The File Menu is where all file saving, loading, importing and exporting takes place. The look of the import/export menu can differ depending on the import/export filters in the med_plugins or the ms folder. All mentioned external software packages are trademark of their owners.
New Model | Create a new model. |
New Terrain | Create a new terrain with a given size and number of horizontal and vertical vertices. |
Open |
Open a model or terrain. Supported formats are MDL or MD2 for models, and HMP files for terrains. |
Save | Save the model or terrain to the current filename in Gamestudio's native MDL5, MDL7, or HMP format. The file name must not be longer than 20 characters and must not contain spaces. Multiple skins per mesh, external skins, DDS skins, materials, effects, and bones are not supported by the MDL5 format. |
Save As | Save to a new model name. |
Merge | Merge another model into the current model, so that the result is a combination from both models. |
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Choose Palette | Load a color palette for models that have an 8-bit skin texture. Palettes can be loaded from 8-bit image formats such as BMP, PCX, PAL, LMP or RAW. |
Model Properties |
Displays the number of faces, vertices, skins, bones etc in the model. |
Skin Editor | Opens the Skin Editor window where the skin mapping and skin texture can be edited. |
Engine Preview | Get a glimpse how the model with its animation, shaders and effects will look in the game engine (this feature is not available in the MED standalone version). You can move with the mouse and cursor keys. Model flags and properties can be set by directly entering commands through [Tab]; the model is accessed through the me entity pointer. The engine window is closed by pressing [Esc]. |
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Import ... | |
MED supports all usual file formats for importing and exporting 3D models. Please read External File Formats about the format you're using, and read Frequently Asked Questions about some possible problems with importing models.
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Model from ASCII |
Import a model from a text file saved in MED's own text format with Export Model to ASCII. |
Bones from ASCII |
Import a bones set from a text file saved with Export Bones to ASCII. |
Keyframes from ASCII |
Import bones animation from a text file saved with Export Keyframes to ASCII. |
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Append Mesh from ASC |
Import a mesh in the standard ASC format that is exported by MED and many other editors, and appends it to the current mesh. |
Append Mesh from 3DS |
Import a mesh in the 3DS format and appends it to the current mesh. |
Append Frames from ASC |
Import a vertex frame in the ASC format, and appends it as vertex frame to the end of the animation. The number of vertices and triangles must not differ from the current mesh. |
Append Frames from 3DS |
Import a mesh in the 3DS format and appends it as vertex frame to the end of the animation. The number of vertices and triangles must not differ from the current mesh. |
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From FBX (2010) |
Import an animated model in FBX file format, including the textures, materials, and bones (see External File Formats). |
From 3DS | Import a model in 3DS file format, including the textures and materials (see External File Formats). |
From Microsoft X |
Import an animated model in X file format with textures, materials, and bones (see External File Formats). |
From Milkshape ASCII |
Import an animated model in Milkshape ASCII format, including the textures and bones. |
From Wavefront OBJ |
Import a model in Wavefront OBJ format. |
From ASE |
Import a vertex animated model in 3D Studio ASCII Scene Export format. |
From WMP |
Import a model in Gamestudio WMP level format. |
Terrain from Image |
Import a terrain heightmap from a 24-bit RGB PCX, BMP, TGA image, using the brightness as height values. When importing, you can define the horizontal and vertical grid resolution and the grid triangle size. The height formula (default: R*1+G*2+B*2) gives the weight of the red, gree, or blue channel of the image for calculating the height of the terrain. The skin for the terrain can be imported or C automatically generated with the Terrain Texture Creator Tool.
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Import ... |
C
P Further
import file formats are available when MED or Milkshape
import filters are used. For Milkshape import/export there's a subfolder ms that contains two DLL files: cpi01.dll and msModelLib.dll. For installing a Milkshape filter, just copy the filter DLL into the ms subfolder. Once you have installed a filter, it appears automatically the Import or Export menu after the next start of MED. You can download free third party Milkshape import/export filters from the download page at http://www.swissquake.ch/chumbalum-soft/ms3d. Please note that the filters that come with the Milkshape demo are for trial purposes only, and require registering Milkshape after the trial period. Do not copy Milkshape's original msModelLib.dll - Gamestudio uses it's own msModelLib.dll that's already in the ms folder. Some of the filters that come with Milkshape, like msASCIIExporter.dll and msASCIIImporter.dll, only work when Milkshape is running, so you need to start up Milkshape before importing or exporting a model using the included filters. If a filter is buggy, it can cause MED to crash - remove the filter from the ms folder when you experience problems. |
Export ... | |
Model to FBX | Export the model or terrain to the FBX file format (see above about the differences between the 2005 FBX format, and the newer FBX formats). The model or terrain skin is also exported to a BMP file. |
Model to ASCII |
Export the model to a text file in MED's own format. |
Bones to ASCII |
Export the bones set to a text file. |
Keyframes to ASCII |
Export the bones animation to a text file. |
Model to ASC |
Export the model to a standard ASC file. |
Model to 3DS |
Export the model to a 3DS file. |
Frame to ASC |
Export the current frame to a standard ASC file. |
Frame to 3DS |
Export the current frame to a 3DS file. |
Export ... |
C P Further export file formats are available when Milkshape export filters are used (see above). |
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Preferences ... | |
Color |
Color Configuration Menu, for assigning colors to interface or display elements. |
Keyboard |
Keyboard Configuration Menu, for
assigning keyboard shortcuts to menu commands. |
Video Out |
Determines the graphics library used for the 2D and 3D views. There are several rendering libraries for software rendering (without DirectX), for DX8, and for DX9. Normally you can use the newest library (like GXL2BASDX9A.DLL for DX9). On old 3D hardware, the DX8 libraries (like GXL2BASDX8A.DLL) can render faster than its DX9 counterparts, but don't support the full function set. The software rendering library (GXL2BAS32.DLL) does not need DirectX and provides basic rendering functions without texturing. !! Libraries ending with ..A use the same DirectX device for all views; otherwise a separate DirectX device for any view is allocated.. Note that some video drivers can't handle an ..A library when other programs, like the engine, open a DirectX device at the same time. In that case, use the other library. |
Draw Origin |
Display the model origin (x=0, y=0, z=0) in 2D and 3D views. The origin determines entity rotation and collision detection. |
Grid Auto Size |
Size the grid according to the view's zoom factor. |
Grid Lo / Hi |
Determines the distance between thin and fat lines in the grid. |
Vertex size |
The size of a vertex dot in pixels. Increase this value for better visibility of vertices when View / Vertices Ticks is activated. |
Bone size |
The size of a bone hinge in quants. Increase this value for better visibility of bones. |
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History | This section shows the last 8 files you have had open in the past. |
Exit | Exit the program. |
Additionally to Preferences, some global WED and MED options can be controlled by settings in the text file data\options.scr (advanced users only). The options editable by the user are commented (comments in the file are preceded by ';').
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