Xycaleth Posted August 29, 2014 Author Posted August 29, 2014 Not yet, but I've had a look around to see what would potentially need to be done. Stoiss and Tempust85 like this
Archangel35757 Posted August 30, 2014 Posted August 30, 2014 What do you think of the new toolbar? Oh and I fixed the broken rendering with transparent textures. (Also I realise I'm missing some icons) I use the incremental speed up & slow down play buttons to slow down animations mainly to look for flaws... I'm sure @@DT85 uses that as well. I don't see those buttons like the legacy modview... I need to download your version and try it out.
Archangel35757 Posted August 30, 2014 Posted August 30, 2014 Not possible without rewriting the ModView renderer, but it's mostly lots of copy and paste from the JKA renderer. The ModView renderer is literally a stripped down version of the original anyway so it'll just be like stuffing a turkey But instead of stuffing or whatever else you put in a turkey, you put back the original bits that got taken out Please add the necessary render support to preview shaders-- especially normal maps!
Archangel35757 Posted August 30, 2014 Posted August 30, 2014 If Raven releases the EffectsED code to us... it would be awesome to see EFX that are associated with the player, character, or vehicle... maybe bolt-on weapons as well. E.g. would be nice to see Force lightning eminate from fingers (when that anim plays).
Tempust85 Posted August 30, 2014 Posted August 30, 2014 Would be great to have a moving/moveable lightsource, would make creating specular a lot easier (it never looks the same as in other apps, so I'm constantly tweaking). Yeah, speed up/down is needed for sure. Here's a wishlist for the ultimate ModView: - moving/moveable light source- shader support (including anim textures, glow, specular, etc)- able to load effects (would help tag position & orientation on models)- migrate MD3View into ModView- ability to play animevents sounds WITHOUT having to load an external player similar to EffectsED- decent floor texture, & have floor default to 0,0,0 position (so we don't have to keep enabling it and then move floor to lowest model point) Psyk0Sith, Archangel35757, eezstreet and 3 others like this
Archangel35757 Posted August 30, 2014 Posted August 30, 2014 I think the sound issue was related to them hard coding a link to where winamp (mp3) player should be... I think an external player is fine as long as you can set the path in a preference option.
Tempust85 Posted August 30, 2014 Posted August 30, 2014 Well it loads windows media player for me and it NEVER plays in-sync so it's pretty much a useless feature.
Tempust85 Posted August 30, 2014 Posted August 30, 2014 EffectsED works great, yeah. Something like this would be good.
Xycaleth Posted August 30, 2014 Author Posted August 30, 2014 - ability to play animevents sounds WITHOUT having to load an external player similar to EffectsED- decent floor texture, & have floor default to 0,0,0 position (so we don't have to keep enabling it and then move floor to lowest model point)How would the animevents sounds get played then? They play in the event an animation has reached frame X, but without a model you don't have an animation What would a "decent" floor texture look like? Using (0, 0, 0) for the floor position isn't the best idea - for player models this would mean the floor goes through the waist. Perhaps set the floor position to the lowest model point when it gets loaded? Archangel35757 likes this
Tempust85 Posted August 30, 2014 Posted August 30, 2014 (edited) 1) I think you misunderstood what I meant about animevents. Right now, the sound (when sounds is enabled through the menu) is played through an external media player (ie windows media player) and doesn't sync well if at all with the animations. This is largely due to the time it takes to load the media player, then to load the sound in the media player each time a sound is to be played. My solution - an internal sound player for Modview like EffectsED. 2) Ok, how about a default of -24? Decent as in an actual texture, checkers is awful. A solid color (with a color picker for the floor) would be best now I think of it. Edited August 30, 2014 by DT85
Xycaleth Posted August 30, 2014 Author Posted August 30, 2014 Ah I see. When you say player, you mean sound player lol How about just a wireframe grid for the floor? Like in most 3d modeling programs? Tempust85 likes this
AshuraDX Posted August 30, 2014 Posted August 30, 2014 will work aswell , another option would be an exchangeable floor.jpg in the modview folder, just as it's done for EffectsED or you could leave options :grid, "solid color floor" and "load floor texture" Archangel35757 and Omicron like this
Xycaleth Posted August 30, 2014 Author Posted August 30, 2014 Interesting, it looks like the ModView code we have is slightly out of date compared to the ModView that was released in the SDK. It's missing the code for the "best-fit model to screen" button as well as the icon.
Tempust85 Posted August 30, 2014 Posted August 30, 2014 Yeah, and I think it also is missing the .md5mesh reading (which doesn't work due to incorrect version) not that it's needed.
Xycaleth Posted August 30, 2014 Author Posted August 30, 2014 OS X version looks a bit odd with the toolbar there...
ensiform Posted August 30, 2014 Posted August 30, 2014 Slight hijack but I started designing a basic Assimilate Qt port: Archangel35757, eezstreet, Tempust85 and 1 other like this
Archangel35757 Posted August 30, 2014 Posted August 30, 2014 How would the animevents sounds get played then? They play in the event an animation has reached frame X, but without a model you don't have an animation What would a "decent" floor texture look like? Using (0, 0, 0) for the floor position isn't the best idea - for player models this would mean the floor goes through the waist. Perhaps set the floor position to the lowest model point when it gets loaded?Isn't the EffectED sound player external? That's why mp3 (winamp) is broken, right? As for the floor texture... just let us choose the checker board colors. The checker size should also be an option and IMO set as a multiple of GtKRadiant (8, 16, 32, etc.)- so we can use to judge player movement away from origin. Checker pattern helps judge/see lateral/longitudinal movement. @@Xycaleth... I like the idea of setting the floor to the correct "game world" floor. You could leave the option to set the floor to the lowest part of the character. If you enable a solid floor color-selectable option... at least provide a size-selectable "grid-overlay" option.
Circa Posted August 30, 2014 Posted August 30, 2014 OS X version looks a bit odd with the toolbar there... I can deal with that. It'll look even more weird on 10.10 Yosemite. only other option would be to match OS X style icons.
ensiform Posted August 30, 2014 Posted August 30, 2014 OSX users so picky about their software matching their OS rather than being more concerned with it being x-plat eezstreet likes this
Circa Posted August 30, 2014 Posted August 30, 2014 OSX users so picky about their software matching their OS rather than being more concerned with it being x-plat Guilty.
Tempust85 Posted August 31, 2014 Posted August 31, 2014 Hopefully it will be easy enough to bring over my changes. (assimilate)
Xycaleth Posted August 31, 2014 Author Posted August 31, 2014 @@Xycaleth... I like the idea of setting the floor to the correct "game world" floor. You could leave the option to set the floor to the lowest part of the character. If you enable a solid floor color-selectable option... at least provide a size-selectable "grid-overlay" option. The problem with correct "game-world" floor is it depends on the game code, and won't always be the same for different models. The best I can do is lowest point on model (the floor position won't update with the animation so it'll be a fixed position).
Tempust85 Posted August 31, 2014 Posted August 31, 2014 Just have it at model_root. Archangel35757, AshuraDX and Xycaleth like this
ensiform Posted September 1, 2014 Posted September 1, 2014 @@DT85 I don't know if I plan to get anywhere with it since I don't even know what Assimilate really does/looks like. I'm not a modeler/animator so it would be hard to try to implement the rest of it. ShaderEd would be more my area, but I always have issues getting a GL widget working in QT and this is no different. Ultimately I think the tools code should have a shared codedbase with some of the basic stuff that is shared between all of them and cleaner/redone. Like some engine/"quake" functions etc. Dunno.
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