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 Post subject: MD5 Modelviewer
PostPosted: Wed Aug 06, 2003 12:19 pm 
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Edit on 2006-01-09: Skip to this post on page 7 for info on the latest version:
viewtopic.php?t=1281&postdays=0&postorder=asc&start=120

Download here:
http://home.mnet-online.de/der/modelviewer.rar


Screenshot


OUTDATED INFO:

Ok, now it´s time to release a (not yet perfect) version of this md5viewer.
I included some md5models (one of them animated), which will probably be the bigger attractor for most of you, since there are several md5viewers out there (none of them technically as advanced as mine, though :), but I haven´t seen ANY selfmade md5model/anim ever. :)
But don´t expect too much of the models, they´re made with notepad, and my texture creation skills are flat zero, and the butterfly texture is taken from NVidia´s Dawn demo...

Link to the old thread with screenshots:
http://www.doom3world.org/phpbb2/viewtopic.php?t=1139

Here´s the link, thanks to BNA! for uploading it!
updated a few times now, this is the latest version (see my posting from 2004-01-16 below):
http://home.tiscali.de/der_ton/modelviewer.rar

To view other models that you might have :wink: , edit the scene.txt file. I hope it´s self-explanatory. And you guys just LOVE anything that looks like a ascii-script, right? ;-D

Sorry for the shitty specular lighting... it´s difficult to do that in a optically correct way with 4 texture units and using no NV or ATI extension. I´ll either add a codepath for NV_register_combiner extension, or add support for 8 texture units, or I´ll go all the way to ARB_fragment_program.

The framerate is not good, I know, but this is not optimized yet. And I don´t have any assembly language inner loops, not to mention MMX/SSE stuff. And it doesn´t use vertex programs (yet), so all the math is done by the CPU.
And the framerate used to be twice as high, until I had to restructure the tangent space calculation because of the symmetry seam issue.

There was so much more that I wanted to mention about the program, but let´s do it the other way round, just ask questions of what you want to know. I´m switching to lazy mode now. :)

der_ton


Last edited by der_ton on Mon Jan 09, 2006 11:38 pm, edited 9 times in total.

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PostPosted: Thu Aug 07, 2003 8:50 am 
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neat...dont know much bout it...but just appreciating the effort u put in

the butterfly stopped flapping after i did shift + x(after the initial fast flapping)

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PostPosted: Thu Aug 07, 2003 10:18 am 
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Really nice !

On side note : The rendering of font (when rendering help) really kill FPS :D

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PostPosted: Thu Aug 07, 2003 11:48 am 
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yes I know that when you let the animation run backwards, at some point the absolute animation time becomes negative, and the animation time is clamped to 0.
I thought that that´s the most reasonable behaviour for the animation.

Yes I know, the font rendering is really poopy... :wink: But I didn´t really want to concentrate on that boring stuff too much, so I chose to get some example code from some tutorial and if it works I won´t touch it.


So has anyone tried it out with the Doom3 Models? Don´t forget to set the path variable in the scene.txt file to your D3-base-directory.

And then you can try setting the nummodels to 7 (was 5 in the original scene.txt). Maybe you´ve noticed that the scene.txt contains two more models, #5 and #6, that have been ignored. That´s kind of an easter egg... lol.


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PostPosted: Thu Aug 07, 2003 5:13 pm 
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I set it up to search my base directory but the only model it loaded was the pipes. How do you switch the object in focus?

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PostPosted: Thu Aug 07, 2003 9:00 pm 
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rich_is_bored wrote:
I set it up to search my base directory but the only model it loaded was the pipes. How do you switch the object in focus?


Sorry, no focus switching yet...

Sorry, the problem with pinky is very simple to solve.
For pinky´s "modelname" attribute in the scene file, use "maps\fred\bathroom/scene1pinkymesh.md5mesh"

The background for the sidenote that I wrote into the scene.txt is that pinky´s texture cannot be found in all the other pinky meshes that exist in the alpha, only this scene1pinkymesh.md5mesh works. That´s because the texture name in the meshfile is "wrong" for all the other pinky-meshes. Doom3 doesn´t care about that texture name since it reads the mtr file to see what textures to use for pinky, but my viewer doesn´t bother looking up the mtr file but tries to find the texture that´s written there in the mesh.

I found out that there´s a pinky mesh with the correct texture name just now, sorry. I always used a edited version of one of the other pinky-meshes.

By the way, if you want to see the scene with the two security guys and the scientist that bumps into one of them, put this into your scene.txt (instead of all the other modelstuff there):

nummodels 3

model 0
modelname "models\md5\meshes/scientist1.md5mesh"
modelanim "models\md5\anims\cinematics/cin_lobby_sci.md5anim"
modelpos 195.791 -102.819 0

model 1
modelname "models\md5\meshes/security.md5mesh"
modelanim "models\md5\anims\cinematics/cin_lobby_sec1.md5anim"
modelpos -145.609 193.743 0

model 2
modelname "models\md5\meshes/security.md5mesh"
modelanim "models\md5\anims\cinematics/cin_lobby_sec2.md5anim"
modelangle 0
modelpos 219.212 36.194 0


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PostPosted: Thu Oct 16, 2003 1:18 am 
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There´s a new version,
http://www.doom3world.org/doom3/der_ton/modelviewer.zip

-improved specular lighting on Geforce3+
-switch the object in focus (thanks rich)
-improved flexibility for camera movement
-can draw character skeletons
-reads obj and ase models, too

Nothing stunning, but I felt like improving it a little more. :)


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PostPosted: Thu Oct 16, 2003 3:30 am 
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downloaded for a looksee..

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PostPosted: Thu Oct 16, 2003 5:00 am 
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You know what would be real nice is if you could change the models/animations being rendered without editing the scene.txt. Perhaps a shortcut key to bring up a browse window for the model in focus which allows you to select a md5 model or animation. Then the selected model or animation would replace the model or animation in focus.

It's still a great piece of software der_ton. :)

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PostPosted: Thu Oct 16, 2003 8:47 pm 
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my version isn't reading any of the D3 content... the butterfly etc show up but non of the game content. The base file path has been added to the scene file but nothing happens... the app opens and displays various numbers but the screen is basically black... any ideas?

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PostPosted: Thu Oct 16, 2003 9:26 pm 
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I had the same issue. I just had to edit the scene.txt file so that in the place of the butterfly the program would load the pinky, scientist, ect..

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PostPosted: Thu Oct 16, 2003 10:12 pm 
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thnx I'll give that a try later

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PostPosted: Fri Oct 17, 2003 7:22 am 
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Also checked it out - nice work der_ton - looking forward to seeing what you'll do with the program.

I can't get the skins to load properly - i.e. pinky is 'skinless' ?


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PostPosted: Fri Oct 17, 2003 4:13 pm 
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Thank you guys for all the feedback. :)

First of all, don´t use paths with spaces in them. Not even if you put the pathnames in " " ...

In the included scene.txt, you can just make two changes and you´ll see pinky breaking through the walls (if you have the alpha ofcourse):
- change the first line that says basepath, to point to the base dir of the alpha.
- change the line that says "nummodels 3" to "nummodels 5". The models number 3 and 4 (count starts at zero so it´s 5 models then) are pinky and the wall. The other models (number 0, 1 and 2) will still be there.
Yeah this is inconvenient, it would be easier to handle if the numbers were just left out and all the models in the scene.txt would be read. Ofcourse the best thing would be on the fly model loading like rich pointed out.

matt, what exactly do you mean with the "skinless" pinky? is it white, completely without textures?


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PostPosted: Fri Oct 17, 2003 11:52 pm 
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Oh, I just had another idea. Being able to move the models around in the scene maybe with shift + mousedrag or something. You probably are starting to hate me now. :)

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PostPosted: Sat Oct 18, 2003 9:05 am 
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der_ton wrote:
matt, what exactly do you mean with the "skinless" pinky? is it white, completely without textures?


Yeah - it was just me being dumb and not editing the basepath ! :oops:

It looks a lot better skinned - hehe - great stuff.


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PostPosted: Mon Dec 15, 2003 7:46 pm 
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That's a great little app der_ton, very impressive - definitely the best one I've seen so far. I'm trying a similar normal-mapped app myself, and since I got the doom3 models & normal maps I figured I'd use them to learn how to do it. So I have a few technical questions if you don't mind! (that is if you still hang around here..)

Are you using tangent-space bump-mapping? This is what I've been trying, but I haven't been having too much success. I'm using a vertex program to set it up, and then register combiners to do the dot product. However it all seems to be far too bright, compared with just standard opengl lighting. Also, the diffuse map seems to be very washed out - the model doesn't show up half the detail that should be there. I know this is a little vague, and if you're willing to answer a few questions I'll go into greater detail, but I just thought you might have come across the same sort of problems as me, and might be able to point me in the right direction!

I'm not doing specular yet, since once I have this figured out then it shouldnt be too hard to extend it to include a gloss map. And I'm not using the height map texture either, just the base texture map and the normal map - would this be something to do with my problems?

Here's an example:...
<<screenshot removed>>


Thanks!
satch


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PostPosted: Mon Dec 15, 2003 8:54 pm 
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Hi satchmo,

welcome to the board. Please don't post screenshots of alpha material on the board. We don't want to upset anyone because of copyright issues.
der_ton is a frequently D3W forum contributor and i'm shure he will help you with your problems if he can.

Happy posting anyways!


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PostPosted: Mon Dec 15, 2003 9:10 pm 
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Hey is there any chance of a os x or linux version, in the near future?


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PostPosted: Mon Dec 15, 2003 9:19 pm 
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Sure, sorry about that! I thought I had seen screenshots of d3 models elsewhere on the board but of course I understand. If it makes any difference though I've managed to stop myself from actually playing the alpha or even watching anyone play it - I want the first thing I see of it to be the loading screen when I buy it the day it's released!


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