(You need .Net 4.0 for everything and XNA to view the textures.)
I'm working on a new mesh viewer for TQ and IT:
This is an early screenshot, but you can already see the default material. It's a gradient based on the texture coordinates, so the borders you see are where the texture is stitched.
The program supports loading more than one mesh at a time and the meshes' source folders are automatically scanned for textures. (The texture's extension is ignored, it starts with the shortest matching filename, in alphabetical order, then proceeds to the longer ones.)
Supported texture formats are TQ textures and XNA or WIC compatible image files:
tex, dds, dib, hdr, pfm, ppm, tga, jpeg, tiff, gif, png, bmp and HD Photo + any WIC plugins installed on the computer.
Additive shaders are rendered as emissive textures, so it is possible to preview glowing auras.
The background color can be changed the same way as the colors of the lights. Text inputs in MeshView are somewhat different from those in most other programs: Because there are no input dialogs or save buttons every input is applied directly to the rendering. If the input is invalid, the background turns red and the value is ignored until it changes to a valid one. If a valid value is entered, the text field's background turns green as soon as the changes are applied.
(In case there is an input that takes some time to process, the text field will first turn yellow and then green or red to show whether the changes have been saved.)
I finished the save module for meshes, so this is now a functional mesh editor.
The COLLADA export seems to be easier than I though: I finished a very basic export for vertex positions and normals! The code is relatively simple, so I should be able to add texture support and skeleton export in the next few days.
Imports are more complicated, but it's doable.
I finally got the texture coords working:
Softimage's crosswalk import seems to be picky about where I link the vertex parameters, so I moved it where every 3D program can understand it. I still had to manually select the textures, because the program didn't recognize the effect definitions. The next thing I want to add are bone definitions and proper rigging...
On a side note: I ran a test on some of the msh files: Most were working fine, but some of the shader definitions contained duplicate texture references. I added a workaround, but the exporter's behaviour may differ from the game's when loading these meshes.
The bone indices in the weights are a bit... strange. You can sort them manually with the panel under "Vertices".
Which are the features you want to see the most in this viewer?
Last edited by Tamschi; 02-05-2011 at 11:48 PM.
As most of the base functionality is finished by now, I would like to start a small private alpha in a few days to get some opinions on the workflow/crash reports. The only problem: I don't have testers!
PM me if you want to take part and I'll send you the link as soon as its ready.
Any feedback is greatly appreciated
Last edited by Tamschi; 07-28-2010 at 09:53 PM.
I can't get it to show any textures one the meshes, it says the texture is "(missing)" even though it's got the correct path.
I somehow missed that, thank you dawg.
I fixed a crash when selecting the "Vertices"-node in a mesh with 0 bones. Use the loader to get the new version!
Updated, you can now use the draw call items to extract texture grids (useful for meshes with more than one texture).
The new version also has an installer and updates automatically.
People using the old loader get the new version too now.
I'm working on a function to create completely new meshes but I can't get Assimp to work with C# 4.0. Do you know any existing 3D file importers for C#?
Beta with .fbx and .x support (works till dec 10, no update, no installation):
Can someone confirm this still works without Visual Studio installed? Crashes when loading files are no bugs for now, I'll add proper error handling before updating.