What's the best way to edit (or even view) an mmh, phy, or msh file if you don't have software like maya or 3dsmax? I just want to change the file names, don't want to change any of the other stuff.
mmh, msh, and phy files
Débuté par
PavelNovotny
, déc. 06 2009 11:31
#1
Posté 06 décembre 2009 - 11:31
#2
Posté 07 décembre 2009 - 12:37
open it in the editor
#3
Posté 07 décembre 2009 - 12:44
Not sure why you want to do things this way, but you can open the files in the GFF editor. As for changing the names, the name of the phy file is not stored anywhere - it must be the same as the mmh file name (just with a different ending).
The phy file contains the name of the mmh file, The mmh file contains the names of itself, the msh file and the mao files, and the msh file just contains the name of itself.
The phy file contains the name of the mmh file, The mmh file contains the names of itself, the msh file and the mao files, and the msh file just contains the name of itself.
#4
Posté 07 décembre 2009 - 04:24
I'm still trying to figure out why my new placeables are not clickable in the Area Editor or the game. I'm trying to rename everything to start with plc_ to see if that makes a difference.
#5
Posté 13 février 2010 - 12:41
You can't even open the msh files in 3ds... I even got a plug in but the Dragon Age msh files are not "compiled mesh files" or something. I really want to edit some stuff! sigh
#6
Posté 13 février 2010 - 03:41
You can't (currently) import an MSH/MMH directly into Max. Chewy Gumball is apparently working on adding import to his Max script, but I imagine that will take a while. In the meantime you'll have to convert meshes using tazpn's tool. For static meshes you can use OBJ but for animated meshes you'll need to use FBX.
#7
Posté 13 février 2010 - 04:54
Also, if OBJ doesn't work for you (it didn't for me anyway) try a DAE. I'm not sure how that fits into 3DS Max, but I have Blender, and it works just fine when I export a DAE and run it through tazpn's tools.
#8
Posté 31 mars 2011 - 12:40
DarthParametric wrote...
You can't (currently) import an MSH/MMH directly into Max. Chewy Gumball is apparently working on adding import to his Max script, but I imagine that will take a while. In the meantime you'll have to convert meshes using tazpn's tool. For static meshes you can use OBJ but for animated meshes you'll need to use FBX.
any progress with this?
#9
Posté 31 mars 2011 - 02:47





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