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My programming attempt *UPDATE*

Posted: Wed Aug 03, 2005 10:00 pm
by ALMighty
I made this program that loads .ase-files and renders them. I use OpenGL for rendering. I think it only works with 3dsmax exported files, not q3map2 exported ones. Anyways, why don't you try it out! :)

Download: http://alm.gamedesign.net/aseface.zip

Image

BTW, you can move it with WASD and rotate with arrows. 1 is wireframe mode, 2 turns lighting on/off. Page up/ page dn moves in and out of the screen.

edit: Update : Now with some model info printed out on screen.

Posted: Wed Aug 03, 2005 10:56 pm
by Lenard
Don't have any ase's... don't want to open up a pak either... looks pretty keen though. Got an LOC count?

Posted: Wed Aug 03, 2005 11:00 pm
by ALMighty
What's LOC?

There's an .ase-file included, btw.

Posted: Thu Aug 04, 2005 1:46 am
by bork[e]
seems nice, will try it out later. That image a red 'x' to anyone else?

Posted: Thu Aug 04, 2005 2:01 am
by Kat
Image appears fine.

Might be worth seeing if you can add some form of basic read out like how many faces/verts/number of textures, etc that kind of thing.

Posted: Thu Aug 04, 2005 2:21 am
by Scourge
Pretty spiffy. Agree with Kat though, would be nice with some info readouts. :icon14:

Posted: Thu Aug 04, 2005 10:35 am
by MegaMan44
interesting - do you have plans to release the source? i'd be interested in that. (been thinking of doing similar stuff myself)

Posted: Thu Aug 04, 2005 4:28 pm
by tkilla
i always wondered, how large can an ase file be to cause gtk crashing...?
or is it depending on your pc specifications?
nice job, gonna try it soon

Posted: Thu Aug 04, 2005 4:32 pm
by Hipshot
I made some very detailed ASE's atleast, when making the Velvet Yard map, not large in space meaning, but large as in high quality with ALOT of faces...

Posted: Thu Aug 04, 2005 4:41 pm
by Kat
tkilla wrote:i always wondered, how large can an ase file be to cause gtk crashing...?
or is it depending on your pc specifications?
nice job, gonna try it soon
GTK won't crash (not usually at least) but *physically* and in theory you could make an ASE model as big as the grid in the editor.

Posted: Thu Aug 04, 2005 4:46 pm
by Hipshot
Seems _one_ of my pipe ASE's take as much as 11MB, if you can make your viewer handle that it would be great AlM.

Posted: Thu Aug 04, 2005 7:48 pm
by ALMighty
MegaMan44 wrote:interesting - do you have plans to release the source? i'd be interested in that. (been thinking of doing similar stuff myself)
Acctually, I already did. ;)

http://alm.gamedesign.net/aseface_src.zip

Posted: Thu Aug 04, 2005 7:52 pm
by ALMighty
Kat wrote:Image appears fine.

Might be worth seeing if you can add some form of basic read out like how many faces/verts/number of textures, etc that kind of thing.
Yeah, that shouldn't be too hard since I've got all that stuff stored in variables. Just gotta figure out how to put text on the screen. :)

Posted: Thu Aug 04, 2005 8:04 pm
by Hipshot
You managed to make a OGL model viewer, but not text on the screen? :odd:

Posted: Thu Aug 04, 2005 8:20 pm
by ALMighty
Hipshot wrote:You managed to make a OGL model viewer, but not text on the screen? :odd:
Well, there's not so much OpenGL stuff in there, just drawing triangles I put in variables read from a text file. 99% of what I've done is C++ coding, the OpenGL stuff is just for rendering the stuff I've read from a file, which isn't that hard to do.

Also, I would like so that the text will appear in the same place on the screen always, regardless of camera position, like a HUD, which I think is a bit harder to do. I'll definitely look into it though.

Posted: Thu Aug 04, 2005 9:27 pm
by Kat
ALMighty wrote:...I'll definitely look into it though.
Thanks. You'll probably find you'l get more users with that type of info.

Also something else to think about... do you want the viewer to be capable of handling highpoly models similar to those using in renderbumping for D3? If so you'll need to work on allowing the *fast* import of 100's MB of ASE data as those things can get hhhuge.

Posted: Thu Aug 04, 2005 10:49 pm
by ^misantropia^
ALMighty wrote:Also, I would like so that the text will appear in the same place on the screen always, regardless of camera position, like a HUD, which I think is a bit harder to do. I'll definitely look into it though.
Check out these tutorials from http://nehe.gamedev.net/

Posted: Fri Aug 05, 2005 7:26 pm
by SCDS_reyalP
Text in opengl isn't too hard. For quick and dirty stuff, there's some things that convert fonts to opengl display lists.
See wglUseFontBitmaps and wglUseFontOutlines http://msdn.microsoft.com/library/defau ... r_2r8z.asp

Most 'real' applications use textured quads (store your glyphs on a texture like quake etc does).

Re: My programming attempt

Posted: Sat Aug 06, 2005 10:08 am
by tkilla
off-topic
Is there a good ase-importer for max btw?
Gtkr takes a crash overhere, when loading large poly ase's. Only when loading, once loaded there is no problem
Showing no shaderimage, only wireframes for entities helps

Re: My programming attempt

Posted: Sat Aug 06, 2005 10:29 am
by ^misantropia^
tkilla wrote:Showing no shaderimage, only wireframes for entities helps
View >> Entities as >> Skinned and Boxed

Posted: Sat Aug 06, 2005 10:39 am
by tkilla
i know i know :p

Posted: Sat Aug 06, 2005 11:37 am
by ^misantropia^
Sorry, I misread your post. Got wasted badly yesterday and it seems to be affecting me still :(

Posted: Sun Aug 07, 2005 10:21 pm
by ALMighty
OK, I made a little update with some info printed out on the screen. Try it out!

Download: http://alm.gamedesign.net/aseface.zip

Posted: Thu Aug 11, 2005 12:33 am
by ALMighty
Didn't anyone wanna try the new version? :(

Posted: Thu Aug 11, 2005 12:44 am
by Scourge
Just did. Nice. :icon14: