Re: Mesh Viewer V1.0.1
Posted: Wed Jan 11, 2017 11:44 am
What do you mean by the same problem?? there have been so much problems 
Did you download the latest (1.0.1) version??
Did you download the latest (1.0.1) version??
Sorry, I need to be more precise ^^Anakin wrote:What do you mean by the same problem?? there have been so much problems
There's a v1.0.1 ?? I found only the links of the VS runtime components and of the qwindows.dll .Anakin wrote:Did you download the latest (1.0.1) version??
I downloaded the mesh viewer with the link of the first page and it works !!Anakin wrote:Yeah I found out, that the qwindws.dll needs to be in a subfolder called platforms. Then someone else had problem with Windows XP, so I compiled it to be compatible with Win XP and included the qwindows.dll fix. So just redownload from the first page
And replaced the existing one but it still doesn`t work. What am I supposed to do?yeah i changed the library. Please try this: https://www.dropbox.com/s/kr7sc15tqd8fd ... s.dll?dl=0
@SkinnyODST: you replaced what? Please download version 1.0.1 from the first post. It should work directly without any fixes. If it does not, let me know the error message and your system components, OS,...Marth8880 wrote:
Features I'd personally like to see:
- Ability to adjust camera zoom increment value, meaning you can control how much the camera zooms each time the mouse wheel is scrolled
already had this in the old viewer. Gonna add this here, too.- UE4-style camera controls, where Alt+LMB orbits, Alt+MMB pans, Alt+RMB zooms
i'm fine with the control. And it is not that easy to have multiple moving options.- UE4-style "flythrough" camera, where you use WASD while (optionally) holding RMB to fly around the scene, kind of like in ZE
ok, maybe later. Much later- Ability to resize the File Info window
it should grow with longer names. Don't know why it does not work. Gonna fix that- Ability to display the mesh's material count, vertex count, and triangle count in the upper-left corner of the mesh display viewport (like in XSI)
shouldn't be that difficult- Main window isn't disabled while File Info window is open, meaning you can interact with the main window while the File Info window is open (you'd
probably want to set the File Info window to always be on top)
gonna fix that, too.- Material names are displayed in list of materials in File Info window
why do you need them??- Mesh rendered in the viewer has lighting
...- When that^ is implemented, it'd be nice to be able to adjust the lighting's color and intensity
do you want a file viewer, or a gameengine??- Materials with transparency are rendered as such
if you know how to compile, get the latest source, it should already work- Ability to render the mesh in wireframe mode
Why?? I'm afraid that you want in the next step edit and saving the mesh![]()
- Viewer can render vertex colors as they'll appear in-game
what do you mean?? I don't know how zero handles all the render flags. So it will never be exactly like ingame. For example single sided transparency, emissive, glow,.. do you know how **** complicate that is??- Proper, fully-featured material property window where you can view all of a material's properties including: Texture0/Texture1/Texture2/Texture3 slot values, diffuse/ambient/specular color values, specular decay value, material flags, render type, and Data0/Data1 values - basically something very similar to this:
you'll may get the texture slots, the render flags and render types and data values. But not more.
After downloading it again and not tampering with it at all, it says "The program can`t start because VCRUNTIME140.dll is missing from your computer. Try reinstalling the program to fix this problem"@SkinnyODST: you replaced what? Please download version 1.0.1 from the first post. It should work directly without any fixes. If it does not, let me know the error message and your system components, OS,...
It's not even really "UE4-style", but rather the style of what almost everyone in the 3D industry is used to. Just because *you* think they're fine doesn't make them intuitive.Anakin wrote:UE4-style camera controls, where Alt+LMB orbits, Alt+MMB pans, Alt+RMB zooms
i'm fine with the control. And it is not that easy to have multiple moving options.
I mean, I guess it depends on how the camera currently works. I assume that currently, there isn't any sort of camera "object" that orbits around the scene, but rather the mesh file simply rotates around and the camera stays put.Anakin wrote:UE4-style "flythrough" camera, where you use WASD while (optionally) holding RMB to fly around the scene, kind of like in ZE
ok, maybe later. Much later
Because it's useful information, especially when you're viewing meshes that have many materials that use the same texture.Anakin wrote:Material names are displayed in list of materials in File Info window
why do you need them??
Currently, meshes rendered in your viewer are rendered with completely flat lighting. This makes it extremely difficult to properly see the mesh's details.Anakin wrote:Mesh rendered in the viewer has lighting
...
Okay lol I'll admit that one is a bit unnecessary.Anakin wrote:When that^ is implemented, it'd be nice to be able to adjust the lighting's color and intensity
do you want a file viewer, or a gameengine??
Because it's useful to be able to view a mesh's topography without having to import it into XSI.Anakin wrote:Ability to render the mesh in wireframe mode
Why?? I'm afraid that you want in the next step edit and saving the mesh![]()
I don't expect it to be 100% like it does in-game; and I get that it's complicated. However, obviously you were able to figure out how to read a mesh's vertices, polygons, materials, and their textures, so I don't see why you can't use the MSH file structure information provided by ANDE to help you implement the rest. You are the one who decided to start this project, after all.Anakin wrote:Viewer can render vertex colors as they'll appear in-game
what do you mean?? I don't know how zero handles all the render flags. So it will never be exactly like ingame. For example single sided transparency, emissive, glow,.. do you know how **** complicate that is??
If you figure out how to read all of those other material flag values, there's no reason why you can't use that same method to read the material's diffuse/ambient/specular/decay values. I mean hell, ANDE's conveniently documented all of this information, so there's no reason why you can figure out how to read the former but not the latter.Anakin wrote:Proper, fully-featured material property window where you can view all of a material's properties including: Texture0/Texture1/Texture2/Texture3 slot values, diffuse/ambient/specular color values, specular decay value, material flags, render type, and Data0/Data1 values - basically something very similar to this:
you'll may get the texture slots, the render flags and render types and data values. But not more.[/list]
Please get the right Visual C++ Redistributable for Visual Studio 2015 for your OSSkinnyODST wrote:After downloading it again and not tampering with it at all, it says "The program can`t start because VCRUNTIME140.dll is missing from your computer. Try reinstalling the program to fix this problem"@SkinnyODST: you replaced what? Please download version 1.0.1 from the first post. It should work directly without any fixes. If it does not, let me know the error message and your system components, OS,...
And computer components? What`s that?
I just think it is stupid to press ALT when the viewer does not support selection. So i won't need alt. orbits = rotating, pan = moving right? So the only thing you wanna change is zoom and moving and i think nothing is more intuitive than scroll for zooming.Marth8880 wrote:It's not even really "UE4-style", but rather the style of what almost everyone in the 3D industry is used to. Just because *you* think they're fine doesn't make them intuitive.Anakin wrote:UE4-style camera controls, where Alt+LMB orbits, Alt+MMB pans, Alt+RMB zooms
i'm fine with the control. And it is not that easy to have multiple moving options.
The camera and objects do nothing. I move and rotate the world. http://www.opengl-tutorial.org/beginner ... -matrices/I mean, I guess it depends on how the camera currently works. I assume that currently, there isn't any sort of camera "object" that orbits around the scene, but rather the mesh file simply rotates around and the camera stays put.Anakin wrote:UE4-style "flythrough" camera, where you use WASD while (optionally) holding RMB to fly around the scene, kind of like in ZE
ok, maybe later. Much later
ok if you want it...Because it's useful information, especially when you're viewing meshes that have many materials that use the same texture.Anakin wrote:Material names are displayed in list of materials in File Info window
why do you need them??
... was meant in the way "i know you want it, i want it too, but i couldn't get it working. Gonna try it further"Currently, meshes rendered in your viewer are rendered with completely flat lighting. This makes it extremely difficult to properly see the mesh's details.Anakin wrote:Mesh rendered in the viewer has lighting
...
if you want it, shouldn't be that complicate. I just need to reset the init variable (i hope that is possible while runtime...)Because it's useful to be able to view a mesh's topography without having to import it into XSI.Anakin wrote:Ability to render the mesh in wireframe mode
Why?? I'm afraid that you want in the next step edit and saving the mesh![]()
What do you mean by "the rest"?? Bump, normal, specular are fine for me, once the light is working. Transparency already works. But i won't add things like glow, scrolling, chrome, animated, ice, sky, water,.... It's not the problem to get the information from the file. The hard thing is, i have no idea what kind of effect zero uses to apply ice to the surface.I don't expect it to be 100% like it does in-game; and I get that it's complicated. However, obviously you were able to figure out how to read a mesh's vertices, polygons, materials, and their textures, so I don't see why you can't use the MSH file structure information provided by ANDE to help you implement the rest. You are the one who decided to start this project, after all.Anakin wrote:Viewer can render vertex colors as they'll appear in-game
what do you mean?? I don't know how zero handles all the render flags. So it will never be exactly like ingame. For example single sided transparency, emissive, glow,.. do you know how **** complicate that is??
again it's not the problem to get the information or to display them. But with more information the viewer takes longer and longer to load the file. You don't want to wait for a file as long as for BF to load the game. Even now it takes very long to load big files.If you figure out how to read all of those other material flag values, there's no reason why you can't use that same method to read the material's diffuse/ambient/specular/decay values. I mean hell, ANDE's conveniently documented all of this information, so there's no reason why you can figure out how to read the former but not the latter.Anakin wrote:Proper, fully-featured material property window where you can view all of a material's properties including: Texture0/Texture1/Texture2/Texture3 slot values, diffuse/ambient/specular color values, specular decay value, material flags, render type, and Data0/Data1 values - basically something very similar to this:
you'll may get the texture slots, the render flags and render types and data values. But not more.[/list]
I downloaded and installed it, I still get the same popupPlease get the right Visual C++ Redistributable for Visual Studio 2015 for your OS
Gonna have that in mind for the next release.Marth8880 wrote:Excellent work!
Hidden/Spoiler:
Would it be at all possible to have an option for the light to lock with the camera rotation? Kind of like XSI's headlight feature:
Hidden/Spoiler:
Yeah I used backface culling before. Removed it when I made the transparent support, since you are now able to look into a mesh (e.g. helmet with transparent visor)
Also, would it be possible to have an option to toggle backface culling? I think backface culling was enabled in previous versions of your viewer but it isn't anymore.
Hidden/Spoiler:Hidden/Spoiler:
Transparency doesn't appear to work btwAnakin wrote:Removed it when I made the transparent support, since you are now able to look into a mesh (e.g. helmet with transparent visor)
Code: Select all
Features:
- Headlight option,
- zoom speed now adjust in settings window, not via +/-,
- cullface can be activated in the settings,
- text in FileInfoWindow can be marked and copied,
- alpha channel now always used,
- fixed compatibility problems,
- code and performance improvements,
Bugs:
- nothing known