Model viewer? -1 reply

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Fragger

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22nd April 2002

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#1 14 years ago

I know D3 has a map editor and a particle editor but, what about a model viewer? It sucks having to load the game every time you want to check on a skin you're working on. I've seen some model viewers at another forum, but they suck (actually, I couldn't figure them out, so I suck :( ), but I never saw a screenshot of a D3 model loaded in them, so I guess they suck :naughty: . Anyway, if somebody has any info, I'll be glad to hear it.




Gimpy

The gimped up gimp

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25th March 2003

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#2 14 years ago

Fragger moving to doom3.... ALL HAIL FRAGGER!!!

anyway... no.. i dont know a model viewer




Swainy

Dread thinks I'm a special person

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10th April 2004

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#3 14 years ago

Thats a whole lotta sucking, lol.




Ultima2x

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27th June 2004

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#4 14 years ago

I think this is what you need. http://esotech.free.fr/pub/ExKalibur_v0.30.exe If you have any questions on getting it working, PM me and i'll see what i can do. (information found on http://www.doom3world.org/phpbb2/viewtopic.php?p=25678#25678 ) Here's a rip straight from the readme to get you started. :::::::::::::::::::::::::::::::::::::::::::::::::::::: ExKalibur Viewer : ------------------ "XKViewer" is a program you can use to see some 3D Models (MD5, 3DS and Cal3D). You can load a model by "double-clicking" on it and selecting "XKViewer.exe" to open it. Supported extensions are : ".3ds", ".cfg" (=> Cal3D model), ".cal3d", ".md5" (==.def), ".def" (=> MD5 model with anims), ".md5mesh" To see Controls, press 'F1'. ::::::::::::::::::::::::::::::::::::::::::::::::::::::: Essentially, this means... double click your model file, and select the XKViewer.exe to start up the model. (assuming you don't have a model viewer already to view models) In that case.. you just want to right click, then goto "open with" and browse to your XKViewer.exe location. Which, by default.. is in your Exkalibur\Bin folder. (simply named xKViewer) Once you make this your default opener for those file types you wont need to direct the file to the exe to open it anymore. And should save you alot of time than loading up the game. Clicking the exe by itself, without loading your own models will start up the program with low poly "test" characters... mmm you should see the dwarf.

::::of course::::

To load your model up on here you will have to convert your model to a supported format (easily done with many model editors), if worst comes to worst and you still are unsatisfied. I suggest waiting a little while longer for ID to release the SDK. Which will include all the tools you will need, for modders and modelers alike.




Fragger

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#5 14 years ago

I have it and I did just that. The program starts and quits. Here's the log: [Viewer::Init()] XKViewer v0.30 [Viewer::Init()] Create Core Engine... [XKCore::Init()] ExKalibur Engine v0.30 [XKCore::Init()] File : C:\Program Files\ExKalibur\ExKalibur\bin\xKViewer.exe [XKCore::Init()] Date : Sun Aug 10 06:49:45 2003 [Viewer::Init()] Create Graphics Engine... [XKGraphics::SetScreenMode()] Device infos : Graphic card N°0 : RADEON 9600 Series (Omega 2.5.58) , Driver : ati2dvag.dll v6.14.10.6458 NoWHQL Device created : HAL (pure hw vp), 800x610 (Windowed)); Buffers : adapt X8R8G8B8 backBuf A8R8G8B8 depth/sten D24S8 Caps : VS_2_0 and PS_2_0, MaxSimultTextures=8 (BlendStages=8), MaxStreams=16, MaxPrimitiveCount=1048575 [Viewer::Init()] Create Physics Engine... [Viewer::Init()] Create Input Engine... [Viewer::Init()] Create Geometries...

[Model3DSMeta::Load3DS()] Infos of the 3DS model : C:\Program Files\ExKalibur\ExKalibur\bin\xkdata/scene.3ds [Model3DSMeta::Load3DS()] 1 materials for 1 meshes with 1280 tris & 642 verts [Model3DSMeta::Load3DS()] vMin = {-750.456604, -42.874401, -750.481934} - vMax = {749.543396, -2.874402, 749.518066}

[ModelMD5Meta::LoadMesh()] Warning : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh : Header='MD5Version 1' != "MD5Version 6"); try to load" At 06:49:47, See : "modelmd5meta.cpp", line 517

[ModelMD5Meta::LoadMesh()] Warning : "strBuffer=numJoints 128

); Error : No bone in the skeleton" At 06:49:47, See : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh", line 4

[ModelMD5Meta::Load()] 0 animation(s); Using the file : C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh

[ModelMD5::Init()] Error : "Called function return E_FAIL (0x80004005), Msg : '-'" At 06:49:47, See : "modelmd5.cpp", line 82

[XKGraphics::CreateGeometry()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Error while creating : Command = '" At 06:49:47, See : "xkgraphress.cpp", line 48

[Viewer::Init()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Initialisation of ExKalibur failed'" At 06:49:47, See : "viewer.cpp", line 348

[Viewer::Close()] Average FPS == -1.#INF00 [Viewer::Close()] End Of the App; Release... [XKGraphics::Destructor()] Graphics Engine correctly shutdown [XKInput::Destructor()] Input Engine correctly shutdown [XKPhysics::Destructor()] Physics Engine correctly shutdown [XKCore::Destructor()] ExKalibur Engine correctly shutdown [Viewer::Close()] EOF




Ultima2x

Addicted to GF

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27th June 2004

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#6 14 years ago

Right off the bat i'm gonna go and guess the file was converted incorrectly, or with a fault. I'm going to look deeper into the problem tho. I also noticed from the error log there is no bone/skeleton. Which i would imagine would make the model show improperly (altho i'm not certain) :::edit:::: Try dragging the md5mesh file onto the XKViewer.exe , tell me if that doesn't solve the problem.




Ultima2x

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#7 14 years ago

:::can't edit::: Alternatively, use this md5 viewer http://web.tiscali.it/rickdeckart/md5viewer/md5viewer.zip Of course put the textures in the right place.. etc... load up your mesh.

I found no issue with either, so i'm somewhat a blind man trying to help.




Fragger

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22nd April 2002

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#8 14 years ago

The file's from the game. Do I need to set a path? If so, where and how? I'm used to model viewers where you just click file-open and then browse for a model. I found a way to view the models. I made a mini map and I spawn the monsters there. I use the notarget cheat, so they don't see me, so I can walk around them and see how the skin looks. It still takes a while, but not as long as loading one of the stock maps. Also, I have control of how much light to use. Look: vag.jpg




Ultima2x

Addicted to GF

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#9 14 years ago

Apparently getting those editors to function properly isn't an isolated problem, i've spoken to a few more people and they've encountered the same issues.

So i'm requesting a moderator delete my previous posts with links, until i can solve this problem. _______________________________

Until i can figure out the issue, i'm afraid the best thing to do right now is to go with fraggers way. (which is the way we were trying to avoid :( )




Gimpy

The gimped up gimp

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25th March 2003

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#10 14 years ago
Thats a whole lotta sucking, lol.

well he is only the greatest sof2 skinner alive :rolleyes:




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