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Model Visual Library Tool - CANCELLED
Posted: Sat Feb 10, 2007 6:14 pm
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.
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
RE: Model Visual Library Tool - WIP
Posted: Sat Feb 10, 2007 6:18 pm
by wierd165

how did you do that awsome!
RE: Model Visual Library Tool - WIP
Posted: Sat Feb 10, 2007 6:18 pm
by Teancum
Dude, that's sweet, hopefully we can set that up for every model

RE: Model Visual Library Tool - WIP
Posted: Sat Feb 10, 2007 6:21 pm
by trainmaster611
WOW!!!

This program is amazing! This will make the modtools VERY user friendyl!

Are you planning to set this up for every model?

RE: Model Visual Library Tool - WIP
Posted: Sat Feb 10, 2007 6:24 pm
by Penguin
Nice .swf, if you need anyhelp with coding for it just send me a PM
RE: Model Visual Library Tool - WIP
Posted: Sat Feb 10, 2007 6:24 pm
by Fusion
I'm sure the model "platform-large" has nothing to do with a project I'm co-working on.
Anyway, I'm sure this will be a great help to most people trying to map.

RE: Model Visual Library Tool - WIP
Posted: Sat Feb 10, 2007 6:27 pm
by PR-0927
I like a lot.
I want, I want.
- PR-0927/Majin Revan
RE: Model Visual Library Tool - WIP
Posted: Sat Feb 10, 2007 6:33 pm
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

Posted: Sat Feb 10, 2007 6:45 pm
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
Posted: Sat Feb 10, 2007 7:02 pm
by cloneknight
looks awsome. with this i might try to start modding.
Posted: Sat Feb 10, 2007 7:46 pm
by trainmaster611
What is someone would help you? We could get every shipped object in this library of yours!!!

It would be one of the greatest contributions you will make to the modding community! Without it...

Re: RE: Model Visual Library Tool - WIP
Posted: Sat Feb 10, 2007 7:54 pm
by AceMastermind
Teancum wrote:Dude, that's sweet, hopefully we can set that up for every model

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.
Re: RE: Model Visual Library Tool - WIP
Posted: Sat Feb 10, 2007 8:03 pm
by Schizo
AceMastermind wrote:Teancum wrote:Dude, that's sweet, hopefully we can set that up for every model

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.
Posted: Sat Feb 10, 2007 8:19 pm
by Clonedude55
This is so awesome this will map making and modding so easy
Posted: Sat Feb 10, 2007 9:00 pm
by EraOfDesann
Awesome! I've been wanting a tool like this! Good job squipple!
Posted: Sat Feb 10, 2007 9:04 pm
by Qdin
yeah, I'm impressed by it

REALLY sweet stuffs you've made up there!
Posted: Sat Feb 10, 2007 9:16 pm
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
Posted: Sat Feb 10, 2007 10:03 pm
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.
Posted: Sat Feb 10, 2007 10:08 pm
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
Posted: Sat Feb 10, 2007 10:22 pm
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.