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Ironsight .msh model Noesis script

Posted: Sun Nov 07, 2021 4:30 pm
by PeterZ
Based on zaramot's maxscript
viewtopic.php?f=16&t=17148&hilit=ironsight#p134670

I fix some issues ( uv, bone transform ) and rewrite this script for Noesis.
Image

Unpack .wpg with d3v1l401's IronSightExtractor https://github.com/d3v1l401/IronSightExtractor or QuickBMS script https://zenhax.com/viewtopic.php?f=9&t=5050#p27077

For animation, check this topic:viewtopic.php?f=16&t=25770

Code: Select all

v1.0 (2021.11.7):Add static mesh and skeleton mesh (.msh)  support. Skeleton weight support.More research is need to support importing Normal.
v1.1 (2022.9.6) - Remove "addRootBone" feature. Use first bone instead.
v1.2 (2023.7.13) - Add ability to process Lods info

Re: Ironsight .msh model Noesis script

Posted: Mon Mar 27, 2023 4:20 pm
by stateeq
Hey,

sorry for bumping such an old thread,
had some issues with the script (trying to export 2 models, one is foliage the other is some random antenna), it seems that wShift can have a value of 7 as well for foliage, and i have no idea what the issue with the antenna is

would be great if someone could take a look

antenna01_v01
grass02_v01_vege.zip

EDIT: seems that the grass_vege mesh is like a combination of multiple LODs or something, can't quite figure it out, so decided to use the same mesh without the _vege suffix (grass02_v01.msh, works fine). As to antennas not opening, there's something weird happening with material and mesh count offsets in those files, managed to fix it in a very hacky way by modifying the script, now all of the antennas open properly, UPDATED SCRIPT DOWNLOAD LINK