mesher llama.bfxm llama.obj boc
mesher llama.obj llama.bfxm obc

Or am I using it incorrectly?
Moderator: pyramid


Um... I thought it did...log0 wrote:Had to add BLEND 1 to the material to fix the blending issue.
I think mesher should write this parameter even if it is not supported by vanilla obj format. This way it would a least give a hint at what might be missing.


LODs, animations... I believe that's it.TBeholder wrote:I have a question: what exactly .bfxm have that .obj doesn't?
Materials. Sadly, OGRE's mesh format references materials by id, in a way that's really inconvenient. I wonder if they changed that. VS references "techniques", not materials, which means each mesh or unit can override variables like color, textures, and stuff like that. It's really useful to not have to write hundreds of material scripts, the way Ogre requires you to.TBeholder wrote:And, while we're at it, OGRE's .mesh format.
If mesher segfaults converting something, you attach the files that make it crash to a bug report, and we fix it :pTBeholder wrote:That's when mesher doesn't just segfault on attempt to convert anything like it does for me right now.

Collada is the emerging de facto standard of the universe. Definitely worth a look.klauss wrote: Now Collada... that might be worth a look.

<exports two selected objects from Wings> <loads the file in GLC_Player> Hmm, OBJ seems to support several named meshes just fine.klauss wrote:LODs, animations... I believe that's it.
It barfed from anything, but re-compiling fixed this. Also, it segfaults on absent input files instead of simply complaining.klauss wrote:If mesher segfaults converting something, you attach the files that make it crash to a bug reportTBeholder wrote:That's when mesher doesn't just segfault on attempt to convert anything like it does for me right now.

I didn't know about .ani. Note, however, that named meshes is not LODs. bfxm can have many mesh elements per file, that's what those named meshes are. LODs are sets of named meshes, along with metadata to specify when do they kick in.TBeholder wrote:<exports two selected objects from Wings> <loads the file in GLC_Player> Hmm, OBJ seems to support several named meshes just fine.klauss wrote:LODs, animations... I believe that's it.
As to animations, if you mean textures, all necessary parameters are written in .ani, thus for .mtl file purpose it would be just another (if non-conventional) image file format, isn't it?
Absent input files. Huh... gotta try it out.TBeholder wrote:It barfed from anything, but re-compiling fixed this. Also, it segfaults on absent input files instead of simply complaining.klauss wrote:If mesher segfaults converting something, you attach the files that make it crash to a bug reportTBeholder wrote:That's when mesher doesn't just segfault on attempt to convert anything like it does for me right now.
Yes, help is so horribly broken. I should fix that.TBeholder wrote:Back to the subject, there seems to be no documentation (--help is a joke, because e.g. how to use "-addy" argument?).