der_ton@Posted: Mon Jul 07, 2003 1:22 pm    Post subject: screenshots of my md5viewer: So here are some screenshots of the md5-viewer that I made. The models shown are ofcourse property of id software, and if you think they look ugly then it´s my fault, sorry for coding a crappy viewer.
If you think they look cool then it´s due to the talent of the guys at id software.

My viewer currently has code paths for graphic boards with 4 texture units and for those with 2. With 4 texture units, it uses 2 passes for each lightsource, one for diffuse-bump-lit decal + ambient and one for specular, in both passes all 4 units are used. I´ll add another codepath for boards with 8 texture units to do it all in one pass.
The OpenGL-extensions that my viewer uses are all GL_ARB and GL_EXT extensions, no hardware-specific NV or ATI extensions are used! I wanted to avoid developing different code paths for different hardware, and by the way I only have a GF4200, so testing any ATI-specific code would be tedious.



http://www.doom3world.org/doom3/der_ton/scientist2.jpg

Pinky is lit by two lightsources, one slightly above the camera, one far to the left:





http://www.doom3world.org/doom3/der_ton/pinky2.jpg
http://www.doom3world.org/doom3/der_ton/pinky4.jpg
http://www.doom3world.org/doom3/der_ton/pinky5.jpg
http://www.doom3world.org/doom3/der_ton/pinky6.jpg



BNA!@Posted: Mon Jul 07, 2003 1:44 pm    Post subject: : Very nice!

Does the viewer allows you to preview animations also?
If so, can I slide through them frame by frame?
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TheCray_nz@Posted: Mon Jul 07, 2003 3:41 pm    Post subject: : damn, looking good!
Can it do wireframe, flatshading, bumpmapping without the diffuse? Those would be some really useful features for designers wanting to check out the id models more closely.



peppi@Posted: Mon Jul 07, 2003 6:26 pm    Post subject: : Looks nice and very promising! Can't wait to grab my own copy Smile

Would you mind posting some shots of the viewer's UI as well? How is it navigated, is there a timeline, what options does it have etc..?



der_ton@Posted: Mon Jul 07, 2003 10:19 pm    Post subject: :
Quote:
Would you mind posting some shots of the viewer's UI as well? How is it navigated, is there a timeline, what options does it have etc..?


Sorry to dissappoint you, but the viewer´s UI is a "script" that is loaded during initialization, in which the user specifies which models with which animations at what positions and angles it should display (lightsources are hardcoded/mousecontrolled right now, but reading them from that setup script would be easy). And then there are a whole bunch of keys to move the camera, to move the lightsource, and to do affect certain parameters. I´ll maybe do a real UI. I´m really not sure in what direction this could go after all, but if there´s a need for a program to display md5meshes and anims for people who design their models, this program could be useful after some usability additions have been made, yep.


Quote:
Can it do wireframe, flatshading, bumpmapping without the diffuse? Those would be some really useful features for designers wanting to check out the id models more closely.


Sure it can, I´m running it in alot of modes for debugging the setup of the rendering passes and the texture stages. But I haven´t implemented those things as being interactive yet. But that´s a piece of cake actually.

BTW, you can check out D3´s specular pass with r_diffuse "0" if i remember correctly.


Quote:
Does the viewer allows you to preview animations also?
If so, can I slide through them frame by frame?


Applying a md5anim to a model is fully implemented, I thought it shows from the screenshots... Smile
Adding control of the animation to the program would be easy, because the rendering method (yes, it´s object oriented code) only takes the time as an input. Currently the main program passes the program time (multiplied by a slowdown/speedup factor) to the animation code, but with some interaction (keys or gui-buttons in the future) anything can be done, for example jumping through the keyframes or freezing or playing backwards or pingpong or whatever.

Thanks to everyone for showing interest and for giving me input, just keep your comments coming. Very Happy



BNA!@Posted: Tue Jul 08, 2003 6:45 am    Post subject: :
der_ton wrote:
Applying a md5anim to a model is fully implemented, I thought it shows from the screenshots... Smile


erm, yes, sure Smile
Just wanted to be sure that it can play a full animation cycle.

Adding control of the animation to the program would be easy, because the rendering method (yes, it´s object oriented code) only takes the time as an input. Currently the main program passes the program time (multiplied by a slowdown/speedup factor) to the animation code, but with some interaction (keys or gui-buttons in the future) anything can be done, for example jumping through the keyframes or freezing or playing backwards or pingpong or whatever.[/quote]

Sounds good.
If there's a feature wishlist, I'd like to add:
- looping an animation
- using a timeline slider to go through it back and forth frame by frame
- some sort of listing what animations are available for this particular model, so I don't have to load them all manually

Quote:
Thanks to everyone for showing interest and for giving me input, just keep your comments coming. Very Happy


Smile
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[sic]@Posted: Tue Jul 08, 2003 8:08 am    Post subject: : This sure looks promising.

GJ!



Doc@Posted: Tue Jul 08, 2003 11:48 am    Post subject: : Very impressive work!

Very Happy



dcreator@Posted: Fri Jul 11, 2003 1:22 pm    Post subject: : nicely done der ton Very HappySmile
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BBA@Posted: Mon Jul 28, 2003 2:39 am    Post subject: Re: screenshots of my md5viewer:
der_ton wrote:
I´ll add another codepath for boards with 8 texture units to do it all in one pass.



Well, I would be happy to check out the single pass code for you if your kind enough to pass it along since I have this wonderful ATi card with 8 texture pipelines. Laughing
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der_ton@Posted: Mon Jul 28, 2003 8:48 pm    Post subject: Re: screenshots of my md5viewer:
BBA wrote:
der_ton wrote:
I´ll add another codepath for boards with 8 texture units to do it all in one pass.



Well, I would be happy to check out the single pass code for you if your kind enough to pass it along since I have this wonderful ATi card with 8 texture pipelines. Laughing


thanks for the offer!
I haven´t implemented it yet, though, and I´ll first get it working nicely with "normal" codepaths, and then I´ll release it (maybe this week!) and then I´ll add the 8-textureunits path. Smile
I wanted to have it done earlier, but some lazyness kicked in lately, and the kinda frustrating problem with the mirrored textures (solved now) has cost me some nerves...



guildenstern@Posted: Sun Feb 29, 2004 1:17 pm    Post subject: : any updates to the viewer?