'll have to figure it out for yourself.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: dino and aliens msh files
The answer is very simple.shakotay2 wrote:Maybe someones sees what-they-have-done-to the tex coords ?
The .msh file uses the UV/Face datas, so every faces have 3*2 floats as UV.
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Re: dino and aliens msh files
thanks Karpati
at least i know
where did you get this version 3d object converter?
because there is no to download
besides .msh files are yet .cgo files
i do not know are it appeal to textures?
edit:
i mean the file box.msh, what is on position 0x115 after faces
because with this file i had easily
i know, that cube, box has 8 vertices
at least i know
where did you get this version 3d object converter?
because there is no to download
besides .msh files are yet .cgo files
i do not know are it appeal to textures?
edit:
i mean the file box.msh, what is on position 0x115 after faces
because with this file i had easily
i know, that cube, box has 8 vertices
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Re: dino and aliens msh files
ok
i didn't know even
but what i can I do that use it in blender?
3d object converter is payable, for free one can only watch models and convert to some formats
edit:
i mean this
http://desmond.imageshack.us/Himg827/sc ... es=landing
i didn't know even
but what i can I do that use it in blender?
3d object converter is payable, for free one can only watch models and convert to some formats
edit:
i mean this
http://desmond.imageshack.us/Himg827/sc ... es=landing
- shakotay2
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Re: dino and aliens msh files
Karpati already gave the answer, didn't he?
Thx to Karpati.
There are 36 (12*3) tex coords lines with 2 floats each.
So the box faces look like this:
f 3/1 1/2 4/3
f 2/4 4/5 1/6
f 6/7 5/8 8/9
f 7/10 8/11 5/12
f 2/13 1/14 6/15
f 5/16 6/17 1/18
f 4/19 2/20 8/21
f 6/22 8/23 2/24
f 3/25 4/26 7/27
f 8/28 7/29 4/30
f 1/31 3/32 5/33
f 7/34 5/35 3/36
Means the tex coords indices are counted up from 1 to 36.
Thx to Karpati.
There are 36 (12*3) tex coords lines with 2 floats each.
So the box faces look like this:
f 3/1 1/2 4/3
f 2/4 4/5 1/6
f 6/7 5/8 8/9
f 7/10 8/11 5/12
f 2/13 1/14 6/15
f 5/16 6/17 1/18
f 4/19 2/20 8/21
f 6/22 8/23 2/24
f 3/25 4/26 7/27
f 8/28 7/29 4/30
f 1/31 3/32 5/33
f 7/34 5/35 3/36
Means the tex coords indices are counted up from 1 to 36.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: dino and aliens msh files
ok thanks
now I was left with just add it to script although will be me a little hard
surely need will to add yet loop
edit:
shakotay2 can you give me a script in which the grid is displayed in the UV editor?
please
I'm trying go further with the script, but i have problem, appears the error:
index out of range
and i do not know what further to do
now I was left with just add it to script although will be me a little hard
surely need will to add yet loop
edit:
shakotay2 can you give me a script in which the grid is displayed in the UV editor?
please
I'm trying go further with the script, but i have problem, appears the error:
index out of range
and i do not know what further to do