Author Topic: How to isolate pieces of a msh p1 Piece Removal  (Read 774 times)

tirpider

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How to isolate pieces of a msh p1 Piece Removal
« on: June 18, 2012, 08:22:32 PM »
HOW TO ISOLATE PIECES OF A MSH
(without using a model editing program)

WARNING:
Spoiler (click to show/hide)


The following 5 walkthroughs will explain how to isolate and remove geometry from SWBF msh files and optionally make an addon msh or add them into other msh files.

It is very simular to hex-editing, but there are tools inplace to help eleminate some of the basic errors that hex editing is plagued with.

The benifit to this method, is that it allows for editing the msh files (and even kitbashing, to some degree) while maintaining all the nulls that would be lost using existing converters.

Some of the process is rough around the edges, some of it is incomplete. All of it is made up as I go. :)
Once you get the flow down, it isn't as involved as I make it out to be.  But it is a little tricky at first.

It involves hex-editing, munging, file and folder managment, spreadsheet work, and a little image editing.
I'll try to be as complete as I can, but it's easy to get hung up on any of the above.
Hopefully we will all be masters of all the above by the time this is done.

In this thread I will do (cut up) 5 examples. Each has a bit different method.
I focus on units, because that's what I have studied and they seem the most involved.
  • Piece Removal: Remove the backpack from: BFBuilder\Assets\Sides\IMP\MSH\imp_inf_shocktrooper.msh
    This method is good for removing pieces from an existing MSH.

  • Adding A Piece: Place the same backpack onto another unit.
    This is my method for "hex editing" chunks onto other units.

  • Make An Addon: Make the above Backpack into it's own msh (for use as an addon msh)

  • Extraction: [not done]<Isolate a part of a mesh thats embedded in another><subject to be determined>
    This is pure magic in the most conveluted manner possible.

  • Manipulation: [not done]<move and scale pieces>
    This is an insane adaptation of the Extraction magic.



-edit
I'm sorry, but I have canceled the last 2 portions of this guide. The first few are still good for basic tasks, but the last two are too much for me to explain.  More info at the begining of the Extraction post.
end edit



EXAMPLE 1
remove the backpack from: BFBuilder\Assets\Sides\IMP\MSH\imp_inf_shocktrooper.msh

We are going to take the shocktrooper's backpack off.
You can use the same method to take any named MODL off a MSH.
The difference between doing this to a unit and doing it to a prop is that the unit has an array of nulls(the skeleton) that must be left in place.


Basic Process:
  • Workspace Setup
  • MSH Teardown
  • MSH Modification
  • MSH Test


Tools Needed:
Spoiler (click to show/hide)


References:
Spoiler (click to show/hide)


Detailed Instructions:
Before Doing Anything:
Spoiler (click to show/hide)


Workspace Setup:
Spoiler (click to show/hide)


MSH Teardown:
Spoiler (click to show/hide)


MSH Modification:
Spoiler (click to show/hide)


MSH Test:
Spoiler (click to show/hide)

Rename the msh from tst_inf_tst.msh to whatever suits you and do as you will with him :)

Done.

Example Files (5 mb rar)

-Some things left to do
--The shadow of the pack will still be there.
--Each MODL has a MNDX number. If there are duplicates, things wont work right. But It can handle a missing number.
--This can be done to the lowres model of the same unit for completeness.

/end EXAMPLE 1

In the next one we will put that backpack on another unit.
« Last Edit: November 02, 2012, 09:01:28 PM by tirpider »
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Phobos

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Re: [WIP]How to isolate pieces of a msh
« Reply #1 on: June 18, 2012, 08:24:41 PM »
Get well soon. I look forward to this very much.

 :sick::(

tirpider

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How to isolate pieces of a msh p2 Adding A Piece
« Reply #2 on: June 23, 2012, 09:24:41 AM »
EXAMPLE 2
Place a backpack onto rep_inf_ep3trooper
Same as before, but this time we will add a piece.
Specificly, we will add the backpack from the Imperial ShockTrooper, to the EP3 Clone Trooper.



Basic Process:
  • Workspace Setup
  • MSH Teardown
  • MSH Modification
  • MSH Test


Detailed Instructions:

Before Doing Anything:
Spoiler (click to show/hide)


Workspace Setup:
Spoiler (click to show/hide)


MSH Teardown:
Spoiler (click to show/hide)


MSH Modification:
Spoiler (click to show/hide)


MSH Test:
Spoiler (click to show/hide)

Rename the msh from tst_inf_tst.msh to whatever suits you and do as you will with him :)

Done.

Example Files (5 mb rar)

-Some things left to do
--The shadow of the pack is not there.
--This can be done to the lowres model of the same unit for completeness.
--Th filenames of the material tga's could be altered so that this guy doesn't have to share a skin with a normal trooper.

Next:
Make An Addon: Make the above Backpack into it's own msh (for use as an addon)
« Last Edit: June 24, 2012, 02:29:18 PM by tirpider »
I am compensating for a lack of skill with pure determination and tenacity.

tirpider

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How to isolate pieces of a msh p3 Make An Addon
« Reply #3 on: June 24, 2012, 02:32:34 PM »
    EXAMPLE 3
    Make An Addon
    Specificly, we will make an addon msh out of the backpack from the Imperial ShockTrooper in the previous examples.


    Basic Process:
    • Workspace Setup
    • MSH Teardown
    • MSH Modification
    • ODF Setup


    Detailed Instructions:

    Before Doing Anything:
    Spoiler (click to show/hide)


    Workspace Setup:
    Spoiler (click to show/hide)


    MSH Teardown:
    Spoiler (click to show/hide)


    MSH Modification:
    Spoiler (click to show/hide)


    ODF Setup:
    Spoiler (click to show/hide)

    Done.

    Rename the tst_inf_tst.msh to ADD_Shocktrooper_Backpack.msh (or whatever you decided to call it,) and pair it with the Imp_inf_trooper_pack.tga and the above ODF settings and enjoy.


    A half finished Tusken Raider taking his new Shocktrooper Backpack out for a picnic.
    Example Files (5 mb rar)

    Next:
    Isolate a part of a mesh thats embedded in another
    « Last Edit: July 10, 2012, 09:39:39 PM by tirpider »
    I am compensating for a lack of skill with pure determination and tenacity.

    tirpider

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    Re: How to isolate pieces of a msh p4 Piece Extraction
    « Reply #4 on: July 10, 2012, 09:52:53 PM »
    -edit by tirpider
    This post is just me doubting my abilities and figuring out where to go from here.
    The real EXAMPLE 4 begins a few posts down.

    Spoiler (click to show/hide)
    « Last Edit: July 14, 2012, 06:14:58 PM by tirpider »
    I am compensating for a lack of skill with pure determination and tenacity.

    UNIT 33

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    Re: How to isolate pieces of a msh p1 Piece Removal
    « Reply #5 on: July 13, 2012, 03:14:25 PM »
    You absolute star, this tutorial is amazing gravy. 
    I really must find the time to follow it as I need to remove the back-packs from the SWBF2 Alliance side.

    tirpider

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    Re: How to isolate pieces of a msh p1 Piece Removal
    « Reply #6 on: July 13, 2012, 03:43:35 PM »
    You absolute star, this tutorial is amazing gravy. 
    I really must find the time to follow it as I need to remove the back-packs from the SWBF2 Alliance side.

    This makes me happy :)

    The tools and technique work with lowres msh's as well.
    Unfortunately, I have no easy way to do anything with shadow volumes. (sv_ MODL chunks)

    But having units with matching lowres is pretty good concidering the nature of it all.
    I am compensating for a lack of skill with pure determination and tenacity.

    UNIT 33

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    Re: How to isolate pieces of a msh p1 Piece Removal
    « Reply #7 on: July 14, 2012, 04:55:16 AM »
    So I have started with the SWBF 1 Soldier.. and I can't seem to find the chunk responsible for the back-pack? It doesn't seem to be named anything obvious.
    I moved "043_Mat_3_All_inf_trooper_packs.tga" into recycle, which gets rid of the textures thus leaving the model with a big white, textureless back pack... but the chunks are hiding from me.
    Otherwise I now understand how all this lark works, as I've found the time to follow you tutorial :).

    Sorry if I'm being an idiot and missing something in-front of me.
    « Last Edit: July 14, 2012, 05:17:39 AM by Unit_33 »

    tirpider

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    Re: How to isolate pieces of a msh p1 Piece Removal
    « Reply #8 on: July 14, 2012, 12:19:36 PM »
    Otherwise I now understand how all this lark works

    heh
    You can see how I struggled to explain it then :)

    On to the backpack.
    You aren't missing anything.
    The chunks don't always have descriptive names and that IS annoying.
    But it isn't the end of the road.

    I know 2 ways to find it.

    1 - guess.
    Just pull a chunk out temporarily, build it, and see what is missing.
    If it is the wrong one, put it back and try another.

    2 - load it with a program that can load msh files AND lists the MODL chunk names.
    I use the shareware version of 3D Object Converter for this. (link)
    It has some issues with 3rd party msh files, but a lot of stock msh files load without a problem.

    Anyway.. A quick screenshot of 3DOC:
    Spoiler (click to show/hide)
    The arrow is pointing at the button to turn the object and material selector on or off.
    The names in the object selector are the names of the MODL chunks.
    If a MODL has more than one SEGM, it will show up as "3D_Object" in the object selector.
    Clicking once on each of the items under 3D Scene will highlght the object.


    If you run across a msh that won't load in 3DOC, sometimes you can move the shadow volume (sv_*) to recycle, build and load.
    Just remember to put it back in when you are done viewing.
    Doesn't always work, some msh's need to have small errors fixed befor 3doc will recognize them.
    They are to numerous to list, really, but I can provide workarounds and patches for them as they come up.

    I am compensating for a lack of skill with pure determination and tenacity.

    UNIT 33

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    Re: How to isolate pieces of a msh p1 Piece Removal
    « Reply #9 on: July 14, 2012, 01:15:55 PM »
    Aha! Now that works like a dream. I have now edited a model. Oh joy!

    Thanks!

    tirpider

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    Re: How to isolate pieces of a msh p1 Piece Removal
    « Reply #10 on: July 14, 2012, 01:23:32 PM »
    Groovy!

    If you have any suggestions about either the method or the tools themselves, feel free to suggest.
    They are a constant work in progress and I try to tailor them to my style of editing. But I'd really like them to become self explanitory someday with user friendly options.
    I am compensating for a lack of skill with pure determination and tenacity.

    UNIT 33

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    Re: How to isolate pieces of a msh p1 Piece Removal
    « Reply #11 on: July 14, 2012, 04:14:12 PM »
    Ok... but what about pieces of msh which don't seem to have a single chunk?
    For instance the low resolution model for the Alliance Soldiers' back pack is contained within the same chunk which deals with the body.

    Similarly the SWBF2 Alliance Soldier's back pack shares chunk with various bits and bobs...

    Does this fall under the WIP section of you tutorial?
    « Last Edit: July 14, 2012, 04:19:02 PM by Unit_33 »

    tirpider

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    Re: How to isolate pieces of a msh p1 Piece Removal
    « Reply #12 on: July 14, 2012, 05:03:06 PM »
    Ok... but what about pieces of msh which don't seem to have a single chunk?
    ...
    Does this fall under the WIP section of you tutorial?

    Yes.

    /begin wall of text
    Isolating them is quite a bit more involved.

    You can see me struggling to find words for the process in an earlier post.
    The basic idea is to load the actual data for the chunk into a spreadsheet and use patterns in that data to illuminate pieces.

    The data I trace is the UV's.

    When you look at the UV's for a msh, there are bits and pieces seemingly self contained.
    The WIP above finds all the vertecies associated with a set of selected UV's.
    Once found, the vericies are either isolated or removed and the SEGM for it is rebuilt via the autoit scripts provided in the kit.

    It's possible to even extract pieces within a discrete "UV piece" (again, no words) but it's better to stay with the piece as outlined by the UV's.

    I am not certain, but I believe what I am isolating are the individual smoothing groups.
    The vertecies along the edge of the "UV pieces" are typically duplicated, having identical coordinates, but different UV's and different normals.

    I had hoped to automate the process of tracing the edges, and I suppose I still could.
    Eventually, I will have to identify the smoothing groups and define them for my msh2milkshape converter.
    ....

    But yes, the stuff that isn't in a discrete SEGM or MODL is a bear to get to.
    I am compensating for a lack of skill with pure determination and tenacity.

    UNIT 33

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    Re: How to isolate pieces of a msh p1 Piece Removal
    « Reply #13 on: July 14, 2012, 05:22:01 PM »
    I suggest that if there is no applicable vocabulary you should make up some words ;)

    I shall endeavour to freshen up my spreadsheet skills to be able to proceed ...
    I usually only use them for mundane tax schlock.
    « Last Edit: July 14, 2012, 05:23:32 PM by Unit_33 »

    tirpider

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    Re: How to isolate pieces of a msh p4 Piece Extraction
    « Reply #14 on: July 14, 2012, 06:16:46 PM »
    -edit.
    Before i can let you get excited about this.. I must let you down.

    Explaining this process is so much like explaining how to use a computer in general. I have a hard time staying on track and in the mean time, I'm not furthering the msh research itself. In short, this burnt me out and made me reconsider what I'm doing here.

    I've recenly made some interesting discoveries about how to manipulate the data that would be in this spreadsheet process, but it will require a signifigant change to the existing tools. I'm going to cancel the last 2 parts of this series, as I make those changes. The result will be a more self explanitory toolset that lends itself to a more productive model alteration process.

    The next few posts will explain how to get started, but it cuts off just before it gets real. If you are adventurous, PM me and we might be able to set up a chat somewhere (xfire perhaps?) where I'll walk through it and answer questions.  Once you have it down, it's about an hour process for a single segm. Walking through it will, of course take longer, so we would need to schedule a time.

    I appologize, but this is just a bit much for me and would rather be cutting the msh's up than trying to explain a novel process that's better done in a professional modeling program.

    end edit

    You know what?
    I'm just going to dive into this write up.

    Like the above walkthroughs, I will probably miss some things, but I have made plans and alternatplans, and talked about stuff for to long. I worry too much about getting it 100% right the first time, and all that does is keep it from happening.
    We learn from our mistakes, yes?

    If I miss anything, I expect that those who want to pursue the method will ask for clafification or further instructions.


    WIP

    EXAMPLE 4 - Piece Extraction
    Removing the earpiece from all_inf_snowtrooper.msh

    INTRODUCTION
    Spoiler (click to show/hide)

    PRE-REQUISITES
    Spoiler (click to show/hide)

    This section is complete.
    Next are various setup steps that assume you have the above pre-requisites installed and configured properly.

    « Last Edit: November 02, 2012, 08:39:04 PM by tirpider »
    I am compensating for a lack of skill with pure determination and tenacity.

     


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