Author Topic: BfMeshView 2.3.2 released  (Read 234 times)

Offline Remdul

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BfMeshView 2.3.2 released
« on: 11-01-2017, 18:01:36 »
I just released a new version (BfMeshView 2.3.2)!

http://www.bytehazard.com/bfstuff/bfmeshview/

The highlights:
* added 'Copy UV Channel' tool
* added mouse wheel zoom to 'UV Editor'
* added 'Fix Overgrowth Alpha Mode' for BF2 .staticmesh
* added 'pro user' mode to skip overwrite warning on mesh save (enable in "config.ini": promode=1)
* added option to choose UV channel for OBJ export
* added option to export transformed vertices for OBJ export
* fixed OBJ export UVs being vertically inverted
* fixed error message when selecting missing material texture maps
* 'Generate Samples' tool now automatically reloads samples

Feedback welcome. Please report regressions and new bugs.

Offline Watchtower1001

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Re: BfMeshView 2.3.2 released
« Reply #1 on: 11-01-2017, 19:01:26 »
Thank you Remdul. You are awesome.  The other day I noticed that being able to export a single LOD individually as its own .Obj file would be extremely handy if manually selected that particular geometry in the program then hit export.  Or export options with ability to check or uncheck the LODs you want to export out of the model

Also, it's still a bit difficult to delete out LODs.  The program states at least one LOD is needed.  Example when trying to modify one of the stock kits, I could not delete out all but one LOD, didn't seem to work.  It be very nice if you removed those restrictions if possible.  It makes hacking parts and pieces of models to form new ones easier. 

Was working on new kits for the cmp project.  Harmoniker helped with accessing the max files... but for those of us that don't have direct access to that fh2 repository that basically makes those things impossible.   Ty and gg

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Offline Remdul

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Re: BfMeshView 2.3.2 released
« Reply #2 on: 11-01-2017, 19:01:20 »
It should be trivial to remove unneeded LODs after import into 3dsmax. I found exporting only the selected Geom/LOD to be a non-intuitive feature, hence the change to earlier behavior. It now simply exports everything.

Don't use the default 3dsmax OBJ import plugin, it is horribly, horribly broken. Use this:
http://guruware.at/main/objio/index.html

With this plugin, Geoms and LODs should be properly separate objects when imported into 3dsmax.
« Last Edit: 11-01-2017, 19:01:08 by Remdul »