Model Visual Library Tool - CANCELLED

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

Moderator: Moderators

User avatar
squipple
1st Lieutenant
1st Lieutenant
Posts: 420
Joined: Tue Jun 28, 2005 7:38 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Contact:

Model Visual Library Tool - CANCELLED

Post by squipple »

I'm working on a visual library for the squeddies pack. I put this together last night in flash. Works out pretty slick. Just wanted to know if you guys see anything that you might like in it. The jpg should pretty much make it self explanatory. It uses flash and XML for the data structure, so you can add your own library if you want.

Image

THE WORK ON THIS TOOL HAS BEEN CANCELLED.
3D Converter does a nice job of showing models and what textures are involved with them, so I would suggest using that tool. For more info on that tool and where to get it, see this thread. If you like it, make sure to register! :)
http://www.gametoast.com/index.php?name ... pic&t=8957
Last edited by squipple on Sun Mar 04, 2007 2:46 pm, edited 4 times in total.
wierd165

RE: Model Visual Library Tool - WIP

Post by wierd165 »

:shock: how did you do that awsome!
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

RE: Model Visual Library Tool - WIP

Post by Teancum »

Dude, that's sweet, hopefully we can set that up for every model :P
User avatar
trainmaster611
Sith Lord
Sith Lord
Posts: 1779
Joined: Thu Aug 24, 2006 5:22 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Building a railway to Coruscant
Contact:

RE: Model Visual Library Tool - WIP

Post by trainmaster611 »

WOW!!! Image This program is amazing! This will make the modtools VERY user friendyl! :P Are you planning to set this up for every model? :?
Penguin
Jedi Admin
Jedi Admin
Posts: 2541
Joined: Sun Mar 05, 2006 12:00 am
Location: Australia

RE: Model Visual Library Tool - WIP

Post by Penguin »

Nice .swf, if you need anyhelp with coding for it just send me a PM
Fusion
Gametoast Staff
Gametoast Staff
Posts: 2551
Joined: Sat Jun 24, 2006 4:16 pm

RE: Model Visual Library Tool - WIP

Post by Fusion »

I'm sure the model "platform-large" has nothing to do with a project I'm co-working on.

:P

Anyway, I'm sure this will be a great help to most people trying to map. :)
User avatar
PR-0927
Old School Staff
Posts: 844
Joined: Fri Dec 31, 2004 9:15 pm
Location: Kent, OH, U.S.A.

RE: Model Visual Library Tool - WIP

Post by PR-0927 »

I like a lot.

I want, I want.

- PR-0927/Majin Revan
DooFi

RE: Model Visual Library Tool - WIP

Post by DooFi »

but it doesn't read and show the meshes, but just predefined pictures, does it? So if you create a new mesh, you gotta add it to the library first, if you want to view it. The interface looks really nice :)
User avatar
squipple
1st Lieutenant
1st Lieutenant
Posts: 420
Joined: Tue Jun 28, 2005 7:38 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Contact:

Post by squipple »

@ trainmaster - I'm not doing it for every model in the shipped maps, just for the squeddies library, which includes all re-usable objects from my maps, eddies maps, and any misc models I've created for people along the way (yes, like the large platform fusion ;) ).

@ Penguin - thanks for the offer. I was able to whip this up last night in about 4 hrs. (I do flash coding for a living). It's pretty much complete unless you guys can think of something to add. I just gotta do the XML and screenie footwork.

@ DooFi - Yeah, it reads a picture file designated in the XML, which means somebody has to take the initial effort to make an XML file and take screenshots, which in the squeddies maps case, will be me. Once it's released you guys can feel free to release XML/screenshot packages for shipped models or your own. You could probably make a better program in VB that would read the directories, odf files, etc, and automatically generate lists just by what's located there, but you'd still have to take screenshots, and I don't wanna mess with VB. :p
cloneknight
Chief Warrant Officer
Chief Warrant Officer
Posts: 357
Joined: Sun Aug 20, 2006 11:39 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by cloneknight »

looks awsome. with this i might try to start modding.
User avatar
trainmaster611
Sith Lord
Sith Lord
Posts: 1779
Joined: Thu Aug 24, 2006 5:22 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Building a railway to Coruscant
Contact:

Post by trainmaster611 »

What is someone would help you? We could get every shipped object in this library of yours!!! :D It would be one of the greatest contributions you will make to the modding community! Without it... Image
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: RE: Model Visual Library Tool - WIP

Post by AceMastermind »

Teancum wrote:Dude, that's sweet, hopefully we can set that up for every model :P
No doubt, if we could get several people to help and assign them different worlds assets to catalogue, then we could get everything from the Modtools into this very useful program.
Schizo

Re: RE: Model Visual Library Tool - WIP

Post by Schizo »

AceMastermind wrote:
Teancum wrote:Dude, that's sweet, hopefully we can set that up for every model :P
No doubt, if we could get several people to help and assign them different worlds assets to catalogue, then we could get everything from the Modtools into this very useful program.
Indeed. This is just what we need. It'd save who knows how much time normally spent looking through the mod tools desperately just to find what you're looking for. With this, it'd be easy as pie.
Clonedude55

Post by Clonedude55 »

This is so awesome this will map making and modding so easy
User avatar
EraOfDesann
Jedi Admin
Jedi Admin
Posts: 2170
Joined: Mon May 30, 2005 5:22 pm
Location: North Texas
Contact:

Post by EraOfDesann »

Awesome! I've been wanting a tool like this! Good job squipple!
Qdin
Old School Staff
Posts: 2059
Joined: Wed Feb 23, 2005 9:54 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by Qdin »

yeah, I'm impressed by it :D REALLY sweet stuffs you've made up there!
User avatar
PR-0927
Old School Staff
Posts: 844
Joined: Fri Dec 31, 2004 9:15 pm
Location: Kent, OH, U.S.A.

Post by PR-0927 »

Now if only there was a program that could be used as a model-viewer (browse to the .odf file, open it up, and preview the model without having to load ZE - kinda' like that model-viewing program for JA).

- PR-0927/Majin Revan
User avatar
squipple
1st Lieutenant
1st Lieutenant
Posts: 420
Joined: Tue Jun 28, 2005 7:38 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Contact:

Post by squipple »

Yeah, Majin, that'd be sweet, but I don't know of anything that would be able to do that that wouldn't come straight out of pandemic's hands :).
This is probably the next best thing.

I think it's a good idea to assign people worlds and get the objects in!

Anyone wanna sign up?

Here's what's needed.
- Place the object in ZE, take a screenshot (with only that object in the shot), and crop it down to 380x260. Save as jpg.
- fill out this set of XML for each object. It's pretty straight forward. The example given here is for a mushroom I made for Majin. (I had to replace all "<" and ">" signs with "(" and ")" to get it to post for some reason)

Code: Select all

(OBJECT)
(TITLE)Mushroom(/TITLE)
(ODF)bigShroom.odf(/ODF)
(MSH)bigShroom.msh(/MSH)
(PIC)images/bigShroom.jpg(/PIC)
(TEXTURES isArray="true")
	(TEXTURE)bigShroom.tga(/TEXTURE)
(/TEXTURES)
(EFFECTS isArray="true")
	(EFFECT)None(/EFFECT)
(/EFFECTS)
(NOTES)A mushroom originally made for Majin Revan.(/NOTES)
(/OBJECT)
If there's more than one texture or effect just add another set of texture or effect tags respectively. ie, if there were more textures of this mushroom, the textures part of this XML would look like this:

Code: Select all

(TEXTURES isArray="true")
    (TEXTURE)bigShroom.tga(/TEXTURE)
    (TEXTURE)anotherTexture.tga(/TEXTURE)
(/TEXTURES)
If people want to start on it, I'll make a list on this post and keep track of who's doing what. Just post what you're going to do.
Clonedude55

Post by Clonedude55 »

So just to make sure what exactly what is this does this keep track of models people make or an easier way to make the models
Schizo

Post by Schizo »

I suppose I can do some cataloging. Seeing as how my next map will use a lot of machinery and stuff, I suppose I'll do Polis Massa. Maybe Mustafar as well.
Post Reply