1 | OGRE COMMAND-LINE UTILITIES |
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2 | =========================== |
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3 | |
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4 | This archive contains a few prebuilt command-line tools for manipulating your |
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5 | media. For further info, visit http://www.ogre3d.org |
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6 | |
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7 | OgreXMLConverter |
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8 | ---------------- |
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9 | Converts between the binary and XML formats for .mesh and .skeleton. Will also |
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10 | allow you to generate LOD information if you are converting to the binary |
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11 | format. This tool is necessary to convert from the XML to OGRE's native runtime |
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12 | format if your exporter produces XML. You can find the XML Schema for the .mesh |
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13 | and .skeleton formats in the Ogre source under Tools/XMLConverter/docs. |
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14 | |
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15 | Usage: OgreXMLConverter [options] sourcefile [destfile] |
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16 | |
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17 | Available options: |
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18 | -i = interactive mode - prompt for options |
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19 | (The next 4 options are only applicable when converting XML to Mesh) |
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20 | -l lodlevels = number of LOD levels |
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21 | -d loddist = distance increment to reduce LOD |
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22 | -p lodpercent = Percentage triangle reduction amount per LOD |
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23 | -f lodnumtris = Fixed vertex reduction per LOD |
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24 | -e = DON'T generate edge lists (for stencil shadows) |
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25 | -r = DON'T reorganise vertex buffers to OGRE recommended format. |
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26 | -t = Generate tangents (for normal mapping) |
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27 | -o = DON'T optimise out redundant tracks & keyframes |
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28 | -d3d = Prefer D3D packed colour formats (default on Windows) |
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29 | -gl = Prefer GL packed colour formats (default on non-Windows) |
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30 | -E endian = Set endian mode 'big' 'little' or 'native' (default) |
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31 | -q = Quiet mode, less output |
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32 | -log filename = name of the log file (default: 'OgreXMLConverter.log') |
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33 | sourcefile = name of file to convert |
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34 | destfile = optional name of file to write to. If you don't |
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35 | specify this OGRE works it out through the extension |
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36 | and the XML contents if the source is XML. For example |
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37 | test.mesh becomes test.xml, test.xml becomes test.mesh |
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38 | if the XML document root is <mesh> etc. |
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39 | |
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40 | Because the default behaviour is to convert binary to XML and vice versa, you |
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41 | can simply drag files onto this converter and it will convert between the 2 |
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42 | formats, although you will not be able to use it to generate LOD levels this |
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43 | way. |
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44 | |
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45 | OgreMeshUpgrade |
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46 | --------------- |
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47 | |
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48 | This tool upgrades a .mesh file from any previous version of OGRE to the latest |
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49 | version. You will be advised in Ogre.log if your meshes are of an old version; |
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50 | OGRE can still load old versions but performance may not be as good as it would |
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51 | be with the latest version. You are advised to upgrade your meshes whenever you |
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52 | update to another major version of OGRE. |
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53 | |
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54 | Usage: OgreMeshUpgrader [options] sourcefile [destfile] |
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55 | -i = Interactive mode, prompt for options |
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56 | -l lodlevels = number of LOD levels |
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57 | -d loddist = distance increment to reduce LOD |
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58 | -p lodpercent = Percentage triangle reduction amount per LOD |
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59 | -f lodnumtris = Fixed vertex reduction per LOD |
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60 | -e = DON'T generate edge lists (for stencil shadows) |
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61 | -t = Generate tangents (for normal mapping) |
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62 | -r = DON'T reorganise buffers to recommended format |
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63 | -d3d = Convert to D3D colour formats |
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64 | -gl = Convert to GL colour formats |
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65 | -srcd3d = Interpret ambiguous colours as D3D style |
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66 | -srcgl = Interpret ambiguous colours as GL style |
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67 | -E endian = Set endian mode 'big' 'little' or 'native' (default) |
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68 | sourcefile = name of file to convert |
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69 | destfile = optional name of file to write to. If you don't |
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70 | specify this OGRE overwrites the existing file. |
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71 | |
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72 | Again you can drag files onto this tool, so long as you don't mind it |
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73 | overwriting the file in place. If you'd prefer to keep a backup, make a copy or |
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74 | use the command line to upgrade to a different file. |
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75 | |
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76 | Reorganising vertex buffers: this tool now allows you to restructure the vertex |
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77 | buffers in your mesh. If you are upgrading from a version prior to 0.15.0, then |
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78 | you should answer 'y' when asked if you want to reorganise the buffers, since |
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79 | 0.15.0 and later allows more efficient structures in the binary mesh. You will |
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80 | then be shown the buffer structures for each of the geometry sections; you can |
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81 | either reorganise the buffers yourself, or use 'automatic' mode, which is |
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82 | recommended unless you know what you're doing. |
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83 | |
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84 | OgreMaterialUpgrade |
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85 | ------------------- |
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86 | Upgrades a .material script from any previous version of OGRE to the new |
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87 | .material format. Note that upgraded scripts do not use any new features of the |
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88 | material, and you may find that some attributes are re-written as their |
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89 | 'complex' variants rather than their simplified versions (e.g. "scene_blend add" |
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90 | will be written as "scene_blend one one" because this is what 'add' maps down |
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91 | to. |
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92 | |
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93 | You only need to run this tool if you have .material scripts from a version of |
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94 | OGRE older than 0.13.0. Material scripts written for 0.13.0 onwards do not |
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95 | need upgrading. |
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96 | |
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97 | Usage: |
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98 | |
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99 | OgreMaterialUpgrade sourcefile [destfile] |
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100 | sourcefile = name of file to convert |
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101 | destfile = optional name of file to write to. If you don't |
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102 | specify this OGRE overwrites the existing file. |
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103 | |
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104 | Again you can drag files onto this tool, so long as you don't mind it |
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105 | overwriting the file in place. If you'd prefer to keep a backup, make a copy or |
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106 | use the command line to upgrade to a different file. |
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107 | |
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108 | MeshMagick |
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109 | ---------- |
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110 | Copyright 2007 by Daniel Wickert |
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111 | |
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112 | Command-line tool for performing operations on meshes and skeletons. |
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113 | |
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114 | Usage: |
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115 | |
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116 | MeshMagick [global_options] toolname [tool_options] infile(s) -- [outfile(s)] |
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117 | |
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118 | Available Tools: |
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119 | |
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120 | info - print information about the mesh. |
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121 | meshmerge - Merge multiple submeshes into a single mesh. |
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122 | optimise - Optimise meshes and skeletons. |
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123 | rename - Rename different elements of meshes and skeletons. |
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124 | transform - Scale, rotate or otherwise transform a mesh. |
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125 | |
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126 | See MeshMagick -help=toolname for more detailed information. |
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127 | |
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128 | |
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129 | |
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130 | Copyright 2004-7 The OGRE Team |
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