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Program Announcements / Cash's Model Viewer - Fast model viewer and manipulator, associate .x and .dbo files!

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Cash Curtis II
19
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Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 5th Dec 2007 11:12 Edited at: 5th Dec 2007 11:17
Introducing...



This app lets you view your models and make changes if you wish. You can view animation, set the animation speed, change limb attributes, fix the scale, fix the rotation, strip or apply textures, preview and save normal maps, and test out weapons in your model's hands.

When you open it up it will automatically load models in the same folder. You can open different models, different folders, etc.

My favorite things is that you can associate .x and .dbo files with the program, and it will give .x and .dbo files new attractive (I hope) icons. So, when you double click such files they'll automatically open up in the viewer.

The viewer is fast, and is a single standalone exe file. It requires no installation, you can move it around if you want, etc. If you do decide to associate files with it you should leave it in one place. If you move it nothing terrible will happen, icons will stay intact but you'll have to re-associate to make the file opening work as it should.





I made this for use with Geisha House when my monitor went out, but I'm pretty pleased with it so I thought I'd share it with everyone. Let me know if there are any bugs or features that should be added. Right now you can't add weapons but I might change that in the next version, along with some additional weapon controls.

So, download the 1.22 mb file and enjoy!
Cash's Model Viewer, 1.22mb RAR format



Come see the WIP!

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sigi
20
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Joined: 17th Sep 2003
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Posted: 5th Dec 2007 20:28
This is great, thank you.
If i scale my loaded model , then save it and load it again my
scales are gone.

AMD Athlon64 X2 4600 / 3 GH Ram / Geforce 8800 GTS-640MB / WinXP Home SP2 / Vista 64bit
Cash Curtis II
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Location: Corpus Christi Texas
Posted: 5th Dec 2007 20:35 Edited at: 5th Dec 2007 21:21
Did you 'Fix' the scale? If you fix the scale then it makes the change permanent. At that point the scale becomes '100' again for the new size.

I'm glad that you like it. Did associating DBO and X files to the program work okay for you?


Come see the WIP!
sigi
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Posted: 5th Dec 2007 20:37 Edited at: 5th Dec 2007 20:39
Haven`t fixed it,
Thank`s.

AMD Athlon64 X2 4600 / 3 GH Ram / Geforce 8800 GTS-640MB / WinXP Home SP2 / Vista 64bit
sigi
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Posted: 5th Dec 2007 20:53
After fixing my scaled model it is distorted, the arms are looking crazy now

AMD Athlon64 X2 4600 / 3 GH Ram / Geforce 8800 GTS-640MB / WinXP Home SP2 / Vista 64bit
Cash Curtis II
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Location: Corpus Christi Texas
Posted: 5th Dec 2007 21:22
Hmm, it should work. If you e-mail me the model I'll see if something needs to be changed to make it work. It was tested with static and animated models and seemed to work okay.


Come see the WIP!
sigi
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Posted: 5th Dec 2007 21:49 Edited at: 5th Dec 2007 21:59
It`s the free Ninjamodel (ninja.x) from Psionics Website:
http://www.psionic3d.co.uk/gallery/thumbnails.php?album=2
I scaled it to 120 in y, then fixed it.

I have some licensed ones too, but can`t give them away. They are
distorted after fixing as well.

AMD Athlon64 X2 4600 / 3 GH Ram / Geforce 8800 GTS-640MB / WinXP Home SP2 / Vista 64bit
Inspire
17
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 6th Dec 2007 00:41
Very nice, but how did you get it to associate the files like that?

Cash Curtis II
19
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Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 6th Dec 2007 01:07
@sigi -
This is frustrating, I thought I had it working correctly. It works with some animated models. Perhaps it has to do with how they're exported, I'll do some more testing and see.

Well, it works with lots of objects, at least. My motivation for this was to eliminate scaling for most objects in a game. This is an issue when collision is required or when an object is scaled so much that it doesn't render properly when it comes on screen. For these applications it will work. I'll try and fix it, I'll post back here.

@Inspire -
I posted a thread on the DBP board a couple days ago about it. I asked the question and got some help, then posted my final findings and code for how to do it.

http://forum.thegamecreators.com/?m=forum_view&t=119136&b=1


Be sure and ask permission though from your users


Come see the WIP!
Lost in Thought
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Location: U.S.A. : Douglas, Georgia
Posted: 6th Dec 2007 10:39
Looks great man.

If you are using the vertex commands to scale the objects ... I ran into some models that have an internal offset that DBP loads. Unfortunately, there is no way to scale this offset along with the polygon data that I have found. Though it has been a while since looking at it. I believe the offset was stored in the frame data it seems. Even some non-animated objects (though very few) have a single frame with this offset in it. And all of them that I have found are .x models.

Cash Curtis II
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Location: Corpus Christi Texas
Posted: 6th Dec 2007 11:07
Yeah, that's the code you gave me a while back that I posted in Code Snippets.

It makes sense, the offset being stored in the frame data. That's unfortunate, I doubt that there's any way to fix it in DBP. Well, at least it works most of the time


Come see the WIP!
Michael Jackson
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Location: Paris
Posted: 6th Dec 2007 14:53
thank you


Michael Jackson
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Posted: 7th Dec 2007 15:12
I'll take the time to download your program "model viewer" if you want to upload it.


Cash Curtis II
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Location: Corpus Christi Texas
Posted: 7th Dec 2007 15:50
Quote: "I'll take the time to download your program "model viewer" if you want to upload it."


I don't understand, the file is attached to my first post. Plus I copied the link onto the message itself.


Come see the WIP!
Inspire
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Location: Rochester, NY
Posted: 7th Dec 2007 23:54
Thanks for the link, I'll take a look at that, Cash.

Roxas
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Location: http://forum.thegamecreators.com
Posted: 8th Dec 2007 01:17 Edited at: 8th Dec 2007 01:20
Thanks Cash! Ill take a look into it and see what i can learn.

Edit:
Gives me error..
Could not find path at line 1068 when i try to select my object..


Click For Details!

Cash Curtis II
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Location: Corpus Christi Texas
Posted: 8th Dec 2007 14:19
Did it crash? What was the path and filename?


Come see the WIP!
IanM
Retired Moderator
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Location: In my moon base
Posted: 8th Dec 2007 15:19
Quote: "That's unfortunate, I doubt that there's any way to fix it in DBP."

What about scaling the limb offsets?

Utility plugins collection and
http://www.matrix1.demon.co.uk for older plug-ins and example code
Roxas
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Location: http://forum.thegamecreators.com
Posted: 8th Dec 2007 16:39
Path:
C:\Documents and Settings\Roxas\Työpöytä\Projektit\DBPRO\Flare Engine\Mobs\Wow

Filename:
Wow.X

Combined:
C:\Documents and Settings\Roxas\Työpöytä\Projektit\DBPRO\Flare Engine\Mobs\Wow\Wow.x


Click For Details!

Seppuku Arts
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Location: Cambridgeshire, England
Posted: 8th Dec 2007 21:42
Looks great, downloading now

I love Nancy DrewG, but not insert brain here
Butter fingers
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Location: Mecca
Posted: 9th Dec 2007 14:37
Thanks for this, Cash. It's saving a bunch of time, just finding limb numbers!

Nicely presented app. thanks

Cash Curtis II
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Location: Corpus Christi Texas
Posted: 9th Dec 2007 18:36
I'm glad that you guys like it. I do like being able to quickly find limb numbers as well.

Next week I'm going to add a few things, like the ability to import your own weapons, equip them, and offset and rotate them on the model. I'll put in the ability to export the offsets to a file, but just for copying into DBP or a script, it won't be any type of loading format.


Come see the WIP!
Roxas
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Location: http://forum.thegamecreators.com
Posted: 9th Dec 2007 18:46
Oh well.. I can load models fine from C: and some other folders..
I think your file selector dont like paths name what has letter ö or ä


Click For Details!

Cash Curtis II
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Location: Corpus Christi Texas
Posted: 9th Dec 2007 20:26
Yeah, that's the only oddity that I can see, but it still shouldn't make any difference based on the way that the filenames are parsed. I'll create a folder like that and see what it does.

@IanM -
Quote: "What about scaling the limb offsets?"

If the offset is stored in the frame data then then DBP won't report the limbs as offset, I believe. I'll play with it though and see if it helps.


Come see the WIP!
zapakitul
17
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Joined: 1st Mar 2007
Location: In my world
Posted: 9th Dec 2007 21:57
well now ! This gaved me some ideea for the 2.nd version of Z3D Model Viewer! Omg Cash its great!

Seppuku Arts
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Posted: 9th Dec 2007 22:48 Edited at: 9th Dec 2007 22:51
I've played with it - good stuff, couple of suggestions if you haven't considered them already, when attaching weapons to the limbs you should be able to rotate and translate them - I found with some DBP/Dark Matter stock models when you add them they can be orientated a little strangely. Plus I don't think I saw a feature that allows you to add your own (if I've missed it, my apologies)

Also, I dunno if this is your fault, DBP's fault, .dbo file format's fault or my graphic card's fault, but if I apply the normal map (works fine in your viewer) but when I load the .dbo into DBPro the model is invisible...or is the 'normal mapping dbo feature' a new one that requires me to get the latest update...if that's the case then I'll just manually apply normal maps as I did before.



Good stuff my man, neat tool.

I love Nancy DrewG, but not insert brain here
Cash Curtis II
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Location: Corpus Christi Texas
Posted: 10th Dec 2007 09:22
The normal mapping is a bit quirky when you save it like that. They load just find into the viewer, but like you say the models are invisible when reloaded into a different DBP project. If you re-apply the textures and shader to the invisible model then it becomes visible again. I haven't experimented with it too much but I'm guessing that everything has to be the same as when you saved it for the object to appear correctly, in regard to the image numbers and effect number. I'll get around to finding out exactly how it works.

Like I said earlier, the ability to move and rotate custom weapons is very important, that will be added in the next week or so.


Come see the WIP!
PAGAN_old
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Posted: 14th Dec 2007 23:15
This can be very useful but unfortunately i cant use it because can't save it to .x format. and i am working with .x models.

dont hate people who rip you off,cheat and get away with it, learn from them
Cash Curtis II
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Posted: 15th Dec 2007 00:07 Edited at: 15th Dec 2007 00:07
Well, .dbo models are ideal as a final product for DBP. I work with x, but convert to dbo when I'm finished.

One reason that I made this was for what Butter fingers said - to locate and test limbs on models. Even if you don't save, it's handy for viewing and for that.

Plus you get my stylish icons for .x and .dbo files


Come see the WIP!
tha_rami
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Location: Netherlands
Posted: 15th Dec 2007 07:47
Cash, why didn't you call this "Cash's .x and .dbo icons (and model viewer/manipulator"?

Works nicely as far as I can say.


A mod has been erased by your signature because it was larger than 600x120
Seppuku Arts
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Posted: 19th Dec 2007 20:27
Because it's a mouthful...

I hope you do get the bump mapping fixed as it will be a convenient feature. Looking forward to the update mate.

I love Nancy DrewG, but not insert brain here
Roy766
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Posted: 26th Dec 2007 06:59
Strangely, it won't let me download. Darn! This looks really useful. Wish it would let me download. I'll try back in a little bit. The server might just be down.
tgm4l
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Posted: 1st Jan 2008 23:01
BatVink
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Posted: 4th Jan 2008 15:13
I get the same error every time I try to execute...

Could Not Load 3D object at line 286

Is it hard-coded to a resolution greater than 1024x768 or something?
Cash Curtis II
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Location: Corpus Christi Texas
Posted: 4th Jan 2008 17:56
That's weird, it shouldn't do that. At line 286...

Quote: "load object filename$,1"


and I have all kinds of safety checks before it does that. The only thing I'm not checking for is if the file is good or not. Is it possible that the first model in the folder you're opening the exe in is bad? Try running it in a folder where all the .x and .dbo files are DBP tested.

The resolution is 1024x768x16, I'll change that to be modifiable before you run the program. But, if that had failed, it would not have gotten to line 286. All of the other media had been loaded before that.

Hopefully it's nothing horrible


Come see the WIP!
BatVink
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Posted: 4th Jan 2008 18:29
OK, I ran it from the desktop without thinking. I'll try again later.
TVB
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Posted: 5th Jan 2008 10:39
Seems a useful tool.I am downloading and try it later.
Butter fingers
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Location: Mecca
Posted: 9th Jan 2008 17:01
Cash, it's a great little tool. It's meant I can use extra limbs more easily on objects for positioning stuff in game. Great!

My only issue would be the way the limb positions are shown in the editor. It'd be cool if there was a way to set the
*RGB
*Ghosting
*Z draw

of the limb marker in the viewer. My background is blue, and my model is grey, and it's almost impossible to see the limbs that are inside the mesh!

Other than that, it's a great tool. I haven't tried using the attaching weapon thing, but as a viewer, it's very very handy!

Thanks.

Tv Xxx
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Posted: 28th Jan 2008 00:18
How Do We Add Our Own Weopens?
Cheers Tv
Ps... Love The Program

draknir_
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Posted: 30th Jan 2008 01:45
"missing msvcp71.dll"

what is that?
DB PROgrammer
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Posted: 10th Feb 2008 11:48 Edited at: 10th Feb 2008 11:49
I don't know what it is but you can download it here.

http://www.dll-files.com/dllindex/dll-files.shtml?msvcp71

BTW, it was the top hit when I googled it


If it was illegal to be stupid we'd run out of room.

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