Bummer, Using the latest version of Blender and it won't open the files. I really wanted to do some editing.Sunrunner_Charina said:It's no secret we all want to improve Star Wars Galaxies. While some forums are only interested in getting our old favorite back, here at Mod The Galaxy, we want to make it better than ever!
But how are we going to do that without TOOLS? Tools, I say, are of the ut-most importance for any extensive modding project, and here at Charina's Modding Emporium, it's tools we're making!
I'm getting pretty close to an alpha release of the Galaxies Mesh Suite for blender. What is the Galaxies Mesh Suite, you ask? It's tools for importing, exporting, and modifying all the mesh types in Galaxies, in Blender 2.5.
The aim here is not just to make another conversion system to change the format to something more workable, but rather, to create a suite of tools that aims to be the DEFINITIVE support for the .MGN, .MSH, and .SKT files of Star Wars Galaxies. I intend to allow support for all aspects of these complicated files, directly editable in Blender.
UV Unwrapping
Female mesh in 3D view
The first release may only include an Importer for .MGN files. While that doesn't sound very useful, it will allow us to analyze the files a little better, and make way more advanced tools (like the .MGN exporter). It also will allow us to leverage Blender's relatively decent UV unwrapping abilities to bake all kinds of texture information into Galaxies meshes. I'll leave you with an example of this, in the form of some modified skin textures in-game;
Early test texture, back tatoo.
Recent test texture, back tatoo & very high-res texture.
I'll need a place to start placing tutorials on how to use the suite once it's available. Suggestions are welcome!
Easy fix. Go download blender 2.58 https://download.blender.org/release/Blender2.58/Blackadder153 said:Bummer, Using the latest version of Blender and it won't open the files. I really wanted to do some editing.
slight problem. tried using the downloads and it only accepts .mgn, not .msh. The thing I'm trying to import is a .msh.Kamara said:Easy fix. Go download blender 2.58 https://download.blender.org/release/Blender2.58/Blackadder153 said:Bummer, Using the latest version of Blender and it won't open the files. I really wanted to do some editing.
Then get the mtg mesh suite http://www.modthegalaxy.com/forums/mydownloads.php?action=view_down&did=4
Once you've downloaded blender 2.58 open the blender file then> click on the folder 2.58 then>scripts then addons. When it is open drag the io_import_mesh_SWG (from the mesh suite) into the addon's folder. Before closing it out make sure to grab a copy of the "blender.exe for your desktop to execute the program so you don't have to go digging into the folder every time to use it.
Then fire up blender 2.58.
At the top click on> file, then> user preferences, Then> add-ons. Scroll down till you see> import-export: import export SWG file types (.mgn .msh).
check the box.
You should now be able to bring .msh and .mgn objects into blender. "IF" you have to .tre explorer which you need to extract the files from to your desk top to pull them into blender.
I explained this in the simplest terms as I can for "anyone" who might want to take a stab at playing with the content "for the first time". If your more savvy than I was when I first attempted I apologize, and meant no slight to your knowledge or skill level. Truth be told I was very over my head the first time but I kept at it till I figured it out lol.
Another tip I'd like to give is when you extract something from the .tre explorer make a folder (which is an option the .tre explorer offers) and extract the entire chain into it so you can see the textures and shaders for the objects as well. (but requires a DDS plugin). /hats off to the tool makers for those options as well.
From blender you can export in just about every other format to take the objects into other programs.
I hope this was helpful /deepbow.
Not to derail this thread but what's the problem? It can copy as hex for pasting into the hex editor or as a string for pasting into a text file. Ctrl+c is bound to the text form, perhaps people would prefer it the other way around?duffstone said:Sytners editor still doesn't do copy / paste as nicely as tre-explorer / a normal hex editor...
export it from what? import into what? all my results are coming from blender...fortross said:BLTS sects are related to blend shapes (adoptation of mesh for different body shapes) so loose it will be bad especially for wearables. My tool can export it correctly, but I don't have import option at this moment...
Right click on highlighted bytes > copy, then paste from the context menu works.duffstone said:sytner: ctrl+c & ctrl+p functions aren't that fantastic. they don't work for datatables (you can copy out to excel for example, but you can't paste back into your editor), and for hex, I haven't completely figured out what it's trying to do... example(v3.3.2.0):
this (hex):
726f6f74007370696e6531007370696e6532007370696e6533006e65636b006c636c6176006c61726d0072636c6176007261726d00
Copies out as:
<bh:72><bh:6f><bh:6f><bh:74><bh:00><bh:73><bh:70><bh:69><bh:6e><bh:65><bh:31><bh:00><bh:73><bh:70><bh:69><bh:6e><bh:65><bh:32><bh:00><bh:73><bh:70><bh:69><bh:6e><bh:65><bh:33><bh:00><bh:6e><bh:65><bh:63><bh:6b><bh:00><bh:6c><bh:63><bh:6c><bh:61><bh:76><bh:00><bh:6c><bh:61><bh:72><bh:6d><bh:00><bh:72><bh:63><bh:6c><bh:61><bh:76><bh:00><bh:72><bh:61><bh:72><bh:6d><bh:00>
equals this (string):
root.spine1.spine2.spine3.neck.lclav.larm.rclav.rarm.
copies out as:
root<bh:00>spine1<bh:00>spine2<bh:00>spine3<bh:00>neck<bh:00>lclav<bh:00>larm<bh:00>rclav<bh:00>rarm<bh:00>
But there's no way to paste any of that back into your tool. again, copying out is feasible with some text editing and parsing, but I haven't found a way to paste anything meaning full back in.
-Duff
from MGN to FBX. Then it can be imported to Blender (or any other 3D software)...duffstone said:export it from what? import into what? all my results are coming from blender...fortross said:BLTS sects are related to blend shapes (adoptation of mesh for different body shapes) so loose it will be bad especially for wearables. My tool can export it correctly, but I don't have import option at this moment...