Modeling question

All I found on vegastrike's wiki was info about xmesh and xunit. What do I make of bfxm? It seems to be a successor format.... how do I go back and forth? ^^;
 
use mesher.exe

xmesh to bfxm:
mesher.exe ./yourxmesh1.xmesh ./yourbfxm.bfxm xbc (that's Xmesh Bfxm Create)
mesher.exe ./yourxmesh2.xmesh ./yourbfxm.bfxm xba (Xmesh Bfxm Add for the second mesh and all after it)

bfxm to xmesh:
mesher.exe ./yourbfxm.bfxm ./yourxmesh.xmesh bxc (will create all the xmeshes, just run once)
 
awesome, i'm playing with it now! How about the .cob format? I understnad that's what Origin used for wc3/4... is it something only they have an editor or converter for?
 
you have to download deep exploration to convert cob to obj

there are other 3d editors that use cob... writing a converter from cob is really annoying if you want to preserve textures

I'm sure there are people in the WC community that can help you convert models...mkruer had a cob converter I thought for instance
 
wow..... cob format means they used Truespace....what in gods name was origin thinking?! to go from max for WC2, Privateer...to truespace....ouch. bad, bad thinking on their part. *shrugs* oh well.
 
nah, it doesn't metter, cause everything depends on the amount of the polies.

I think that Origin was asked to pay more money fro using max,s models (3ds i bet), truespace might turned to be cheaper at this case.
 
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