Beowulf wrote:
-autolod -- does this do what I think it does? Should I use it or rather use the LODs that came with the models? And if I use the model's LODs how do I get mesher to use them? I included <LOD...> statements in the top level xmesh files but the mesher doesn't find the files. strace shows that mesher is trying to open a file with an empty string as name before it fails.
Audolod is for Ogre-capable meshers only, and it uses Ogre's autolod functionality which, even if we made it work for objs and bfxm (which is possible), is still too immature if you ask me - it's there since... well... it might be useful sometime (again, with Ogre).
However, if you have custom LODs, you'll
always want to use them (Ogre's autolod is that buggy) - LOD statements should work, they always had - I'll try to take a look at why it doesn't. Just a hint, though, maybe you're not adding the <LOD> statements right - try converting a lodded bfxm back to xmesh to see how it's supposed to be.
Beowulf wrote:-autoedge, -autotangent, -forceflatshade, -basepath, several flip and flop options -- what do these do?
All of those except forceflatshade are Ogre stuff too. Autoedge and autotangent automatically computes edges (doh) and tangents (an extra UV coordinate set that shaders usually use as a special thing). Autotangent may begin working for non-Ogre builds, but not yet. Basepath is needed for Ogre builds to find the textures (they're no longer automatically guessed, so you have to provide a full path, or a basepath which all relative paths are relative to). But, again, Ogre stuff. You'll probably want to ignore all that I've flagged as being "Ogre stuff".
Forceflatshade, however, is
not ogre stuff.
That does that exactly - force all faces to be flat. At least it should, it hasn't been used in a while and might be broken, given the large amount of changes that happened in the middle - who would want to use it after all?
Beowulf wrote:Is there any script or something similar that rotates a .xmesh 90 degrees around it's X-axis? would save me a few steps in blender while converting models...
Might - there are flipx/y/z, however I believe there's no -swapyz, which is what you'd need. We could work one such thing out, however, why not do it in blender?