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Microsoft Windows XP [version 5.1.2600](C) Copyright 1985-2001 Microsoft Corp.C:\Documents and Settings\PG>cd bureauC:\Documents and Settings\PG\Bureau>cd metaC:\Documents and Settings\PG\Bureau\Meta>3ds2msh i=preetage.3ds o=preetage.msh3ds2Msh converterCopyright by Vinka release 20020904 betaUsage : 3ds2msh i=<input file> o=<output file> [s=<scale>] [a=<axis order>] [f=<uv>] [n=<angle threshold>] [t=(x,y,z)|keep] -<input file> : 3ds file to be converted (default extension .3ds) -<output file> : msh file to be written (default extension .msh) -<scale> : (x,y,z) coordinates will be multiplied by scale (default 1.0) -<axis order> : string specifying exchange and mirror of axis (default xyz) the default axis order is xyz, you may exchange axis by giving another order (for example : yxz exchange x and y) to mirror an axis, add a '-' before the axis, mirror is performed after axis exchange (for example : y-xz will first exchange x and y and then mirror the new y axis (old x axis) -<uv> : UV texture reverse coordinates. you can set u or v to reverse only one direction -<angle threshold> : if the angle between the vertex normal and the face normal is greater than the angle threshold new vertex will be generated angle values are between 0 and 180░ (use a greater value to avoid new vertex generation) -<(x,y,z)> : global translation of all mesh -<keep> : keep the 3ds origin -groups are sorted by transparency and material names -all material names starting with TH_ will generate a center coordinates of the face with this material in the file thruster.txt