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In exporting a mesh on Blender, seems that if it only have triangle faces, the MeshSerializer can be remained at v1.100 and no changes are necessary.
If it still have square faces, need to change to v1.30.
blenderでのエクスポート前に三角面化をしておくとメッシュのバージョンを書き換えなくてもよいようです。
"System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt."
someone on the ogre forums was having the exact same problem over 17 years ago and our lord and savior himself said it was resolved and that it had something to do with long file paths. Here's the link to the board: https://forums.ogre3d.org/viewtopic.php?t=18859#top
Any help would be amazing, thanks
https://cdn.discordapp.com/attachments/391068403122569217/792709816001888256/io_mesh_Kenshi.zip
It uses a downgraded version of the mesh serializer to be compatible with Scythe. This lets you make character ragdolls (via importing .mesh and .skeleton).
I want to instead update scythe to use the newer version of the mesh and skeleton, then update this guide. In the mean time the Scythe Manual in the docs/ folder of Scythe will give you most of the info needed under the ragdolls tab.
Anyways, down to business.
I'm a Kenshi modder myself and a programmer. I recently started a project of reverse engineering the .phs files. Using the Scythe source code and good old forensics I've made some headway in importing the physics/ragdoll object .phs files into the Unity Game engine. The idea being that if I can import the object the reverse can be done for export.
I've already patched the Blender IO plugin for some errors. I also have some scripts that can export Unity colliders to Kenshi XML colliders for things like buildings or weapons. (not ragdolls)
Just shoot a friend request my way if you are interested in helping or are willing to share any information, that'd be great.
Hope this finds you.
Thanks.