btmesh is a tool that converts FBX files to .btmesh/.pccol files for use in Sonic Frontiers.
To use btmesh, drag and drop an FBX file onto the executable. The output will be .btmesh/.pccol files in the same directory.
Appending tags to the names of individual meshes allows you to assign material layers, types, and flags, as well as determine the shape of the mesh. Tags are case-insensitive. Here's an example:
CollisionMesh -> CollisionMesh@GRASS
WaterMesh -> WaterMesh@Water@Convex@Liquid
@CONVEX
@NONE
@SOLID
@LIQUID
@THROUGH
@CAMERA
@SOLID_ONEWAY
@SOLID_THROUGH
@SOLID_TINY
@SOLID_DETAIL
@LEAF
@LAND
@RAYBLOCK
@EVENT
@RESERVED13
@RESERVED14
@PLAYER
@ENEMY
@ENEMY_BODY
@GIMMICK
@DYNAMICS
@RING
@CHARACTER_CONTROL
@PLAYER_ONLY
@DYNAMICS_THROUGH
@ENEMY_ONLY
@SENSOR_PLAYER
@SENSOR_RING
@SENSOR_GIMMICK
@SENSOR_LAND
@SENSOR_ALL
@RESERVED30
@RESERVED31
@NONE
@STONE
@EARTH
@WOOD
@GRASS
@IRON
@SAND
@LAVA
@GLASS
@SNOW
@NO_ENTRY
@ICE
@WATER
@SEA
@DAMAGE
@DEAD
@FLOWER0
@FLOWER1
@FLOWER2
@AIR
@DEADLEAVES
@WIREMESH
@DEAD_ANYDIR
@DAMAGE_THROUGH
@DRY_GRASS
@RELIC
@GIANT
@GRAVEL
@MUD_WATER
@SAND2
@SAND3
@NOT_STAND
@BREAKABLE
@REST
@UNSUPPORTED
@REFLECT_LASER
@LOOP
@WALL
@SLIDE
@PARKOUR
@DECELERATE
@MOVABLE
@PARKOUR_KNUCKLES
@PRESS_DEAD
@RAYBLOCK
@WALLJUMP
@PUSH_BOX
@STRIDER_FLOOR
@GIANT_TOWER
@PUSHOUT_LANDING
@TEST_GRASS
@TEST_WATER