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| Models, Animations, and Particle Effects Everything to do with modelling and animation in ToEE can be found here. |

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#1 |
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Skeleton
Join Date: Mar 2006
Location: Russia
Posts: 51
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ToEE models viewer
Hello all.
On the basis of Agetian specs on SKM format(ToEE models) and some my research I writed program to convert skm files into .Mesh files which are used by Ogre3D engine. Also I developed a program to view .Mesh files. If anyone interested here is link: http://files.co8.org/tools/MeshViewer.zip Animations currently don't work in right way. Source code available at: MeshViewerSource.zip To built it you will need Ogre SDK with CEGUI extensions and Microsoft Visual Studio 2005. Last edited by Leksey; February 1st, 2008 at 09:37 AM. |
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#2 |
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Windmill Tilter
Join Date: Jan 2006
Location: McBride, B.C. Canada
Posts: 611
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Re: ToEE models viewer
Alright Leksey !!!
I'm at work now, but I'll be damn sure to check that out once I get home. Cuchulainn.
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"We live as if the world were as it should be"
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#3 |
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Mindflayer
Veteran
Join Date: Nov 2003
Posts: 538
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Re: ToEE models viewer
Cool! Nice work. That's a big step forward.
![]() Do you think it would be possible to write a converter that works the other way round (i.e., from Ogre3D's .mesh format to ToEE's .skm)? |
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#4 |
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moving on in life
Join Date: Aug 2005
Posts: 3,282
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Re: ToEE models viewer
This is awesome!.. *wonderful* Thnx dude. :D
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#5 |
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Gargoyle
Veteran
Join Date: Apr 2005
Posts: 1,755
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Re: ToEE models viewer
And you were wondering how you could help out Leksey? Seems like you've made a lot of people very happy |
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#6 |
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Attorney General
Administrator
Join Date: Aug 2004
Posts: 2,063
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Re: ToEE models viewer
Wonderful work, Leksey, thanks!
I'm sure this will make a lot of people happy!So, what about the reverse conversion? Do you think it'd be possible? That'd be another real big breakthru for our modding scene! :D You said you had some problems converting backwards - if you need help, PM me and I'll try to help if I can (not sure how much I could help since you probably know more about this 3D stuff than me, but anyway). This actually inspired me to keep working on the SKA specs as well - that one's still in progress, but SKAs are a lot harder than SKMs, so unfortunately it's taking me some time to break them down.. - Agetian |
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#7 |
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Skeleton
Join Date: Mar 2006
Location: Russia
Posts: 51
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Re: ToEE models viewer
I am glad to know that you all like programs
![]() About reverse convertion: I think it will be harder, because SKM is highly tailored format for 3D model and .Mesh is more powerfull. So it will require some restrictions on .Mesh format. But for now if I write reverse convertion it will be not usefull, because we need to know animation SKA format to use new models in game. |
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#8 |
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Windmill Tilter
Join Date: Jan 2006
Location: McBride, B.C. Canada
Posts: 611
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Re: ToEE models viewer
Hey finaly had a chance to actualy use the viewer, VERY NICE! One small suggestion, it would be more conveniant if you set the center point of the models rotation closer to the model itself.
I'm very much looking forward to seeing this project mature, keep up the good work Leksey!! Cuchulainn.
__________________
"We live as if the world were as it should be"
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#9 |
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Attorney General
Administrator
Join Date: Aug 2004
Posts: 2,063
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Re: ToEE models viewer
I stuck this thread because ToEE model viewer/converter, given that Leksey will keep working on it, may become a really big thing in the future.
- Agetian |
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#10 |
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cuddly nosferatu
Join Date: Dec 2006
Location: Melbourne, Australia
Posts: 565
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Re: ToEE models viewer
Are there any extra programs/modding tools/specific unpacks required to run this program?
i'm recieving an error when i try to run both the converter and the viewer ![]() its the same error for both programs |
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#11 |
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Skeleton
Join Date: Mar 2006
Location: Russia
Posts: 51
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Re: ToEE models viewer
Can you describe your System parameters - operating system and so on?
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#12 |
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cuddly nosferatu
Join Date: Dec 2006
Location: Melbourne, Australia
Posts: 565
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Re: ToEE models viewer
Hey Leksey
![]() basics are: Intel Pentium 4 2.8ghz Windows XP Home, English regional setting. 1.5gig ram Nvidia Geforce FX5700 256mb i've attached my full dxdiag (cant just put it in code tags as it breaks the characters-per-post limit) Edit: Also having errors when trying to use the 3dsmax import export plugin; though that may be because ive only got max 5/6 at the moment. The error i get when i try the dll with max 6 is very similar to the one with the model viewer. Last edited by vampiricpuppy; December 19th, 2006 at 11:33 PM. |
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#13 |
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Skeleton
Join Date: Mar 2006
Location: Russia
Posts: 51
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Re: ToEE models viewer
The only one thing I can suggest, that you haven't two system files MSVCP80.DLL and MSVCR80.DLL. You can find them here for example http://tagstudio.ru/Leksey/ archiv name msvcp80.zip. Unpack it in your system directory - for example : c:\windows\system32 and try again
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#14 |
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cuddly nosferatu
Join Date: Dec 2006
Location: Melbourne, Australia
Posts: 565
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Re: ToEE models viewer
Hey Leksey, thanks for posting those .dlls
they didnt work but they did make me realise what might be the problem.You might want to revise your top post to remind people to pick up the latest .NET framework; while its probably safe to assume that anyone wanting to mod has gotten the worldbuilder first, and has gotten an up to date version of the framework, anyone that does things in a crazy order like me might run into this problem :D converter and viewer work fine now that i have .net 3.0 (no idea what i had before... probably something really ancient). While i havent used the max plugin yet, it seems to load without errors :D problem solved! Sorry about the oversight on my part; and thanks for lending a hand
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#15 |
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Skeleton
Join Date: Mar 2006
Location: Russia
Posts: 51
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Re: ToEE models viewer
It is strange a bit for me, but I don't use .Net framework(pure C++ apllications without .Net extensions) at all not in Models Viewer and max plugin.... I think the problem solved because when .Net framework is installed it brings a lot of new version system dlls.
I didn't tested plugin on max 5 or 6, but I know plugin SDK changed a lot from 6 to 7 max so problems can be. But I tested it with 7 and 8 Max and all works fine Last edited by Leksey; December 20th, 2006 at 09:32 AM. |
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#16 |
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Master Crafter
Super Moderator
Join Date: Dec 2004
Location: U.K.
Posts: 3,307
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Re: ToEE models viewer
Just asking out of curiosity, but does ToEEFE still load with .NET 3.0?
BTW, this is my first post made on a PSP
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"I don't want it back. You can never get rid of the smell, you know. Besides, that dagger was Flint's!" - Tasslehoff Burrfoot.
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#17 |
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cuddly nosferatu
Join Date: Dec 2006
Location: Melbourne, Australia
Posts: 565
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Re: ToEE models viewer
the front end loads fine for me; i cant comment on the world builder; as i still havent got it yet
![]() And leksey, the Model import works just fine on max 6, but doesnt load for max 5 ![]() so max 6 or later i guess is the go :D Last edited by vampiricpuppy; December 20th, 2006 at 09:23 PM. |
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#18 |
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Skeleton
Join Date: Dec 2006
Posts: 1
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Re: ToEE models viewer
Hi All,
I'm new to modding and graphics, but I can't download from Leskey's link for the converter to .mesh files for Ogre. Can someone post it or find it to make it available again? Any help would be much appreciate! Thanks! - newbie |
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#19 |
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Gargoyle
Veteran
Join Date: Apr 2005
Posts: 1,755
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Re: ToEE models viewer
Hopefully someone might have made a copy and will repost. Replying to flag thread just in case someone has
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#20 |
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Skeleton
Join Date: Mar 2006
Location: Russia
Posts: 51
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Re: ToEE models viewer
Hello to all.
Can anyone help with stable location for the Mesh Viewer? It is about 4 mb size, so can't be attached. I updated link a week ago, but my free hoster closed account. PS I uploaded as attachments source code of MeshViwer and 3ds max export/import plugin. |
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#21 |
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Overrated Rockstar
Join Date: Oct 2005
Location: Poland
Posts: 1,920
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Re: ToEE models viewer
Hmm... ask ShiningTed, I think he has access to the Co8
ftp. This should be a stable location.
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#22 |
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Victory at Sea!
Super Moderator
Join Date: Oct 2004
Location: Sydney
Posts: 9,828
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Re: ToEE models viewer
Done (and done).
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My blog! http://rpg-rant.blogspot.com/ My webcomic! http://rpg-rant.blogspot.com/2007/08/kecik-1.html
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#23 |
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Skeleton
Join Date: Aug 2005
Posts: 3
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Re: ToEE models viewer
hi, i hadn't checked in on the progress for a longer while (have been a lurker, anyway). does this mean that thanks to the viewer model/mesh exporting is possible?
i've always been fond of the troll npc and his bone armor -- would be awesome to incorporate him into baldur's gate or diablo! cheers.
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esse quam videri - to be rather than to seem. |
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#24 | |
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Windmill Tilter
Join Date: Jan 2006
Location: McBride, B.C. Canada
Posts: 611
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Re: ToEE models viewer
Quote:
Cuchulainn.
__________________
"We live as if the world were as it should be"
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#25 |
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Skeleton
Join Date: Aug 2005
Posts: 3
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Re: ToEE models viewer
thanks for the update!
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esse quam videri - to be rather than to seem. |
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