Original description of MeshView by Tamschi:
I'm working on a new mesh viewer for TQ and IT:
(https://i.imgur.com/g2ggghu.png)
This is an early screenshot, but you can already see the default material. It's a gradient based on the texture coordinates, so the borders you see are where the texture is stitched.
(https://i.imgur.com/UtKzaYq.png)
The program supports loading more than one mesh at a time and the meshes' source folders are automatically scanned for textures. (The texture's extension is ignored, it starts with the shortest matching filename, in alphabetical order, then proceeds to the longer ones.)
(https://i.imgur.com/fxYkqU3.png)
Supported texture formats are TQ textures and XNA or WIC compatible image files:
tex, dds, dib, hdr, pfm, ppm, tga, jpeg, tiff, gif, png, bmp and HD Photo + any WIC plugins installed on the computer.
(https://i.imgur.com/ltNDHzb.png)
Additive shaders are rendered as emissive textures, so it is possible to preview glowing auras.
(https://i.imgur.com/Xrmf0Sv.png)
The background color can be changed the same way as the colors of the lights. Text inputs in MeshView are somewhat different from those in most other programs: Because there are no input dialogs or save buttons every input is applied directly to the rendering. If the input is invalid, the background turns red and the value is ignored until it changes to a valid one. If a valid value is entered, the text field's background turns green as soon as the changes are applied.
(In case there is an input that takes some time to process, the text field will first turn yellow and then green or red to show whether the changes have been saved.)
I finished the save module for meshes, so this is now a functional mesh editor.
The COLLADA export seems to be easier than I though: I finished a very basic export for vertex positions and normals! The code is relatively simple, so I should be able to add texture support and skeleton export in the next few days.
(https://i.imgur.com/SFz4I0Z.png)
Imports are more complicated, but it's doable.
I finally got the texture coords working:
(https://i.imgur.com/S6sistX.png)
Softimage's crosswalk import seems to be picky about where I link the vertex parameters, so I moved it where every 3D program can understand it. I still had to manually select the textures, because the program didn't recognize the effect definitions. The next thing I want to add are bone definitions and proper rigging...
On a side note: I ran a test on some of the msh files: Most were working fine, but some of the shader definitions contained duplicate texture references. I added a workaround, but the exporter's behaviour may differ from the game's when loading these meshes.
The bone indices in the weights are a bit... strange. You can sort them manually with the panel under "Vertices".
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I updated MeshView to version 1.2. It's now portable and you can import .obj files over existing meshes. It's similar to MeshDrawCS' import function in that you need a base mesh to load a .obj, but works properly, merges multiple normals per vertex and lets you import small meshes over larger ones to create objects with any number of vertices and triangles.
(The last one is untested, should work though...)