Installation
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Add the plugin file to Lightwave Modeler -- this is typically done using "Add Plugins" command in the Modeler and then pointing the Modeler to location of the plugin file. Once added, the plugin adds a new command to Modeler interface: "Export Bioware Mesh as XML". The command typically shows in list of installed plugins under "Additional" but can be placed wherever it's most suitable using "Edit Menu Layout..." function.
In order to function the plugin may require installation of "Microsoft Visual C++ 2008 Redistributable Package". Install this package if you receive an error about missing DLL when you try to use the plugin. It's available at http://www.microsoft...&displaylang=en
Import
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With the plugin installed Lightwave gains ability to import BioWare .mmh and .msh files simply using the "Load Object" command. Please note while Lightwave will import vertex maps and colour maps from the mesh file neither of these is enabled by default in the imported object.
Additionally while import creates all surfaces applied to original mesh, it does not automatically import surface parameters like applied image maps. That's because information about the materials is stored in other file types -- namely .mao files. Import of information stored in these file is planned but not currently supported.
Export
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Procedure to export data from Modeler to Bioware Mesh file is as follows:
* in Modeler, select the layer with data you want to export
* invoke command "Export Bioware Mesh as XML"
* in requester which opens choose a directory and file name for your export. It's practical to give the file extension of ".msh.xml"
* once the .xml file is generated it can be turned into binary .msh file with help of GraphicsProcessorMSH utility which typically ships as part of original DA Toolset
notes about export:
* only data from first selected layer in Modeler is exported.
* only regular geometry is exported. To export SubPatch geometry Freeze it first.
* the name of surface applied to model is retained on export. DA will use this name to apply its shaders to geometry, as defined in associated .mmh file
* the export procedure ignores the vertex normal map data and instead calculates vertex normals based on "smooth threshold" attribute as defined for each surface. Since Lightwave doesn't have "smooth group" functionality from other 3d programs, this functionality can be to a degree emulated by assigning different Part information to the polygons -- if two polygons don't have assigned the same Part, the edge/vertex shared by them won't be smoothed.
* vertex colour information is supported and handled on per-surface basis. Surfaces with applied vertex colour map will have this data exported, surfaces lacking assigned vertex colour map will be exported without this data.
* models with more than one surface are supported. Each active (used) surfaces creates a sub-part in the .xml file.
* discontinuous vertex maps are supported.
* multiple UV maps per vertex are supported. The maps are exported in order determined from their names -- to handle that the exporter looks for a number at end of map name. E.g. a map named "UVmap 0" will be followed by map named "map 1" and then "UV_map_2" etc.
* multiple weight maps per vertex are supported. However to conform with target file format the export procedure will automatically select 4 maps with strongest influence per vertex and ignore any additional map associated with the vertex.
* the index for each weight/uv map is deduced from a number expected at the end of map name. I.e. a map named "bone13" will be given index of 13 in the exported file. This allows to either add geometry to imported .msh files, or to create entirely new models which can properly use skeleton and animation information defined in already existing .mmh files.
* because the export procedure is currently limited to producing .msh files, vertices can only be assigned weight maps which are created by import of existing .mmh file. In other words, full procedure to create a new mesh would be as follows:
- pick and import existing .mmh file with item of similar type you're going to create.
- once the model is imported and associated weight maps are created, build your model either by editing existing mesh or with new geometry. Assign existing weight maps to the vertices, and existing surfaces to the polygons.
- export the .msh.xml file and convert it to binary .msh using the GraphicsProcessorMSH tool. Use existing mesh name if it's supposed to be straightforward replacement, or your own if it's a new item
- for a new item make a copy of originally imported .mmh file and adjust its content with GFF editor of the Toolset -
- replace link to original .msh with name of your own .msh file, and if suitable/needed replace links to material .mao files with names of your own .mao files.
- adding a new item generally requires changes to other game files (.2da sheets and such) which are beyond scope of this .readme -- look for tutorials on web and DA forums for details of that procedure.
Modifié par tmp7704, 16 avril 2010 - 02:29 .





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