Author Topic: [info].msh structure notes  (Read 2737 times)

tirpider

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[info].msh structure notes
« on: October 22, 2011, 08:38:37 PM »
Notes on SWBF .msh file structure.
I want to be able to manipulate model features and geometries without XSI. In order to do that, I need the file format.

Ande has a site dedicated to this exact information. (link: www.ande.pytalhost.eu)
If anything in this document confilcts with what he has, I would go with what he has.
Some (a lot, particularly the CLTH stuff) of the following is straight from there, as I have no way to test it.

.msh MAIN CHUNK HIERARCHY
Spoiler (click to show/hide)

.msh BONE HIERARCHY (MODL chunks)
Spoiler (click to show/hide)

.msh TAG OFFSETS AND DESCRIPTIONS
Spoiler (click to show/hide)

I believe the above is pretty complete for the purposes of recognizing and translating the msh data. As I run across errors, I will correct them. The code I am building is drawing directly from the info in this document.
I am now moving on to explore the next level of abstraction the data represents. Envelopes, smoothing groups, IK chains and such.

The attatched tools will br removed when I make suitable replacements for them.
They are all being re-written from the ground up to include everything I have learned in the last several months.
I haven't decided if they will be several small tools, or a single tool with several options.
I do know that none will have a GUI. All input and output will take place through the console or via txt files.

I don't think there will be much more that I can do with the raw format, utillity-wise. But I am looking into various ascii formats. Perhaps I can takea swing at, say, a msh to obj converter that doesn't loose half the msh data (like the entire skeleton.)

-next update : re-tooling the tools. (testing)
« Last Edit: May 23, 2012, 08:24:18 PM by tirpider »

Led

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Re: [info].msh structure notes
« Reply #1 on: October 23, 2011, 02:24:56 AM »
nice work.  I wish I new enough to be able to help you...
Don't believe everything you read on the internet

SleepKiller

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Re: [info].msh structure notes
« Reply #2 on: October 23, 2011, 02:47:05 AM »
i argree certainly nice work. Good job!

tirpider

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Re: [info].msh structure notes[wip]
« Reply #3 on: February 27, 2012, 10:37:57 PM »
-edit
Sorry about hijacking my own post.
Ran out of room above.

.msh SPECULATIONS
Spoiler (click to show/hide)

SOURCES
Spoiler (click to show/hide)

TOOLS USED TO FIGURE THIS OUT
Spoiler (click to show/hide)

-edits-
Spoiler (click to show/hide)
« Last Edit: May 20, 2012, 04:01:41 PM by tirpider »

RepComm

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Re: [info].msh structure notes
« Reply #4 on: December 26, 2017, 05:35:53 PM »
CAMR -> DATA info (will edit per find):

Last two floats are camera's near and far ranges.
I am comparing values to camera data on XSI soft image. I'll keep adding values and eventually structure them when I get back to internet land..

There isn't a way for me to live test values because ZETools doesn't even export camera tags.. maybe we really do need xsiaddon to work so we can flesh the format out completely.
« Last Edit: December 26, 2017, 05:38:09 PM by RepComm »
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Rewriting reusable code for swbf_web_client, a browser implementation of battlefront that connects to the original game's servers.
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tirpider

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Re: [info].msh structure notes
« Reply #5 on: December 26, 2017, 10:53:05 PM »
Awesome! I'll update the above when you post it.

I don't even know if it is a field the original xsiaddon would produce. (Going off memory so I may be wrong about this) I gathered a lot of information from ancient, exotic places online. One that comes to mind is a modding community for the old Battlezone game, they have a lot of tags that don't exist in Battlefront MSH files. So some of the stuff may be depreciated data structures that the mungers would just ignore or try to smash in with a surrounding tag.