Meshes SLto Read

Download as pdf or txt
Download as pdf or txt
You are on page 1of 4

MeshesSL version 1.6.0.39.

To Use with CB viewer

The program is oriented to decode the full appearance of a resident (Mesh models only) :

With Darkstorm viewer


right click on avatar name→Darkstorm→XML Export - Select "All" and check
"Download Textures" - Push "DS Export".

Or (Better) use the new Revelator


Right click on avatar name -> More->Export->Xml (On your avatar avatar name ->
Export->Xml) – Select “All” and check “Download Textures” – Push “Save as…”

You can export a single model too checking the check box on the left side of the mesh
name.

Once you downloaded the Xml file,


 Close the viewer.
 Open MeshesSL.exe
 Check the “Data.db2.x.x folder path” : must point to the Texture path cache for
the viewer you used for export the xml file.
 Select the exported xml (Xml file to read).
 Push “Create dae files for all models”

Features:

 Reads the xml file downloaded with the option "All". (Containing all items
attached to the avatar, prim or mesh, and wearables).
 Create dae file for rigged meshes.
 Create dae file for unrigged meshes.
 Create the XML file for linked prim.
 Create wearables asset files(wearables included in the xml file downloaded.
 Create the XML file to be used by the script. (The name of the mesh IW and the
physical characteristics, position, rotation and scale will be fixed by a script that
will be posted asap)
 Use Zlib decoder native framework (don't need the external zlib.dll)
 Use the most hight lod contained in the slm file.
 Save list of "not found" slm files.
 Save list of models stored in the cache.

New Features in version 1.6.0.39:


 Option to assign unique material to each face. This is expected to exceed the error
on the materials during the upload. (credit to skyebreeze)
 The structure <polylist> in the <geometry> has been replaced with the structure
<triangles>. In this way it overcomes the barrier of 21844 triangles. (credit to
skyebreeze)
 Added a check on the presence of a custom skeleton. If the mesh uses a custom
skeleton, then the dae file will contain this skeleton that will overwrite the
standard SL skeleton (the ReadMe.txt file show if you have to check “Include
joint positions” during the uploading of the model IW.

All files created (Link to Dae files, xml files, asset, wearables, ReadMe.txt file) are stored
in subdirectories starting from the path of the file xml downloaded.
List of "not found" (Slm-Not-Found.txt) and list of models (CacheList.txt) are stored in
the MeshesSL.exe path.
Program cache (SLM_Files and DaeFiles) is located in the subdirectory "MeshesSL" in
AppData→local.

Preference (Menu Tools):

Selected by checking the checkbox

a. Write dae chache list. If selected, on exit the program, the file "CacheList.txt"
contains a full list of models (.dae files) stored in the program cache.
b. Write slm "not found" list. If selected, on exit the program, the file "Slm-
NotFound.txt" contains the full list of meshes not in VFS. The list is very usefull
because you can insert the missed slm files into the VFS. To copy a slm file into
the VFS you can use the "Pretend item" function of DS. Copy the slm UUID from
the list and paste it into the asset text box, select "mesh" from the comboBox, then
push "OK". Wait for the hex value are shown in the window and close the
window. Done!! The file slm has been copied into the VFS.
c. Write model readme file. If selected, the file "ReadMe.txt" is created. The file
contains info on the model.
d. Write wearables. If selected, create wearables asset files (wearables included in
the xml file only).
e. Create xml for script. If selected, write a file xml to be used by the rename
script(future option).

Q&A

Q: A pop up say “Mesh non in VFS”

A: The error indicates that the mesh is not in the VFS.


The reasons may be as follows:
1) did not wait the full load mesh IW.
2) the Path of the texture cache is not the same as the viewer used
3) After you've downloaded the file xml, you stay connected to SL for a long time and
the mesh was removed from the VFS to make room for new data.

Q: I think its fitted mesh still not perfect to see with Blenders and other Programs

A: When a mesh is imported in SL, some information is simplified.


For example: Positions, Normals, Texcoord are recalculated in order to have the same
number of vectors.
Vertices are, accordingly, also recalculated.
I reconstruct the mesh from the data derived from the VFS and, therefore, recalculated by
SL.
The file dae I get is compatible with SL but, often, has compatibility issues with Avastar
and Blender.
Nothing is impossible !! it is theoretically possible to reconstruct the missing data, but it
is worth it?

Q: Where is “Data.db2.x.x folder path”

A: is the texture cache path folder for the viewer you are using
If you don’t make any change to the texture cache location in your viewer then the path
(win 10 SO) is C:\Users\<username>\ AppData\Local\<your viewer name>.

AppData folder is normally a hidden folder.


In this case, to make it visible Check the radio: File Explorer>File>Folder
Options>View>Show hidden files, Folders and Drives

If you changed the texture cache location in your viewer then you can see the new
location here (Darkstorm viewer)
Q: All the meshes in the imported model take the same name. How to apply texture
to imported meshes.

A: Mesh name:

The upload of rigged mesh in SL has many flaws:


 All of the mesh links take the name of the root mesh (the first one)
 The UUID of the texture can not be assigned to the mesh during the upload.
 The features of the faces are set to default values (color white, no trasparency)
regardless of the contents of the file dae.

Meshes need to be textured IW.

These are not defects of my tool, but depend from the process of import of rigged meshes
in SL

When the mesh is made up of a few prim (2 or 3) is very easy to apply the texture and
change the name IW.
But, when a mesh is made up of more than 100 prim, then the work is very hard.

This also happens if you import a mesh built with blender.

You might also like