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 Post subject: ExKalibur Model Viewer
PostPosted: Sat May 01, 2004 2:15 pm 
Here it is !!!
My baby : (11 months of "hard" work, don't count the time it takes me to know what are "vertex", "texture", "shader", ... :D)

readme.txt wrote:
"XKViewer" is a program you can use to see some 3D Models (MD5, 3DS and Cal3D).


URL : http://esotech.free.fr/pub/ExKalibur_v0.29_exe.zip

NOTE : This release is a "beta-test" (v0.29), it should be quickly followed by the v0.30 that will include another program ("XKDeathMatch") and the full source code in GPL :)

Wait for your feedbacks :wink:

Update :
The new version (for Doom3 beta) :
ExKalibur v0.30 (beta)
(read http://www.doom3world.org/phpbb2/viewtopic.php?p=25678#25678)
The last version (for the final Doom 3 game) :
ExKalibur v0.30 Final
(read http://www.doom3world.org/phpbb2/viewtopic.php?p=52216#52216)


Last edited by KPixel on Tue Sep 28, 2004 12:14 pm, edited 5 times in total.

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 Post subject:
PostPosted: Sat May 01, 2004 4:42 pm 
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it looks pretty nice. Good job!

Do you think you could add an option to loop animations and a mode that allows you to see bones?

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 Post subject:
PostPosted: Sat May 01, 2004 6:04 pm 
bullet wrote:
Do you think you could add an option to loop animations and a mode that allows you to see bones?

Hum, In which case do you think that looping animations is usefull (in a "Viewer") :?: Well, but it is feasable...

For bones, it is a little more complicated, but also feasable.

I haven't done that because I don't need it; but if you want, I can; just let me know (They will be in my "wish list" and I will do them progressivly). :wink:

Another think : To see ".def" MD5 models, you should add the base paths in the file "xkscene.txt" (you can add many) :
Code:
Path = "D:\Games\D3\base" // don't forget quotes

The .def models of Doom3 are in the sub-dir "base\def\"; the most interesting is "monsters.def".


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 Post subject:
PostPosted: Sat May 01, 2004 7:23 pm 
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Nice job!

It´s really cool that your viewer parses the .def files, and also the scene setup text format is better organized than in my viewer... :)

Rendering-wise there is some stuff left to do but I´m sure you´ll get that working.

For the readme, you should credit the people who made the included models.

Full source for the next release, yaay! I might finally pick up some Direct3D knowledge then.

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 Post subject:
PostPosted: Sun May 02, 2004 11:06 am 
der_ton wrote:
Rendering-wise there is some stuff left to do but I´m sure you´ll get that working

With your help :wink:


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 Post subject:
PostPosted: Fri May 07, 2004 1:39 pm 
If you don't post any comment, I will think I've created the 9th wonder :wink: (the 8th is someone :D)


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 Post subject:
PostPosted: Fri May 07, 2004 3:11 pm 
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KPixel wrote:
If you don't post any comment, I will think I've created the 9th wonder :wink: (the 8th is someone :D)


You want it you get it:

A nice GUI please :)

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 Post subject:
PostPosted: Fri May 07, 2004 5:58 pm 
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Uncommenting the fatty entry in the xkscene.txt makes it crash during startup:
Model = "def/monsters.def?monster_zombie_fat"

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 Post subject:
PostPosted: Tue May 11, 2004 12:03 pm 
Sorry for the delay; have some problem with my connexion :(

BNA! wrote:
A nice GUI please :)

To do what sort of work ?

der_ton wrote:
Uncommenting the fatty entry in the xkscene.txt makes it crash during startup:
Model = "def/monsters.def?monster_zombie_fat"

:shock:
Very curious !!!
Is there somebody else that have this problem ?
Hum der_ton, can you PM me the "xklog.txt" file after the "crash" (and what do you mean by crash ? Access Violation-like or simple close ?!?)


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 Post subject:
PostPosted: Tue May 11, 2004 12:17 pm 
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It´s an access violation, and the xklog.txt doesn´t say anything about the loading of the fat zombie, the last lines are:

Code:
C:\ExKalibur_v0.29_exe\ExKalibur\xkdata/anita.3ds
[Model3DSMeta::Load3DS()] 30 materials for 30 meshes with 1715 tris & 1050 verts
[Model3DSMeta::Load3DS()] vMin = {-43.80, -0.01, -3.88} - vMax = {10.48, 68.10, 8.56}
[Viewer::Close()] Average FPS == -1.#INF00
[Viewer::Close()] End Of the App; Release...
[XKGraphics::Destructor()] Graphics Engine correctly shutdown
[XKInput::Destructor()] Input Engine correctly shutdown
[XKPhysics::Destructor()] Physics Engine correctly shutdown
[XKCore::Destructor()] ExKalibur Engine correctly shutdown
[Viewer::Close()] EOF


The anita.3ds is the model in the xkscene.txt that precedes the monster_zombie_fat.

Another little thing, I would like the fov angle in your viewer to be higher. I feel claustrophobic... :)

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 Post subject:
PostPosted: Tue May 11, 2004 3:11 pm 
Are others MD5 models correctly loaded ?
Try opening the "monsters.def" file and select zombie_fat in the list :wink:

We will probably have to wait that I release the code so that you can run it in debug mode to know where is the problem...

I will change the FOV (actually, it is PI/4...)


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PostPosted: Tue May 11, 2004 3:33 pm 
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KPixel wrote:
Are others MD5 models correctly loaded ?
Try opening the "monsters.def" file and select zombie_fat in the list :wink:

We will probably have to wait that I release the code so that you can run it in debug mode to know where is the problem...

I will change the FOV (actually, it is PI/4...)


Yep, fatty from the def is the only one that crashes.
How do I open the .def file with your viewer?

A "usual" FOV is PI/2 (90 degrees).

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 Post subject:
PostPosted: Wed May 12, 2004 2:52 pm 
der_ton wrote:
How do I open the .def file with your viewer?

I've write two classes for that...
I'll send you the code (it is simpler than english :D)


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 Post subject:
PostPosted: Wed May 12, 2004 4:25 pm 
I have a class "Parser" that convert a text file to a bunch of lines made of tokens :

Code:
// A parser that can convert a "C-Like" file to an structured list of Lines and Tokens
// Cf. "Parser::SetSeparators()" : Default Line Separators = { '\n', '\r' }
// and Default Token Separators = { ' ', '\t', '(', ')', '=', ':', ';', ',' }
class Parser
{
public:
    struct Line // A "line" made of tokens and inner lines (both are optionnal)
    {
        vector<ParserString> Token; // Line's Elements
        vector<Line> Inner; // Inner Block's Lines (delimited by '{' and '}')
    };

    // Parse the Stream and put its lines and tokens in the Line list (can also put separators)
    virtual int LoadBlock(ParserStream& S, vector<Line>& L, const bool KeepSeparators);

    virtual bool IsLineSep(char c); // Tells if 'c' is a Line Separator
    virtual bool IsTokenSep(char c); // Tells if 'c' is a Token Separator
    virtual bool IsEmpty(Line& L); // Tells if this Line is Empty

    // NOTE : Send 'NULL' and '0' to default them.
    virtual void SetSeparators( const char* Separators_Line, const char NumSepLine,
                                const char* Separators_Token, const char NumSepToken );

    // For DEBUG : Recursively print blocks (lines and tokens)
    virtual void PrintBlock(vector<Line>& B, ParserString strIndent);

    Parser() // Default Ctor
    {
        SetSeparators(NULL, 0, NULL, 0);
    }

protected:
    char m_Separators_Line[256]; // Line Separators
    char m_Separators_Token[256]; // Token Separators
    unsigned char m_NumSepLine, m_NumSepToken; // Numbers of Separators
};


With this class, I can easily parse any text file (eg : ".def", "xkScene.txt")

I will release the source code in one week so, you can wait it :)


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PostPosted: Thu May 13, 2004 7:52 pm 
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KPixel wrote:
der_ton wrote:
How do I open the .def file with your viewer?

I've write two classes for that...
I'll send you the code (it is simpler than english :D)


Well I meant it more like "How do I open the .def file, what key do I have to press so that your viewer gives me a file-open dialog where I can select the .def file and get to see the list of entities it contains?"

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 Post subject:
PostPosted: Fri May 14, 2004 2:25 pm 
I have not add a way to open .def files from the Viewer.
But you can open it in a new Viewer instance by "double-clicking" on the file and selecting XKViewer.exe :wink:

And you can add Animations to a Model by pressing the key "F5"...
(OT : Try adding an animation from a monster like Pinky to a model like the player or a Zombie; the result is very funny :) )


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PostPosted: Fri May 14, 2004 3:02 pm 
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KPixel wrote:
I have not add a way to open .def files from the Viewer.
But you can open it in a new Viewer instance by "double-clicking" on the file and selecting XKViewer.exe :wink:


And you ask me whatfor I need a gui... ;)

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PostPosted: Fri May 14, 2004 3:14 pm 
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KPixel wrote:
I have not add a way to open .def files from the Viewer.
But you can open it in a new Viewer instance by "double-clicking" on the file and selecting XKViewer.exe :wink:


I did that but it either crashes or nothing happens... (the viewer´s window stays black, and cpu is idle).

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PostPosted: Fri May 14, 2004 5:33 pm 
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try draggin a .md5mesh file onto the XKViewer.exe
Worked for me, maybe it'll work for you

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PostPosted: Fri May 14, 2004 5:37 pm 
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bullet wrote:
try draggin a .md5mesh file onto the XKViewer.exe
Worked for me, maybe it'll work for you


Yep that works just fine. But it´s not what I meant. I was talking about .def files.

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