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=WIP=
 
==Introduction==
 
==Introduction==
The Mesh format *.msh is Orbiter's 3D Model Format. It supports vertex normals, materials and textures.
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The Mesh format *.msh is Orbiters 3D Model Format. It supports vertex normals, materials and textures.
The 3DModel.pdf, availabe in the Orbiter SDK ([[http://www.medphys.ucl.ac.uk/~martins/orbit/download.html download]]) describes the mesh format in detail.
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The 3DModel.pdf, availabe in the Orbiter SDK ([[http://www.medphys.ucl.ac.uk/~martins/orbit/download.html download)]] describes the mesh format in detail.
  
==Converting to 3ds==
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==1. Converting to 3ds==
We are going to use a tool that can convert from a 3ds format to Orbiters Mesh Format. If you already have your model as a 3ds, proceed to step 2.
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(Anim8or)
If not, download [http://www.davidhsmith.net/downloaditems/3dexplor1_5.exe 3D Exploration 1.5]. This tool allows you to convert form a wide range of 3D Formats into the 3ds Format we need.
 
  
==Converting to msh==
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==2. Converting to msh==
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(3ds2msh
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(mesh_Maker)
  
There are a number of options available: [[MeshMaker]], [[3ds2msh]], [[max2msh]] and [[blorbiter]].
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[[Shading]]
 
 
Radu Poenaru's [[MeshMaker]] can be found [http://orbithangar.com/searchid.php?ID=632 here].
 
You have to name your 3ds file input.3ds, and place it into the same folder as MeshMaker. Then execute MeshMaker. It generates a debug.txt file. About changes you can make here, please read the Meshmakers documentation, or the tips about [[Shading]]. After that, execute MeshMaker again. It now converts the debug file into the desired msh file, named output.msh.
 
 
 
What to do, when the output file does not work:
 
*Download [[Anim8or]], open the 3ds file from step one in Anim8or, then export as input.3ds. This should make your 3ds compatible with MeshMaker
 
*Delete any old debug.txt and output.msh files first, then try again.
 
 
 
[[Vinka]]'s [[3ds2msh]] is an alternative stand-alone program. There are also other tools available to convert from gmax, Blender or Lighwave to msh.
 
 
 
[[Mindblast]]'s [[max2msh]] (from [http://www.nestadlinn.de/orbiter/ Mindblast's page]) is a script to be run from within 3D Studio Max; it handles both import and export of .msh files.
 
 
 
[http://sourceforge.net/projects/blorbiter/ blorbiter] is another available option for people who would like to create Orbiter models in [http://www.blender.org/ Blender]. It offers import and export scripts for the Orbiter .msh format.
 
 
 
Blender 2.6 to Orbiter import/export addon can be downloaded [http://gitorious.org/blender-orbiter-io/blender-orbiter-io/archive-tarball/master here]. You can import/export from/to .msh files with this addon in Blender 2.63+. This addon exports/imports geometry, UVs, materials and textures.
 
 
 
==Tips&Tricks==
 
*[[Shading]]
 
 
 
[[Category: Articles]]
 
[[Category:Orbiter 3D model]]
 

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