Hi!
why not adding an export flag "-r" for renaming the textures attached to a mesh
Texture (and all other objects) is exported with the name, which is assigned to it inside unreal package. Single texture may be shared between few meshes or used in a few complex materials - should I export it multiple times with a different names? There is no problem to check, which materials are assigned to mesh - press <M> key.
seems that the psk generated does not contains texture filenames or if possible to add them into it to avoid remapping each mesh when exporting an ukx containing lot of mesh and textures in the same folder
Yes, texture names in psk are missing. Possibly I will fix it later. Really, often more complex material than "Texture" is used, and there is no way to import "Combiner", "Shader" etc objects to UnrealEd - they must be created by hands. So, adding texture names to psk will fix only 10% of this issue.
hum could you add a registry entry that store the app path and the main 3d hwnd
No. This application does not use platform-specific code. And there is no installer for it (installer for cmdline application??), which should perform task you are talking about.
so we can get a gui app
It's easy to create GUI frontend without modifying umodel
ho i forget to says i will use a home made scripting language to achieve this
Hmmm... To achieve what?
my fbsl forum nick is "CodeMan" an fbsl coder/developper
There is no "CodeMan" here
http://www.fbsl.net/phpbb2/memberlist.phpi also started to work on an ut2003 model viewer, founded some models infos like polycount ,vertex count and bones infos by hexediting ukx files but was not able to achieve my viewer
Unreal Engine uses variable-sized data fields, and usually there is no way to find data without complete object serialization.