Ultimate Ripping Tool for Second Life - MeshFix v2

Thread Started By Saeki Amae

44084
210
  • 5 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Rate Thread
#1
Star 
Intro:
Hello! I'm happy to introduce you MeshFix v2, the successor of the TexFix 1.2.1 tool.
This tool has been made to make copying stuff from SL as easy, comfortable, quick and cheap as possible.

Features:

I. Mesh Helper/MeshesSL features:

    1. Conversion from XML to a single or multiple Dae files
    2. Ability to download SLM files and textures (files in cache not required)

II. Improvements over Mesh Helper/MeshesSL:
    1. Full transparency (you don't even have to think about turning xmls into daes -
    the program turns XMLs into Daes as soon as it discovers them in input folder 
    and even copies their address for you, basicly allowing you 
    to open mesh uploader after saving XML without leaving the viewer at all)
    2. Support for static mesh
    3. Increased speed due to using all CPU cores - especially visible during exporting 
    linksets with many prims or multiple linksets in one XML
    4. Increased stability - the app doesn't freeze during working,  shows the work's progress 
    with ProgressBar and meanwhile allows you to do other stuff
    5. The mesh appears to load faster from daes generated by this app (at least for me)
    6. Fixed various bugs

III. All TexFix features:
    1. Ability to automaticly apply textures and other face params on the uploaded mesh
    just like they were in original object without paying any L$
    2. Ability to apply multiple textures and other face params options -  
    just like texture appliers/changers/HUDs do
    3. Smart grouping faces into Slots for easier texture applying

IV. Improvements over TexFix:
    1. Two face-grouping engines to choose: Slots and Switches - making it possible to
    perform even advanced tasks - read the manual for more info
    2. Ability for a Slot/Switch to use the names instead of numbers in commands 
    3. Ability for an Option/State to use the names instead of numbers in commands
    4. Option/State ramdomizer
    5. @nooder requested ability to apply same Option/State number/name to all Slots/Switches
    6. Ability to apply non-face options like positions, shapes, phantom checkbox etc.
    7. No more root naming issue and ability to change prim names without problems

V. New Features:
    1. New GUI interface instead of command-like program
    2. Project Management - allows you to keep all ripped projects in the GUI -
    no more messing with file explorer to find stuff - all kept tidy and clean in the app
    3. Project filtering by a category or project names (regular expressions support!)
    4. Built-in prim editor allowing to enable/disable or delete prims from the linkset and
    edit its params (like prim name, description, position, rotation and so on)
    5. Built-in face applier editor allowing you to give Slots and Switches names and
    modify their behaviour - switch face applier engine, choose which face params the app
    should ignore and which it should take into account and other.
    6. Built-in Option/State editor allowing you to modify, delete and add new Options/States
    of your Slot/Switch
    7. Built-in texture viewer allowing you to view and export applied textures as .png -
    the textures don't have to be in cache
    8. Built-in color picker while modifying face colors in Option/State editor
    9. Support for legacy prims linksets, static mesh linksets, rigged linksets and even..
    mixed linksets! So you can upload your static mesh and rigged mesh in one dae, and then
    the script will add all needed legacy prims with proper params to it automaticly -
    no more problems when your linkset has both legacy and mesh prims!
    10. Automatic root restore - allows you to restore the original root prim -
    normally the mesh uploader changes the root prim of the linkset
    11. MultiDae feature - allows you to export multiple linksets in a single Dae - 
    allowing you to lower the cost of the mesh upload.
    Example: 10 linksets with 1 simple mesh in each normally cost you (10 + 1) * 10 = 110 L$
    With MultiDae feature it will be 10 + 1 * 10 = 20 L$ -  nice savings right?
    12. The Script to break the linkset uploaded with MultiDae back into normal linksets
    so you don't waste time trying to relink it manually
    13. Align function, allowing you to position multiple linksets to each others
    just like they were in original - allowing you to copy designs from
    a simple two-linkset setups up to entire sims.
    14. Dedicated file format - allowing you to share a single or multiple projects 
    (with all texture options, files etc.) with your friends or on the forum
    15. The built-in manual split into pages for easier reading
    16. Surely some more that I simply forgot to mention about - best check yourself!

VI. Plans for future:
    1. Dedicated HUD for applying data to Clients
    2. Adding support for applying material params of faces and more non-face params,
    when the viewers start exporting this data in XML (politely please, someone makes it happen! <3)
    3. Adding support for GLTF materials when they become a thing in SL and the viewers export this data 
    4. Adding support for OpenSim (only SL is supported for now)



Installation:
    1. Download the latest version of this tool from the link down below.
    2. Unpack the MeshFix2.exe file to the location without writing issues - my documents or something like that.
    3. Start the program.
    4. Read carefully the agreement that appeared on your screen.
    5. Make sure you understand it and accept the terms and click "I accept!" button.
    6. Go Help->Manual or just click F1 button in order to open built-in manual.
    7. Read the manual carefully in order to learn how to use this app (wouldn't make sense to paste manual here).
   8. Important! If you get some errors or program doesn't work as intended, don't wait! PM me about the issues or write on forum!


Screenshoot:

[Image: c76097280077eed869c8e2f3f282e637.png]

Safety
This program automaticly adds to the clipboard the address of the dae file so you can open mesh uploader without even having to leave the viewer. While this greately improves the ease of adding new meshes, this behaviour might make the antiviruses see it as malicious behaviour.
I assure you that this program is safe to use and all its functions serve only for the application to work properly.

Download
(Using bit.ly to count downloads)

Important! After you test this app, please leave the post in this thread about your opinions about it - it's really important to me! <3

Latest version: 2.0.4
Mega Link: 

[To see links please register here]


Old versions:
2.0.0: 

[To see links please register here]

2.0.1: 

[To see links please register here]

2.0.2:

[To see links please register here]

2.0.3: 

[To see links please register here]


About the possible new viewer project:
I made separate thread about it. If you are interested, please consider supporting me!

[To see links please register here]


Changelog:
[19.02.2023] Initial Release of 2.0.0 version
[20.02.2023] Update 2.0.1 - Added direct XML import, fixed Darkstorm (and possibly some other viewers) import issue
[24.02.2023] Update 2.0.2 - Fixed the bug with missing description in the XML
[07.03.2023] Update 2.0.3 - Fixed import errors happening for prims with '<' and '>' chars in them, fixed float reading crash
[15.05.2023] Update 2.0.4 - Fixed crash when import importing flexi prims, fixed float reading crash
Reply


Page 20 (The above is first post of this thread)
@Xanadu read page 1 everything is in it what you need for this tool
but better introduce yourself and read the

[To see links please register here]

Don't send Buddy Requests with no reasons
Rules 1-6

[To see links please register here]

Reply


@Xanadu
@Lagertha

Hello you both :)
To answer your question Xanadu, in most cases this bug is caused by the lack of prim linker in the project when the project originally had legacy prims in it.
Create Prim Linker according to instructions and add it to your mesh project and it should be fixed.
And no, currently I don't releave any videos just yet - but others are welcome to do so. 

BUT I have got recently report that the script may ask for prim linker even if there are no legacy prims in the project - and that can lead to errors during applying the script. It is kinda rare bug (nobody until this week has reported me this issue).

I plan to release an update with the bug fix soon.
Reply


@Saeki Amae
thanks for your response.
let me say what i did:
1) created a cube and added Primlinker script. Replied Yes to link and delinking question
2) took PrimLinker ojbect in my inventory
3) put mesh object on the ground and put PrimLinker object in contents
4) create a new script and replace content with meshfix client script
5) i got this error : PrimLinker: LinksetData Error or no names found!

thanks for your help
Reply


@Lagertha

hello Administrator.
i read rules and i suppose i'm compliant. i added a signature .
let me know if i need to do other actions.
thanks
Reply


@Xanadu you didn't agree with the rules and didn't read it correctly
becourse read Board Rules Full step 6

[To see links please register here]

 don't reply use the @
i change it for you next time yourself
deleted 1 double post
Don't send Buddy Requests with no reasons
Rules 1-6

[To see links please register here]

Reply


hey, i have no clue how to use this tool. 
Reply


Hey I'm sorry to bother but I'm fairly new to this tool and using copybotting completely. I have read the instructions manual on the tool but I am very much stuck on what to do. What I did was take a "demo" version of a outfit for example and I did export as xml like I was told. It exported into the tool but I have no mesh or dae file. I don't have a clue what I'm doing wrong. If anyone can help. Do I buy the outfit or no?
Reply


@Isiahx2 you must unrar the tool, then you got folder named Meshfix, 
in that folder you have other folders:
- MF_Input
- ​MF_Output
- MF_Tests
- @config.ini
- MeshFix2.exe
open the Meshfix2.exe tool
drop your xml file in the - MF_Input folder
you will see in the screen what it is doing with the xml file
when its ready you will find the dae file, and the textures etc.. in the ​MF_Output folder (it has no name just a number)
the xml file will be deleted from the input, folder
better drop first your xml file in the test folder and do the same as above
or take a copy from your xml file
Don't send Buddy Requests with no reasons
Rules 1-6

[To see links please register here]

Reply


Don't listen to Lagertha :) Actually in most cases you don't need to use MF_Test folder. 

First of all, check Usage tab. Quick start explains things less detailed.

After your directly export XML to MF_Input, and your project is ready, don't look for dae, just select the project you imported, click "copy" and then in the viewer open mesh uploader and when it asks you for location, in the address bar of explorer paste the address from clipboard - this will direct you to the right folder immediately. Choose @.dae file and that's it.
Reply


@saekiamae thank you, I actually figured out how to do it yesterday, the problem I was having was export xml file for a piece of clothing and it didn't give me no mesh. I tried avatar xml export and it worked great for me. I think the only issue I do have is the textures. Most of the clothing comes with HUD with their textures and I was wondering do I have to individually export all the textures with multiple clothing? Or can I do it a more sufficient way? Also @lagertha thank you as well
Reply




Possibly Related Threads…
Thread Author Replies Views Last Post
  Tool For MeshesSL Glitches Lagertha 1 1,273 07-23-2023, 05:29 PM
Last Post: ZeroThe10th

Forum Jump:

3 Guest(s)
Share this:

About Second Life Copybot

Second Life CopyBot Forum is a place where you can get items for Second Life and other vitual worlds for free. With our CopyBot viewers you can export and import any content from these virtual worlds and modify them in 3D software such as Blender, 3D studio Macx etc...