KPixel@Posted: Sat May 01, 2004 1:15 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)



bullet@Posted: Sat May 01, 2004 3:42 pm :
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?



KPixel@Posted: Sat May 01, 2004 5:04 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".



der_ton@Posted: Sat May 01, 2004 6:23 pm :
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.



KPixel@Posted: Sun May 02, 2004 10:06 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:



KPixel@Posted: Fri May 07, 2004 12:39 pm :
If you don't post any comment, I will think I've created the 9th wonder :wink: (the 8th is someone :D)



BNA!@Posted: Fri May 07, 2004 2:11 pm :
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 :)



der_ton@Posted: Fri May 07, 2004 4:58 pm :
Uncommenting the fatty entry in the xkscene.txt makes it crash during startup:
Model = "def/monsters.def?monster_zombie_fat"



KPixel@Posted: Tue May 11, 2004 11:03 am :
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 ?!?)



der_ton@Posted: Tue May 11, 2004 11:17 am :
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... :)



KPixel@Posted: Tue May 11, 2004 2:11 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...)



der_ton@Posted: Tue May 11, 2004 2:33 pm :
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).



KPixel@Posted: Wed May 12, 2004 1:52 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)



KPixel@Posted: Wed May 12, 2004 3:25 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 :)



der_ton@Posted: Thu May 13, 2004 6:52 pm :
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?"



KPixel@Posted: Fri May 14, 2004 1:25 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 :) )



BNA!@Posted: Fri May 14, 2004 2:02 pm :
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... ;)



der_ton@Posted: Fri May 14, 2004 2:14 pm :



KPixel@Posted: Sat May 01, 2004 1:15 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)



bullet@Posted: Sat May 01, 2004 3:42 pm :
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?



KPixel@Posted: Sat May 01, 2004 5:04 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".



der_ton@Posted: Sat May 01, 2004 6:23 pm :
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.



KPixel@Posted: Sun May 02, 2004 10:06 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:



KPixel@Posted: Fri May 07, 2004 12:39 pm :
If you don't post any comment, I will think I've created the 9th wonder :wink: (the 8th is someone :D)



BNA!@Posted: Fri May 07, 2004 2:11 pm :
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 :)



der_ton@Posted: Fri May 07, 2004 4:58 pm :
Uncommenting the fatty entry in the xkscene.txt makes it crash during startup:
Model = "def/monsters.def?monster_zombie_fat"



KPixel@Posted: Tue May 11, 2004 11:03 am :
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 ?!?)



der_ton@Posted: Tue May 11, 2004 11:17 am :
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... :)



KPixel@Posted: Tue May 11, 2004 2:11 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...)



der_ton@Posted: Tue May 11, 2004 2:33 pm :
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).



KPixel@Posted: Wed May 12, 2004 1:52 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)



KPixel@Posted: Wed May 12, 2004 3:25 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 :)



der_ton@Posted: Thu May 13, 2004 6:52 pm :
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?"



KPixel@Posted: Fri May 14, 2004 1:25 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 :) )



BNA!@Posted: Fri May 14, 2004 2:02 pm :
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... ;)



der_ton@Posted: Fri May 14, 2004 2:14 pm :



KPixel@Posted: Sat May 01, 2004 1:15 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)



bullet@Posted: Sat May 01, 2004 3:42 pm :
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?



KPixel@Posted: Sat May 01, 2004 5:04 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".



der_ton@Posted: Sat May 01, 2004 6:23 pm :
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.



KPixel@Posted: Sun May 02, 2004 10:06 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:



KPixel@Posted: Fri May 07, 2004 12:39 pm :
If you don't post any comment, I will think I've created the 9th wonder :wink: (the 8th is someone :D)



BNA!@Posted: Fri May 07, 2004 2:11 pm :
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 :)



der_ton@Posted: Fri May 07, 2004 4:58 pm :
Uncommenting the fatty entry in the xkscene.txt makes it crash during startup:
Model = "def/monsters.def?monster_zombie_fat"



KPixel@Posted: Tue May 11, 2004 11:03 am :
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 ?!?)



der_ton@Posted: Tue May 11, 2004 11:17 am :
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... :)



KPixel@Posted: Tue May 11, 2004 2:11 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...)



der_ton@Posted: Tue May 11, 2004 2:33 pm :
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).



KPixel@Posted: Wed May 12, 2004 1:52 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)



KPixel@Posted: Wed May 12, 2004 3:25 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 :)



der_ton@Posted: Thu May 13, 2004 6:52 pm :
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?"



KPixel@Posted: Fri May 14, 2004 1:25 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 :) )



BNA!@Posted: Fri May 14, 2004 2:02 pm :
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... ;)



der_ton@Posted: Fri May 14, 2004 2:14 pm :
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).



bullet@Posted: Fri May 14, 2004 4:33 pm :
try draggin a .md5mesh file onto the XKViewer.exe
Worked for me, maybe it'll work for you



der_ton@Posted: Fri May 14, 2004 4:37 pm :
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.



bullet@Posted: Fri May 14, 2004 6:19 pm :
ahh, woops. Sorry about that. I haven't slept in a while..got it mixed up.



KPixel@Posted: Sun May 16, 2004 3:35 pm :
der_ton wrote:
I did that but it either crashes or nothing happens... (the viewer´s window stays black, and cpu is idle)

It looks like you have all problems of the world :!:
Are you sure that you are not running on Windows 95 8):D



der_ton@Posted: Sun May 16, 2004 5:02 pm :
Nope, I have Win2k :)



KPixel@Posted: Sun Jul 04, 2004 4:05 pm :
I will release the v0.30 in few days so if you have some last comments to do...



KPixel@Posted: Sun Jul 11, 2004 5:17 pm :
ExKalibur Engine v0.30

http://esotech.free.fr/pub/ExKalibur_v0.30.exe

This is the first release of the ExKalibur engine with its full source code :)
I hope you will like its design.

This archive contains :
- Two programs ("XKViewer" and "XKDeathMatch")
- The full source code (in C++)
- A documentation for the source code
- Some models and data related to the source code

The main feats of the Engine are :
- Support for 3DS, MD5 and Cal3D models
- Rendering with Stencil Shadow
- A very nice Engine :D



der_ton@Posted: Mon Jul 12, 2004 12:35 am :
Wow, thanks!
From the brief look I just took, this sure looks like a nice piece of software engineering! Structure and documentation! :)



Ultima2@Posted: Tue Aug 10, 2004 3:42 pm :
When trying to start up the program with a file, it crashes.. here is the log

[Viewer::Init()] XKViewer v0.30
[Viewer::Init()] Create Core Engine...
[XKCore::Init()] ExKalibur Engine v0.30
[XKCore::Init()] File : C:\Program Files\ExKalibur\ExKalibur\bin\xKViewer.exe
[XKCore::Init()] Date : Sun Aug 10 06:49:45 2003
[Viewer::Init()] Create Graphics Engine...
[XKGraphics::SetScreenMode()] Device infos :
Graphic card N°0 : RADEON 9600 Series (Omega 2.5.58) , Driver : ati2dvag.dll v6.14.10.6458 NoWHQL
Device created : HAL (pure hw vp), 800x610 (Windowed)); Buffers : adapt X8R8G8B8 backBuf A8R8G8B8 depth/sten D24S8
Caps : VS_2_0 and PS_2_0, MaxSimultTextures=8 (BlendStages=8), MaxStreams=16, MaxPrimitiveCount=1048575
[Viewer::Init()] Create Physics Engine...
[Viewer::Init()] Create Input Engine...
[Viewer::Init()] Create Geometries...

[Model3DSMeta::Load3DS()] Infos of the 3DS model : C:\Program Files\ExKalibur\ExKalibur\bin\xkdata/scene.3ds
[Model3DSMeta::Load3DS()] 1 materials for 1 meshes with 1280 tris & 642 verts
[Model3DSMeta::Load3DS()] vMin = {-750.456604, -42.874401, -750.481934} - vMax = {749.543396, -2.874402, 749.518066}

[ModelMD5Meta::LoadMesh()] Warning : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh : Header='MD5Version 1' != "MD5Version 6"); try to load"
At 06:49:47, See : "modelmd5meta.cpp", line 517


[ModelMD5Meta::LoadMesh()] Warning : "strBuffer=numJoints 128

); Error : No bone in the skeleton"
At 06:49:47, See : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh", line 4

[ModelMD5Meta::Load()] 0 animation(s); Using the file : C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh

[ModelMD5::Init()] Error : "Called function return E_FAIL (0x80004005), Msg : '-'"
At 06:49:47, See : "modelmd5.cpp", line 82


[XKGraphics::CreateGeometry()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Error while creating : <md5> Command = <C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh>'"
At 06:49:47, See : "xkgraphress.cpp", line 48


[Viewer::Init()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Initialisation of ExKalibur failed'"
At 06:49:47, See : "viewer.cpp", line 348

[Viewer::Close()] Average FPS == -1.#INF00
[Viewer::Close()] End Of the App; Release...
[XKGraphics:estructor()] Graphics Engine correctly shutdown
[XKInput:estructor()] Input Engine correctly shutdown
[XKPhysics:estructor()] Physics Engine correctly shutdown
[XKCore:estructor()] ExKalibur Engine correctly shutdown
[Viewer::Close()] EOF


Solutions and or problem? :(



rich_is_bored@Posted: Tue Aug 10, 2004 4:10 pm :
Problem: The program is outdated. It worked with MD5s from the alpha. It has not been tested with the retail game.

Solution: Wait for KPixel to update his program.



KPixel@Posted: Fri Aug 20, 2004 1:51 pm :
rich_is_bored wrote:
Solution: Wait for KPixel to update his program.

The update will be available soon, hopefully :wink:
(I haven't receive my Doom3 copy :oops:)



KPixel@Posted: Mon Sep 13, 2004 4:05 pm :
I have almost finished the update...

I need some beta-testers; so, those who have Doom 3 can download the xKViewer and test it with as many files as possible.
(Use the files of the v0.30)



KPixel@Posted: Tue Sep 21, 2004 1:08 pm :
Here is the update :

ExKalibur v0.30 Final :wink:

It can open md5mesh + md5anim of the Doom 3 game.



dirk@Posted: Fri Oct 13, 2006 11:31 am :
ql :)

may you can help me, im sure you know everything about md5, and i have a basic problem, :( , i wanna export from ma to md5, i have dev a def file, but everytime i get only the joint orient vector in my md5 file, but without any info from the mesh.

thanx for all help

greetz
d



KPixel@Posted: Sun Nov 19, 2006 1:01 pm :
Wow, it's been a while :)

Sorry dirk, but I'm no longer working on this project; I hope you found your answer somewhere else :wink:

Thanks.



KPixel@Posted: 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)



bullet@Posted: Sat May 01, 2004 4:42 pm :
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?



KPixel@Posted: 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".



der_ton@Posted: Sat May 01, 2004 7:23 pm :
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.



KPixel@Posted: 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:



KPixel@Posted: 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)



BNA!@Posted: Fri May 07, 2004 3:11 pm :
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 :)



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



KPixel@Posted: 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 ?!?)



der_ton@Posted: Tue May 11, 2004 12:17 pm :
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... :)



KPixel@Posted: 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...)



der_ton@Posted: Tue May 11, 2004 3:33 pm :
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).



KPixel@Posted: 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)



KPixel@Posted: 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 :)



der_ton@Posted: Thu May 13, 2004 7:52 pm :
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?"



KPixel@Posted: 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 :) )



BNA!@Posted: Fri May 14, 2004 3:02 pm :
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... ;)



der_ton@Posted: Fri May 14, 2004 3:14 pm :
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).



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



der_ton@Posted: Fri May 14, 2004 5:37 pm :
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.



bullet@Posted: Fri May 14, 2004 6:19 pm :
ahh, woops. Sorry about that. I haven't slept in a while..got it mixed up.



KPixel@Posted: Sun May 16, 2004 3:35 pm :
der_ton wrote:
I did that but it either crashes or nothing happens... (the viewer´s window stays black, and cpu is idle)

It looks like you have all problems of the world :!:
Are you sure that you are not running on Windows 95 8):D



der_ton@Posted: Sun May 16, 2004 5:02 pm :
Nope, I have Win2k :)



KPixel@Posted: Sun Jul 04, 2004 4:05 pm :
I will release the v0.30 in few days so if you have some last comments to do...



KPixel@Posted: Sun Jul 11, 2004 5:17 pm :
ExKalibur Engine v0.30

http://esotech.free.fr/pub/ExKalibur_v0.30.exe

This is the first release of the ExKalibur engine with its full source code :)
I hope you will like its design.

This archive contains :
- Two programs ("XKViewer" and "XKDeathMatch")
- The full source code (in C++)
- A documentation for the source code
- Some models and data related to the source code

The main feats of the Engine are :
- Support for 3DS, MD5 and Cal3D models
- Rendering with Stencil Shadow
- A very nice Engine :D



der_ton@Posted: Mon Jul 12, 2004 12:35 am :
Wow, thanks!
From the brief look I just took, this sure looks like a nice piece of software engineering! Structure and documentation! :)



Ultima2@Posted: Tue Aug 10, 2004 3:42 pm :
When trying to start up the program with a file, it crashes.. here is the log

[Viewer::Init()] XKViewer v0.30
[Viewer::Init()] Create Core Engine...
[XKCore::Init()] ExKalibur Engine v0.30
[XKCore::Init()] File : C:\Program Files\ExKalibur\ExKalibur\bin\xKViewer.exe
[XKCore::Init()] Date : Sun Aug 10 06:49:45 2003
[Viewer::Init()] Create Graphics Engine...
[XKGraphics::SetScreenMode()] Device infos :
Graphic card N°0 : RADEON 9600 Series (Omega 2.5.58) , Driver : ati2dvag.dll v6.14.10.6458 NoWHQL
Device created : HAL (pure hw vp), 800x610 (Windowed)); Buffers : adapt X8R8G8B8 backBuf A8R8G8B8 depth/sten D24S8
Caps : VS_2_0 and PS_2_0, MaxSimultTextures=8 (BlendStages=8), MaxStreams=16, MaxPrimitiveCount=1048575
[Viewer::Init()] Create Physics Engine...
[Viewer::Init()] Create Input Engine...
[Viewer::Init()] Create Geometries...

[Model3DSMeta::Load3DS()] Infos of the 3DS model : C:\Program Files\ExKalibur\ExKalibur\bin\xkdata/scene.3ds
[Model3DSMeta::Load3DS()] 1 materials for 1 meshes with 1280 tris & 642 verts
[Model3DSMeta::Load3DS()] vMin = {-750.456604, -42.874401, -750.481934} - vMax = {749.543396, -2.874402, 749.518066}

[ModelMD5Meta::LoadMesh()] Warning : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh : Header='MD5Version 1' != "MD5Version 6"); try to load"
At 06:49:47, See : "modelmd5meta.cpp", line 517


[ModelMD5Meta::LoadMesh()] Warning : "strBuffer=numJoints 128

); Error : No bone in the skeleton"
At 06:49:47, See : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh", line 4

[ModelMD5Meta::Load()] 0 animation(s); Using the file : C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh

[ModelMD5::Init()] Error : "Called function return E_FAIL (0x80004005), Msg : '-'"
At 06:49:47, See : "modelmd5.cpp", line 82


[XKGraphics::CreateGeometry()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Error while creating : <md5> Command = <C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh>'"
At 06:49:47, See : "xkgraphress.cpp", line 48


[Viewer::Init()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Initialisation of ExKalibur failed'"
At 06:49:47, See : "viewer.cpp", line 348

[Viewer::Close()] Average FPS == -1.#INF00
[Viewer::Close()] End Of the App; Release...
[XKGraphics:estructor()] Graphics Engine correctly shutdown
[XKInput:estructor()] Input Engine correctly shutdown
[XKPhysics:estructor()] Physics Engine correctly shutdown
[XKCore:estructor()] ExKalibur Engine correctly shutdown
[Viewer::Close()] EOF


Solutions and or problem? :(



rich_is_bored@Posted: Tue Aug 10, 2004 4:10 pm :
Problem: The program is outdated. It worked with MD5s from the alpha. It has not been tested with the retail game.

Solution: Wait for KPixel to update his program.



KPixel@Posted: Fri Aug 20, 2004 1:51 pm :
rich_is_bored wrote:
Solution: Wait for KPixel to update his program.

The update will be available soon, hopefully :wink:
(I haven't receive my Doom3 copy :oops:)



KPixel@Posted: Mon Sep 13, 2004 4:05 pm :
I have almost finished the update...

I need some beta-testers; so, those who have Doom 3 can download the xKViewer and test it with as many files as possible.
(Use the files of the v0.30)



KPixel@Posted: Tue Sep 21, 2004 1:08 pm :
Here is the update :

ExKalibur v0.30 Final :wink:

It can open md5mesh + md5anim of the Doom 3 game.



dirk@Posted: Fri Oct 13, 2006 11:31 am :
ql :)

may you can help me, im sure you know everything about md5, and i have a basic problem, :( , i wanna export from ma to md5, i have dev a def file, but everytime i get only the joint orient vector in my md5 file, but without any info from the mesh.

thanx for all help

greetz
d



KPixel@Posted: Sun Nov 19, 2006 1:01 pm :
Wow, it's been a while :)

Sorry dirk, but I'm no longer working on this project; I hope you found your answer somewhere else :wink:

Thanks.



bullet@Posted: Fri May 14, 2004 6:19 pm :
ahh, woops. Sorry about that. I haven't slept in a while..got it mixed up.



KPixel@Posted: Sun May 16, 2004 3:35 pm :
der_ton wrote:
I did that but it either crashes or nothing happens... (the viewer´s window stays black, and cpu is idle)

It looks like you have all problems of the world :!:
Are you sure that you are not running on Windows 95 8):D



der_ton@Posted: Sun May 16, 2004 5:02 pm :
Nope, I have Win2k :)



KPixel@Posted: Sun Jul 04, 2004 4:05 pm :
I will release the v0.30 in few days so if you have some last comments to do...



KPixel@Posted: Sun Jul 11, 2004 5:17 pm :
ExKalibur Engine v0.30

http://esotech.free.fr/pub/ExKalibur_v0.30.exe

This is the first release of the ExKalibur engine with its full source code :)
I hope you will like its design.

This archive contains :
- Two programs ("XKViewer" and "XKDeathMatch")
- The full source code (in C++)
- A documentation for the source code
- Some models and data related to the source code

The main feats of the Engine are :
- Support for 3DS, MD5 and Cal3D models
- Rendering with Stencil Shadow
- A very nice Engine :D



der_ton@Posted: Mon Jul 12, 2004 12:35 am :
Wow, thanks!
From the brief look I just took, this sure looks like a nice piece of software engineering! Structure and documentation! :)



Ultima2@Posted: Tue Aug 10, 2004 3:42 pm :
When trying to start up the program with a file, it crashes.. here is the log

[Viewer::Init()] XKViewer v0.30
[Viewer::Init()] Create Core Engine...
[XKCore::Init()] ExKalibur Engine v0.30
[XKCore::Init()] File : C:\Program Files\ExKalibur\ExKalibur\bin\xKViewer.exe
[XKCore::Init()] Date : Sun Aug 10 06:49:45 2003
[Viewer::Init()] Create Graphics Engine...
[XKGraphics::SetScreenMode()] Device infos :
Graphic card N°0 : RADEON 9600 Series (Omega 2.5.58) , Driver : ati2dvag.dll v6.14.10.6458 NoWHQL
Device created : HAL (pure hw vp), 800x610 (Windowed)); Buffers : adapt X8R8G8B8 backBuf A8R8G8B8 depth/sten D24S8
Caps : VS_2_0 and PS_2_0, MaxSimultTextures=8 (BlendStages=8), MaxStreams=16, MaxPrimitiveCount=1048575
[Viewer::Init()] Create Physics Engine...
[Viewer::Init()] Create Input Engine...
[Viewer::Init()] Create Geometries...

[Model3DSMeta::Load3DS()] Infos of the 3DS model : C:\Program Files\ExKalibur\ExKalibur\bin\xkdata/scene.3ds
[Model3DSMeta::Load3DS()] 1 materials for 1 meshes with 1280 tris & 642 verts
[Model3DSMeta::Load3DS()] vMin = {-750.456604, -42.874401, -750.481934} - vMax = {749.543396, -2.874402, 749.518066}

[ModelMD5Meta::LoadMesh()] Warning : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh : Header='MD5Version 1' != "MD5Version 6"); try to load"
At 06:49:47, See : "modelmd5meta.cpp", line 517


[ModelMD5Meta::LoadMesh()] Warning : "strBuffer=numJoints 128

); Error : No bone in the skeleton"
At 06:49:47, See : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh", line 4

[ModelMD5Meta::Load()] 0 animation(s); Using the file : C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh

[ModelMD5::Init()] Error : "Called function return E_FAIL (0x80004005), Msg : '-'"
At 06:49:47, See : "modelmd5.cpp", line 82


[XKGraphics::CreateGeometry()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Error while creating : <md5> Command = <C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh>'"
At 06:49:47, See : "xkgraphress.cpp", line 48


[Viewer::Init()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Initialisation of ExKalibur failed'"
At 06:49:47, See : "viewer.cpp", line 348

[Viewer::Close()] Average FPS == -1.#INF00
[Viewer::Close()] End Of the App; Release...
[XKGraphics:estructor()] Graphics Engine correctly shutdown
[XKInput:estructor()] Input Engine correctly shutdown
[XKPhysics:estructor()] Physics Engine correctly shutdown
[XKCore:estructor()] ExKalibur Engine correctly shutdown
[Viewer::Close()] EOF


Solutions and or problem? :(



rich_is_bored@Posted: Tue Aug 10, 2004 4:10 pm :
Problem: The program is outdated. It worked with MD5s from the alpha. It has not been tested with the retail game.

Solution: Wait for KPixel to update his program.



KPixel@Posted: Fri Aug 20, 2004 1:51 pm :
rich_is_bored wrote:
Solution: Wait for KPixel to update his program.

The update will be available soon, hopefully :wink:
(I haven't receive my Doom3 copy :oops:)



KPixel@Posted: Mon Sep 13, 2004 4:05 pm :
I have almost finished the update...

I need some beta-testers; so, those who have Doom 3 can download the xKViewer and test it with as many files as possible.
(Use the files of the v0.30)



KPixel@Posted: Tue Sep 21, 2004 1:08 pm :
Here is the update :

ExKalibur v0.30 Final :wink:

It can open md5mesh + md5anim of the Doom 3 game.



dirk@Posted: Fri Oct 13, 2006 11:31 am :
ql :)

may you can help me, im sure you know everything about md5, and i have a basic problem, :( , i wanna export from ma to md5, i have dev a def file, but everytime i get only the joint orient vector in my md5 file, but without any info from the mesh.

thanx for all help

greetz
d



KPixel@Posted: Sun Nov 19, 2006 1:01 pm :
Wow, it's been a while :)

Sorry dirk, but I'm no longer working on this project; I hope you found your answer somewhere else :wink:

Thanks.



KPixel@Posted: 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)



bullet@Posted: Sat May 01, 2004 4:42 pm :
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?



KPixel@Posted: 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".



der_ton@Posted: Sat May 01, 2004 7:23 pm :
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.



KPixel@Posted: 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:



KPixel@Posted: 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)



BNA!@Posted: Fri May 07, 2004 3:11 pm :
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 :)



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



KPixel@Posted: 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 ?!?)



der_ton@Posted: Tue May 11, 2004 12:17 pm :
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... :)



KPixel@Posted: 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...)



der_ton@Posted: Tue May 11, 2004 3:33 pm :
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).



KPixel@Posted: 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)



KPixel@Posted: 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 :)



der_ton@Posted: Thu May 13, 2004 7:52 pm :
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?"



KPixel@Posted: 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 :) )



BNA!@Posted: Fri May 14, 2004 3:02 pm :
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... ;)



der_ton@Posted: Fri May 14, 2004 3:14 pm :
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).



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



der_ton@Posted: Fri May 14, 2004 5:37 pm :
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.



bullet@Posted: Fri May 14, 2004 6:19 pm :
ahh, woops. Sorry about that. I haven't slept in a while..got it mixed up.



KPixel@Posted: Sun May 16, 2004 3:35 pm :
der_ton wrote:
I did that but it either crashes or nothing happens... (the viewer´s window stays black, and cpu is idle)

It looks like you have all problems of the world :!:
Are you sure that you are not running on Windows 95 8):D



der_ton@Posted: Sun May 16, 2004 5:02 pm :
Nope, I have Win2k :)



KPixel@Posted: Sun Jul 04, 2004 4:05 pm :
I will release the v0.30 in few days so if you have some last comments to do...



KPixel@Posted: Sun Jul 11, 2004 5:17 pm :
ExKalibur Engine v0.30

http://esotech.free.fr/pub/ExKalibur_v0.30.exe

This is the first release of the ExKalibur engine with its full source code :)
I hope you will like its design.

This archive contains :
- Two programs ("XKViewer" and "XKDeathMatch")
- The full source code (in C++)
- A documentation for the source code
- Some models and data related to the source code

The main feats of the Engine are :
- Support for 3DS, MD5 and Cal3D models
- Rendering with Stencil Shadow
- A very nice Engine :D



der_ton@Posted: Mon Jul 12, 2004 12:35 am :
Wow, thanks!
From the brief look I just took, this sure looks like a nice piece of software engineering! Structure and documentation! :)



Ultima2@Posted: Tue Aug 10, 2004 3:42 pm :
When trying to start up the program with a file, it crashes.. here is the log

[Viewer::Init()] XKViewer v0.30
[Viewer::Init()] Create Core Engine...
[XKCore::Init()] ExKalibur Engine v0.30
[XKCore::Init()] File : C:\Program Files\ExKalibur\ExKalibur\bin\xKViewer.exe
[XKCore::Init()] Date : Sun Aug 10 06:49:45 2003
[Viewer::Init()] Create Graphics Engine...
[XKGraphics::SetScreenMode()] Device infos :
Graphic card N°0 : RADEON 9600 Series (Omega 2.5.58) , Driver : ati2dvag.dll v6.14.10.6458 NoWHQL
Device created : HAL (pure hw vp), 800x610 (Windowed)); Buffers : adapt X8R8G8B8 backBuf A8R8G8B8 depth/sten D24S8
Caps : VS_2_0 and PS_2_0, MaxSimultTextures=8 (BlendStages=8), MaxStreams=16, MaxPrimitiveCount=1048575
[Viewer::Init()] Create Physics Engine...
[Viewer::Init()] Create Input Engine...
[Viewer::Init()] Create Geometries...

[Model3DSMeta::Load3DS()] Infos of the 3DS model : C:\Program Files\ExKalibur\ExKalibur\bin\xkdata/scene.3ds
[Model3DSMeta::Load3DS()] 1 materials for 1 meshes with 1280 tris & 642 verts
[Model3DSMeta::Load3DS()] vMin = {-750.456604, -42.874401, -750.481934} - vMax = {749.543396, -2.874402, 749.518066}

[ModelMD5Meta::LoadMesh()] Warning : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh : Header='MD5Version 1' != "MD5Version 6"); try to load"
At 06:49:47, See : "modelmd5meta.cpp", line 517


[ModelMD5Meta::LoadMesh()] Warning : "strBuffer=numJoints 128

); Error : No bone in the skeleton"
At 06:49:47, See : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh", line 4

[ModelMD5Meta::Load()] 0 animation(s); Using the file : C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh

[ModelMD5::Init()] Error : "Called function return E_FAIL (0x80004005), Msg : '-'"
At 06:49:47, See : "modelmd5.cpp", line 82


[XKGraphics::CreateGeometry()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Error while creating : <md5> Command = <C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh>'"
At 06:49:47, See : "xkgraphress.cpp", line 48


[Viewer::Init()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Initialisation of ExKalibur failed'"
At 06:49:47, See : "viewer.cpp", line 348

[Viewer::Close()] Average FPS == -1.#INF00
[Viewer::Close()] End Of the App; Release...
[XKGraphics:estructor()] Graphics Engine correctly shutdown
[XKInput:estructor()] Input Engine correctly shutdown
[XKPhysics:estructor()] Physics Engine correctly shutdown
[XKCore:estructor()] ExKalibur Engine correctly shutdown
[Viewer::Close()] EOF


Solutions and or problem? :(



rich_is_bored@Posted: Tue Aug 10, 2004 4:10 pm :
Problem: The program is outdated. It worked with MD5s from the alpha. It has not been tested with the retail game.

Solution: Wait for KPixel to update his program.



KPixel@Posted: Fri Aug 20, 2004 1:51 pm :
rich_is_bored wrote:
Solution: Wait for KPixel to update his program.

The update will be available soon, hopefully :wink:
(I haven't receive my Doom3 copy :oops:)



KPixel@Posted: Mon Sep 13, 2004 4:05 pm :
I have almost finished the update...

I need some beta-testers; so, those who have Doom 3 can download the xKViewer and test it with as many files as possible.
(Use the files of the v0.30)



KPixel@Posted: Tue Sep 21, 2004 1:08 pm :
Here is the update :

ExKalibur v0.30 Final :wink:

It can open md5mesh + md5anim of the Doom 3 game.



dirk@Posted: Fri Oct 13, 2006 11:31 am :
ql :)

may you can help me, im sure you know everything about md5, and i have a basic problem, :( , i wanna export from ma to md5, i have dev a def file, but everytime i get only the joint orient vector in my md5 file, but without any info from the mesh.

thanx for all help

greetz
d



KPixel@Posted: Sun Nov 19, 2006 1:01 pm :
Wow, it's been a while :)

Sorry dirk, but I'm no longer working on this project; I hope you found your answer somewhere else :wink:

Thanks.



KPixel@Posted: Sat May 01, 2004 1:15 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)



bullet@Posted: Sat May 01, 2004 3:42 pm :
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?



KPixel@Posted: Sat May 01, 2004 5:04 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".



der_ton@Posted: Sat May 01, 2004 6:23 pm :
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.



KPixel@Posted: Sun May 02, 2004 10:06 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:



KPixel@Posted: Fri May 07, 2004 12:39 pm :
If you don't post any comment, I will think I've created the 9th wonder :wink: (the 8th is someone :D)



BNA!@Posted: Fri May 07, 2004 2:11 pm :
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 :)



der_ton@Posted: Fri May 07, 2004 4:58 pm :
Uncommenting the fatty entry in the xkscene.txt makes it crash during startup:
Model = "def/monsters.def?monster_zombie_fat"



KPixel@Posted: Tue May 11, 2004 11:03 am :
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 ?!?)



der_ton@Posted: Tue May 11, 2004 11:17 am :
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... :)



KPixel@Posted: Tue May 11, 2004 2:11 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...)



der_ton@Posted: Tue May 11, 2004 2:33 pm :
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).



KPixel@Posted: Wed May 12, 2004 1:52 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)



KPixel@Posted: Wed May 12, 2004 3:25 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 :)



der_ton@Posted: Thu May 13, 2004 6:52 pm :
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?"



KPixel@Posted: Fri May 14, 2004 1:25 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 :) )



BNA!@Posted: Fri May 14, 2004 2:02 pm :
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... ;)



der_ton@Posted: Fri May 14, 2004 2:14 pm :
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).



bullet@Posted: Fri May 14, 2004 4:33 pm :
try draggin a .md5mesh file onto the XKViewer.exe
Worked for me, maybe it'll work for you



der_ton@Posted: Fri May 14, 2004 4:37 pm :
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.



bullet@Posted: Fri May 14, 2004 5:19 pm :
ahh, woops. Sorry about that. I haven't slept in a while..got it mixed up.



KPixel@Posted: Sun May 16, 2004 2:35 pm :
der_ton wrote:
I did that but it either crashes or nothing happens... (the viewer´s window stays black, and cpu is idle)

It looks like you have all problems of the world :!:
Are you sure that you are not running on Windows 95 8):D



der_ton@Posted: Sun May 16, 2004 4:02 pm :
Nope, I have Win2k :)



KPixel@Posted: Sun Jul 04, 2004 3:05 pm :
I will release the v0.30 in few days so if you have some last comments to do...



KPixel@Posted: Sun Jul 11, 2004 4:17 pm :
ExKalibur Engine v0.30

http://esotech.free.fr/pub/ExKalibur_v0.30.exe

This is the first release of the ExKalibur engine with its full source code :)
I hope you will like its design.

This archive contains :
- Two programs ("XKViewer" and "XKDeathMatch")
- The full source code (in C++)
- A documentation for the source code
- Some models and data related to the source code

The main feats of the Engine are :
- Support for 3DS, MD5 and Cal3D models
- Rendering with Stencil Shadow
- A very nice Engine :D



der_ton@Posted: Sun Jul 11, 2004 11:35 pm :
Wow, thanks!
From the brief look I just took, this sure looks like a nice piece of software engineering! Structure and documentation! :)



Ultima2@Posted: Tue Aug 10, 2004 2:42 pm :
When trying to start up the program with a file, it crashes.. here is the log

[Viewer::Init()] XKViewer v0.30
[Viewer::Init()] Create Core Engine...
[XKCore::Init()] ExKalibur Engine v0.30
[XKCore::Init()] File : C:\Program Files\ExKalibur\ExKalibur\bin\xKViewer.exe
[XKCore::Init()] Date : Sun Aug 10 06:49:45 2003
[Viewer::Init()] Create Graphics Engine...
[XKGraphics::SetScreenMode()] Device infos :
Graphic card N°0 : RADEON 9600 Series (Omega 2.5.58) , Driver : ati2dvag.dll v6.14.10.6458 NoWHQL
Device created : HAL (pure hw vp), 800x610 (Windowed)); Buffers : adapt X8R8G8B8 backBuf A8R8G8B8 depth/sten D24S8
Caps : VS_2_0 and PS_2_0, MaxSimultTextures=8 (BlendStages=8), MaxStreams=16, MaxPrimitiveCount=1048575
[Viewer::Init()] Create Physics Engine...
[Viewer::Init()] Create Input Engine...
[Viewer::Init()] Create Geometries...

[Model3DSMeta::Load3DS()] Infos of the 3DS model : C:\Program Files\ExKalibur\ExKalibur\bin\xkdata/scene.3ds
[Model3DSMeta::Load3DS()] 1 materials for 1 meshes with 1280 tris & 642 verts
[Model3DSMeta::Load3DS()] vMin = {-750.456604, -42.874401, -750.481934} - vMax = {749.543396, -2.874402, 749.518066}

[ModelMD5Meta::LoadMesh()] Warning : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh : Header='MD5Version 1' != "MD5Version 6"); try to load"
At 06:49:47, See : "modelmd5meta.cpp", line 517


[ModelMD5Meta::LoadMesh()] Warning : "strBuffer=numJoints 128

); Error : No bone in the skeleton"
At 06:49:47, See : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh", line 4

[ModelMD5Meta::Load()] 0 animation(s); Using the file : C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh

[ModelMD5::Init()] Error : "Called function return E_FAIL (0x80004005), Msg : '-'"
At 06:49:47, See : "modelmd5.cpp", line 82


[XKGraphics::CreateGeometry()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Error while creating : <md5> Command = <C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh>'"
At 06:49:47, See : "xkgraphress.cpp", line 48


[Viewer::Init()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Initialisation of ExKalibur failed'"
At 06:49:47, See : "viewer.cpp", line 348

[Viewer::Close()] Average FPS == -1.#INF00
[Viewer::Close()] End Of the App; Release...
[XKGraphics:estructor()] Graphics Engine correctly shutdown
[XKInput:estructor()] Input Engine correctly shutdown
[XKPhysics:estructor()] Physics Engine correctly shutdown
[XKCore:estructor()] ExKalibur Engine correctly shutdown
[Viewer::Close()] EOF


Solutions and or problem? :(



rich_is_bored@Posted: Tue Aug 10, 2004 3:10 pm :
Problem: The program is outdated. It worked with MD5s from the alpha. It has not been tested with the retail game.

Solution: Wait for KPixel to update his program.



KPixel@Posted: Fri Aug 20, 2004 12:51 pm :
rich_is_bored wrote:
Solution: Wait for KPixel to update his program.

The update will be available soon, hopefully :wink:
(I haven't receive my Doom3 copy :oops:)



KPixel@Posted: Mon Sep 13, 2004 3:05 pm :
I have almost finished the update...

I need some beta-testers; so, those who have Doom 3 can download the xKViewer and test it with as many files as possible.
(Use the files of the v0.30)



KPixel@Posted: Tue Sep 21, 2004 12:08 pm :
Here is the update :

ExKalibur v0.30 Final :wink:

It can open md5mesh + md5anim of the Doom 3 game.



dirk@Posted: Fri Oct 13, 2006 10:31 am :
ql :)

may you can help me, im sure you know everything about md5, and i have a basic problem, :( , i wanna export from ma to md5, i have dev a def file, but everytime i get only the joint orient vector in my md5 file, but without any info from the mesh.

thanx for all help

greetz
d



KPixel@Posted: Sun Nov 19, 2006 12:01 pm :
Wow, it's been a while :)

Sorry dirk, but I'm no longer working on this project; I hope you found your answer somewhere else :wink:

Thanks.



KPixel@Posted: Sat May 01, 2004 1:15 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)



bullet@Posted: Sat May 01, 2004 3:42 pm :
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?



KPixel@Posted: Sat May 01, 2004 5:04 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".



der_ton@Posted: Sat May 01, 2004 6:23 pm :
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.



KPixel@Posted: Sun May 02, 2004 10:06 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:



KPixel@Posted: Fri May 07, 2004 12:39 pm :
If you don't post any comment, I will think I've created the 9th wonder :wink: (the 8th is someone :D)



BNA!@Posted: Fri May 07, 2004 2:11 pm :
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 :)



der_ton@Posted: Fri May 07, 2004 4:58 pm :
Uncommenting the fatty entry in the xkscene.txt makes it crash during startup:
Model = "def/monsters.def?monster_zombie_fat"



KPixel@Posted: Tue May 11, 2004 11:03 am :
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 ?!?)



der_ton@Posted: Tue May 11, 2004 11:17 am :
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... :)



KPixel@Posted: Tue May 11, 2004 2:11 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...)



der_ton@Posted: Tue May 11, 2004 2:33 pm :
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).



KPixel@Posted: Wed May 12, 2004 1:52 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)



KPixel@Posted: Wed May 12, 2004 3:25 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 :)



der_ton@Posted: Thu May 13, 2004 6:52 pm :
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?"



KPixel@Posted: Fri May 14, 2004 1:25 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 :) )



BNA!@Posted: Fri May 14, 2004 2:02 pm :
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... ;)



der_ton@Posted: Fri May 14, 2004 2:14 pm :



KPixel@Posted: Sat May 01, 2004 1:15 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)



bullet@Posted: Sat May 01, 2004 3:42 pm :
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?



KPixel@Posted: Sat May 01, 2004 5:04 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".



der_ton@Posted: Sat May 01, 2004 6:23 pm :
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.



KPixel@Posted: Sun May 02, 2004 10:06 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:



KPixel@Posted: Fri May 07, 2004 12:39 pm :
If you don't post any comment, I will think I've created the 9th wonder :wink: (the 8th is someone :D)



BNA!@Posted: Fri May 07, 2004 2:11 pm :
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 :)



der_ton@Posted: Fri May 07, 2004 4:58 pm :
Uncommenting the fatty entry in the xkscene.txt makes it crash during startup:
Model = "def/monsters.def?monster_zombie_fat"



KPixel@Posted: Tue May 11, 2004 11:03 am :
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 ?!?)



der_ton@Posted: Tue May 11, 2004 11:17 am :
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... :)



KPixel@Posted: Tue May 11, 2004 2:11 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...)



der_ton@Posted: Tue May 11, 2004 2:33 pm :
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).



KPixel@Posted: Wed May 12, 2004 1:52 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)



KPixel@Posted: Wed May 12, 2004 3:25 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 :)



der_ton@Posted: Thu May 13, 2004 6:52 pm :
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?"



KPixel@Posted: Fri May 14, 2004 1:25 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 :) )



BNA!@Posted: Fri May 14, 2004 2:02 pm :
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... ;)



der_ton@Posted: Fri May 14, 2004 2:14 pm :



KPixel@Posted: Sat May 01, 2004 1:15 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)



bullet@Posted: Sat May 01, 2004 3:42 pm :
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?



KPixel@Posted: Sat May 01, 2004 5:04 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".



der_ton@Posted: Sat May 01, 2004 6:23 pm :
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.



KPixel@Posted: Sun May 02, 2004 10:06 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:



KPixel@Posted: Fri May 07, 2004 12:39 pm :
If you don't post any comment, I will think I've created the 9th wonder :wink: (the 8th is someone :D)



BNA!@Posted: Fri May 07, 2004 2:11 pm :
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 :)



der_ton@Posted: Fri May 07, 2004 4:58 pm :
Uncommenting the fatty entry in the xkscene.txt makes it crash during startup:
Model = "def/monsters.def?monster_zombie_fat"



KPixel@Posted: Tue May 11, 2004 11:03 am :
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 ?!?)



der_ton@Posted: Tue May 11, 2004 11:17 am :
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... :)



KPixel@Posted: Tue May 11, 2004 2:11 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...)



der_ton@Posted: Tue May 11, 2004 2:33 pm :
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).



KPixel@Posted: Wed May 12, 2004 1:52 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)



KPixel@Posted: Wed May 12, 2004 3:25 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 :)



der_ton@Posted: Thu May 13, 2004 6:52 pm :
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?"



KPixel@Posted: Fri May 14, 2004 1:25 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 :) )



BNA!@Posted: Fri May 14, 2004 2:02 pm :
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... ;)



der_ton@Posted: Fri May 14, 2004 2:14 pm :



KPixel@Posted: Sat May 01, 2004 1:15 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)



bullet@Posted: Sat May 01, 2004 3:42 pm :
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?



KPixel@Posted: Sat May 01, 2004 5:04 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".



der_ton@Posted: Sat May 01, 2004 6:23 pm :
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.



KPixel@Posted: Sun May 02, 2004 10:06 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:



KPixel@Posted: Fri May 07, 2004 12:39 pm :
If you don't post any comment, I will think I've created the 9th wonder :wink: (the 8th is someone :D)



BNA!@Posted: Fri May 07, 2004 2:11 pm :
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 :)



der_ton@Posted: Fri May 07, 2004 4:58 pm :
Uncommenting the fatty entry in the xkscene.txt makes it crash during startup:
Model = "def/monsters.def?monster_zombie_fat"



KPixel@Posted: Tue May 11, 2004 11:03 am :
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 ?!?)



der_ton@Posted: Tue May 11, 2004 11:17 am :
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... :)



KPixel@Posted: Tue May 11, 2004 2:11 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...)



der_ton@Posted: Tue May 11, 2004 2:33 pm :
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).



KPixel@Posted: Wed May 12, 2004 1:52 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)



KPixel@Posted: Wed May 12, 2004 3:25 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 :)



der_ton@Posted: Thu May 13, 2004 6:52 pm :
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?"



KPixel@Posted: Fri May 14, 2004 1:25 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 :) )



BNA!@Posted: Fri May 14, 2004 2:02 pm :
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... ;)



der_ton@Posted: Fri May 14, 2004 2:14 pm :



KPixel@Posted: Sat May 01, 2004 1:15 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)



bullet@Posted: Sat May 01, 2004 3:42 pm :
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?



KPixel@Posted: Sat May 01, 2004 5:04 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".



der_ton@Posted: Sat May 01, 2004 6:23 pm :
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.



KPixel@Posted: Sun May 02, 2004 10:06 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:



KPixel@Posted: Fri May 07, 2004 12:39 pm :
If you don't post any comment, I will think I've created the 9th wonder :wink: (the 8th is someone :D)



BNA!@Posted: Fri May 07, 2004 2:11 pm :
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 :)



der_ton@Posted: Fri May 07, 2004 4:58 pm :
Uncommenting the fatty entry in the xkscene.txt makes it crash during startup:
Model = "def/monsters.def?monster_zombie_fat"



KPixel@Posted: Tue May 11, 2004 11:03 am :
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 ?!?)



der_ton@Posted: Tue May 11, 2004 11:17 am :
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... :)



KPixel@Posted: Tue May 11, 2004 2:11 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...)



der_ton@Posted: Tue May 11, 2004 2:33 pm :
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).



KPixel@Posted: Wed May 12, 2004 1:52 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)



KPixel@Posted: Wed May 12, 2004 3:25 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 :)



der_ton@Posted: Thu May 13, 2004 6:52 pm :
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?"



KPixel@Posted: Fri May 14, 2004 1:25 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 :) )



BNA!@Posted: Fri May 14, 2004 2:02 pm :
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... ;)



der_ton@Posted: Fri May 14, 2004 2:14 pm :



KPixel@Posted: Sat May 01, 2004 1:15 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)



bullet@Posted: Sat May 01, 2004 3:42 pm :
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?



KPixel@Posted: Sat May 01, 2004 5:04 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".



der_ton@Posted: Sat May 01, 2004 6:23 pm :
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.



KPixel@Posted: Sun May 02, 2004 10:06 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:



KPixel@Posted: Fri May 07, 2004 12:39 pm :
If you don't post any comment, I will think I've created the 9th wonder :wink: (the 8th is someone :D)



BNA!@Posted: Fri May 07, 2004 2:11 pm :
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 :)



der_ton@Posted: Fri May 07, 2004 4:58 pm :
Uncommenting the fatty entry in the xkscene.txt makes it crash during startup:
Model = "def/monsters.def?monster_zombie_fat"



KPixel@Posted: Tue May 11, 2004 11:03 am :
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 ?!?)



der_ton@Posted: Tue May 11, 2004 11:17 am :
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... :)



KPixel@Posted: Tue May 11, 2004 2:11 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...)



der_ton@Posted: Tue May 11, 2004 2:33 pm :
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).



KPixel@Posted: Wed May 12, 2004 1:52 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)



KPixel@Posted: Wed May 12, 2004 3:25 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 :)



der_ton@Posted: Thu May 13, 2004 6:52 pm :
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?"



KPixel@Posted: Fri May 14, 2004 1:25 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 :) )



BNA!@Posted: Fri May 14, 2004 2:02 pm :
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... ;)



der_ton@Posted: Fri May 14, 2004 2:14 pm :



KPixel@Posted: Sat May 01, 2004 1:15 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)



bullet@Posted: Sat May 01, 2004 3:42 pm :
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?



KPixel@Posted: Sat May 01, 2004 5:04 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".



der_ton@Posted: Sat May 01, 2004 6:23 pm :
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.



KPixel@Posted: Sun May 02, 2004 10:06 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:



KPixel@Posted: Fri May 07, 2004 12:39 pm :
If you don't post any comment, I will think I've created the 9th wonder :wink: (the 8th is someone :D)



BNA!@Posted: Fri May 07, 2004 2:11 pm :
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 :)



der_ton@Posted: Fri May 07, 2004 4:58 pm :
Uncommenting the fatty entry in the xkscene.txt makes it crash during startup:
Model = "def/monsters.def?monster_zombie_fat"



KPixel@Posted: Tue May 11, 2004 11:03 am :
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 ?!?)



der_ton@Posted: Tue May 11, 2004 11:17 am :
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... :)



KPixel@Posted: Tue May 11, 2004 2:11 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...)



der_ton@Posted: Tue May 11, 2004 2:33 pm :
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).



KPixel@Posted: Wed May 12, 2004 1:52 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)



KPixel@Posted: Wed May 12, 2004 3:25 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 :)



der_ton@Posted: Thu May 13, 2004 6:52 pm :
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?"



KPixel@Posted: Fri May 14, 2004 1:25 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 :) )



BNA!@Posted: Fri May 14, 2004 2:02 pm :
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... ;)



der_ton@Posted: Fri May 14, 2004 2:14 pm :



KPixel@Posted: Sat May 01, 2004 1:15 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)



bullet@Posted: Sat May 01, 2004 3:42 pm :
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?



KPixel@Posted: Sat May 01, 2004 5:04 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".



der_ton@Posted: Sat May 01, 2004 6:23 pm :
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.



KPixel@Posted: Sun May 02, 2004 10:06 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:



KPixel@Posted: Fri May 07, 2004 12:39 pm :
If you don't post any comment, I will think I've created the 9th wonder :wink: (the 8th is someone :D)



BNA!@Posted: Fri May 07, 2004 2:11 pm :
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 :)



der_ton@Posted: Fri May 07, 2004 4:58 pm :
Uncommenting the fatty entry in the xkscene.txt makes it crash during startup:
Model = "def/monsters.def?monster_zombie_fat"



KPixel@Posted: Tue May 11, 2004 11:03 am :
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 ?!?)



der_ton@Posted: Tue May 11, 2004 11:17 am :
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... :)



KPixel@Posted: Tue May 11, 2004 2:11 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...)



der_ton@Posted: Tue May 11, 2004 2:33 pm :
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).



KPixel@Posted: Wed May 12, 2004 1:52 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)



KPixel@Posted: Wed May 12, 2004 3:25 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 :)



der_ton@Posted: Thu May 13, 2004 6:52 pm :
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?"



KPixel@Posted: Fri May 14, 2004 1:25 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 :) )



BNA!@Posted: Fri May 14, 2004 2:02 pm :
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... ;)



der_ton@Posted: Fri May 14, 2004 2:14 pm :



KPixel@Posted: Sat May 01, 2004 1:15 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)



bullet@Posted: Sat May 01, 2004 3:42 pm :
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?



KPixel@Posted: Sat May 01, 2004 5:04 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".



der_ton@Posted: Sat May 01, 2004 6:23 pm :
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.



KPixel@Posted: Sun May 02, 2004 10:06 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:



KPixel@Posted: Fri May 07, 2004 12:39 pm :
If you don't post any comment, I will think I've created the 9th wonder :wink: (the 8th is someone :D)



BNA!@Posted: Fri May 07, 2004 2:11 pm :
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 :)



der_ton@Posted: Fri May 07, 2004 4:58 pm :
Uncommenting the fatty entry in the xkscene.txt makes it crash during startup:
Model = "def/monsters.def?monster_zombie_fat"



KPixel@Posted: Tue May 11, 2004 11:03 am :
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 ?!?)



der_ton@Posted: Tue May 11, 2004 11:17 am :
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... :)



KPixel@Posted: Tue May 11, 2004 2:11 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...)



der_ton@Posted: Tue May 11, 2004 2:33 pm :
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).



KPixel@Posted: Wed May 12, 2004 1:52 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)



KPixel@Posted: Wed May 12, 2004 3:25 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 :)



der_ton@Posted: Thu May 13, 2004 6:52 pm :
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?"



KPixel@Posted: Fri May 14, 2004 1:25 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 :) )



BNA!@Posted: Fri May 14, 2004 2:02 pm :
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... ;)



der_ton@Posted: Fri May 14, 2004 2:14 pm :



KPixel@Posted: Sat May 01, 2004 1:15 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)



bullet@Posted: Sat May 01, 2004 3:42 pm :
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?



KPixel@Posted: Sat May 01, 2004 5:04 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".



der_ton@Posted: Sat May 01, 2004 6:23 pm :
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.



KPixel@Posted: Sun May 02, 2004 10:06 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:



KPixel@Posted: Fri May 07, 2004 12:39 pm :
If you don't post any comment, I will think I've created the 9th wonder :wink: (the 8th is someone :D)



BNA!@Posted: Fri May 07, 2004 2:11 pm :
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 :)



der_ton@Posted: Fri May 07, 2004 4:58 pm :
Uncommenting the fatty entry in the xkscene.txt makes it crash during startup:
Model = "def/monsters.def?monster_zombie_fat"



KPixel@Posted: Tue May 11, 2004 11:03 am :
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 ?!?)



der_ton@Posted: Tue May 11, 2004 11:17 am :
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... :)



KPixel@Posted: Tue May 11, 2004 2:11 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...)



der_ton@Posted: Tue May 11, 2004 2:33 pm :
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).



KPixel@Posted: Wed May 12, 2004 1:52 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)



KPixel@Posted: Wed May 12, 2004 3:25 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 :)



der_ton@Posted: Thu May 13, 2004 6:52 pm :
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?"



KPixel@Posted: Fri May 14, 2004 1:25 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 :) )



BNA!@Posted: Fri May 14, 2004 2:02 pm :
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... ;)



der_ton@Posted: Fri May 14, 2004 2:14 pm :



KPixel@Posted: Sat May 01, 2004 1:15 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)



bullet@Posted: Sat May 01, 2004 3:42 pm :
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?



KPixel@Posted: Sat May 01, 2004 5:04 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".



der_ton@Posted: Sat May 01, 2004 6:23 pm :
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.



KPixel@Posted: Sun May 02, 2004 10:06 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:



KPixel@Posted: Fri May 07, 2004 12:39 pm :
If you don't post any comment, I will think I've created the 9th wonder :wink: (the 8th is someone :D)



BNA!@Posted: Fri May 07, 2004 2:11 pm :
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 :)



der_ton@Posted: Fri May 07, 2004 4:58 pm :
Uncommenting the fatty entry in the xkscene.txt makes it crash during startup:
Model = "def/monsters.def?monster_zombie_fat"



KPixel@Posted: Tue May 11, 2004 11:03 am :
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 ?!?)



der_ton@Posted: Tue May 11, 2004 11:17 am :
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... :)



KPixel@Posted: Tue May 11, 2004 2:11 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...)



der_ton@Posted: Tue May 11, 2004 2:33 pm :
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).



KPixel@Posted: Wed May 12, 2004 1:52 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)



KPixel@Posted: Wed May 12, 2004 3:25 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 :)



der_ton@Posted: Thu May 13, 2004 6:52 pm :
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?"



KPixel@Posted: Fri May 14, 2004 1:25 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 :) )



BNA!@Posted: Fri May 14, 2004 2:02 pm :
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... ;)



der_ton@Posted: Fri May 14, 2004 2:14 pm :



KPixel@Posted: Sat May 01, 2004 1:15 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)



bullet@Posted: Sat May 01, 2004 3:42 pm :
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?



KPixel@Posted: Sat May 01, 2004 5:04 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".



der_ton@Posted: Sat May 01, 2004 6:23 pm :
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.



KPixel@Posted: Sun May 02, 2004 10:06 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:



KPixel@Posted: Fri May 07, 2004 12:39 pm :
If you don't post any comment, I will think I've created the 9th wonder :wink: (the 8th is someone :D)



BNA!@Posted: Fri May 07, 2004 2:11 pm :
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 :)



der_ton@Posted: Fri May 07, 2004 4:58 pm :
Uncommenting the fatty entry in the xkscene.txt makes it crash during startup:
Model = "def/monsters.def?monster_zombie_fat"



KPixel@Posted: Tue May 11, 2004 11:03 am :
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 ?!?)



der_ton@Posted: Tue May 11, 2004 11:17 am :
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... :)



KPixel@Posted: Tue May 11, 2004 2:11 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...)



der_ton@Posted: Tue May 11, 2004 2:33 pm :
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).



KPixel@Posted: Wed May 12, 2004 1:52 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)



KPixel@Posted: Wed May 12, 2004 3:25 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 :)



der_ton@Posted: Thu May 13, 2004 6:52 pm :
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?"



KPixel@Posted: Fri May 14, 2004 1:25 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 :) )



BNA!@Posted: Fri May 14, 2004 2:02 pm :
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... ;)



der_ton@Posted: Fri May 14, 2004 2:14 pm :



KPixel@Posted: Sat May 01, 2004 1:15 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)



bullet@Posted: Sat May 01, 2004 3:42 pm :
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?



KPixel@Posted: Sat May 01, 2004 5:04 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".



der_ton@Posted: Sat May 01, 2004 6:23 pm :
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.



KPixel@Posted: Sun May 02, 2004 10:06 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:



KPixel@Posted: Fri May 07, 2004 12:39 pm :
If you don't post any comment, I will think I've created the 9th wonder :wink: (the 8th is someone :D)



BNA!@Posted: Fri May 07, 2004 2:11 pm :
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 :)



der_ton@Posted: Fri May 07, 2004 4:58 pm :
Uncommenting the fatty entry in the xkscene.txt makes it crash during startup:
Model = "def/monsters.def?monster_zombie_fat"



KPixel@Posted: Tue May 11, 2004 11:03 am :
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 ?!?)



der_ton@Posted: Tue May 11, 2004 11:17 am :
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... :)



KPixel@Posted: Tue May 11, 2004 2:11 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...)



der_ton@Posted: Tue May 11, 2004 2:33 pm :
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).



KPixel@Posted: Wed May 12, 2004 1:52 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)



KPixel@Posted: Wed May 12, 2004 3:25 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 :)



der_ton@Posted: Thu May 13, 2004 6:52 pm :
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?"



KPixel@Posted: Fri May 14, 2004 1:25 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 :) )



BNA!@Posted: Fri May 14, 2004 2:02 pm :
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... ;)



der_ton@Posted: Fri May 14, 2004 2:14 pm :



KPixel@Posted: Sat May 01, 2004 1:15 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)



bullet@Posted: Sat May 01, 2004 3:42 pm :
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?



KPixel@Posted: Sat May 01, 2004 5:04 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".



der_ton@Posted: Sat May 01, 2004 6:23 pm :
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.



KPixel@Posted: Sun May 02, 2004 10:06 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:



KPixel@Posted: Fri May 07, 2004 12:39 pm :
If you don't post any comment, I will think I've created the 9th wonder :wink: (the 8th is someone :D)



BNA!@Posted: Fri May 07, 2004 2:11 pm :
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 :)



der_ton@Posted: Fri May 07, 2004 4:58 pm :
Uncommenting the fatty entry in the xkscene.txt makes it crash during startup:
Model = "def/monsters.def?monster_zombie_fat"



KPixel@Posted: Tue May 11, 2004 11:03 am :
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 ?!?)



der_ton@Posted: Tue May 11, 2004 11:17 am :
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... :)



KPixel@Posted: Tue May 11, 2004 2:11 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...)



der_ton@Posted: Tue May 11, 2004 2:33 pm :
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).



KPixel@Posted: Wed May 12, 2004 1:52 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)



KPixel@Posted: Wed May 12, 2004 3:25 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 :)



der_ton@Posted: Thu May 13, 2004 6:52 pm :
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?"



KPixel@Posted: Fri May 14, 2004 1:25 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 :) )



BNA!@Posted: Fri May 14, 2004 2:02 pm :
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... ;)



der_ton@Posted: Fri May 14, 2004 2:14 pm :
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).



KPixel@Posted: Sat May 01, 2004 1:15 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)



bullet@Posted: Sat May 01, 2004 3:42 pm :
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?



KPixel@Posted: Sat May 01, 2004 5:04 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".



der_ton@Posted: Sat May 01, 2004 6:23 pm :
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.



KPixel@Posted: Sun May 02, 2004 10:06 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:



KPixel@Posted: Fri May 07, 2004 12:39 pm :
If you don't post any comment, I will think I've created the 9th wonder :wink: (the 8th is someone :D)



BNA!@Posted: Fri May 07, 2004 2:11 pm :
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 :)



der_ton@Posted: Fri May 07, 2004 4:58 pm :
Uncommenting the fatty entry in the xkscene.txt makes it crash during startup:
Model = "def/monsters.def?monster_zombie_fat"



KPixel@Posted: Tue May 11, 2004 11:03 am :
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 ?!?)



der_ton@Posted: Tue May 11, 2004 11:17 am :
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... :)



KPixel@Posted: Tue May 11, 2004 2:11 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...)



der_ton@Posted: Tue May 11, 2004 2:33 pm :
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).



KPixel@Posted: Wed May 12, 2004 1:52 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)



KPixel@Posted: Wed May 12, 2004 3:25 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 :)



der_ton@Posted: Thu May 13, 2004 6:52 pm :
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?"



KPixel@Posted: Fri May 14, 2004 1:25 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 :) )



BNA!@Posted: Fri May 14, 2004 2:02 pm :
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... ;)



der_ton@Posted: Fri May 14, 2004 2:14 pm :



KPixel@Posted: Sat May 01, 2004 1:15 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)



bullet@Posted: Sat May 01, 2004 3:42 pm :
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?



KPixel@Posted: Sat May 01, 2004 5:04 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".



der_ton@Posted: Sat May 01, 2004 6:23 pm :
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.



KPixel@Posted: Sun May 02, 2004 10:06 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:



KPixel@Posted: Fri May 07, 2004 12:39 pm :
If you don't post any comment, I will think I've created the 9th wonder :wink: (the 8th is someone :D)



BNA!@Posted: Fri May 07, 2004 2:11 pm :
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 :)



der_ton@Posted: Fri May 07, 2004 4:58 pm :
Uncommenting the fatty entry in the xkscene.txt makes it crash during startup:
Model = "def/monsters.def?monster_zombie_fat"



KPixel@Posted: Tue May 11, 2004 11:03 am :
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 ?!?)



der_ton@Posted: Tue May 11, 2004 11:17 am :
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... :)



KPixel@Posted: Tue May 11, 2004 2:11 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...)



der_ton@Posted: Tue May 11, 2004 2:33 pm :
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).



KPixel@Posted: Wed May 12, 2004 1:52 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)



KPixel@Posted: Wed May 12, 2004 3:25 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 :)



der_ton@Posted: Thu May 13, 2004 6:52 pm :
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?"



KPixel@Posted: Fri May 14, 2004 1:25 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 :) )



BNA!@Posted: Fri May 14, 2004 2:02 pm :
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... ;)



der_ton@Posted: Fri May 14, 2004 2:14 pm :



KPixel@Posted: Sat May 01, 2004 1:15 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)



bullet@Posted: Sat May 01, 2004 3:42 pm :
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?



KPixel@Posted: Sat May 01, 2004 5:04 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".



der_ton@Posted: Sat May 01, 2004 6:23 pm :
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.



KPixel@Posted: Sun May 02, 2004 10:06 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:



KPixel@Posted: Fri May 07, 2004 12:39 pm :
If you don't post any comment, I will think I've created the 9th wonder :wink: (the 8th is someone :D)



BNA!@Posted: Fri May 07, 2004 2:11 pm :
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 :)



der_ton@Posted: Fri May 07, 2004 4:58 pm :
Uncommenting the fatty entry in the xkscene.txt makes it crash during startup:
Model = "def/monsters.def?monster_zombie_fat"



KPixel@Posted: Tue May 11, 2004 11:03 am :
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 ?!?)



der_ton@Posted: Tue May 11, 2004 11:17 am :
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... :)



KPixel@Posted: Tue May 11, 2004 2:11 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...)



der_ton@Posted: Tue May 11, 2004 2:33 pm :
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).



KPixel@Posted: Wed May 12, 2004 1:52 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)



KPixel@Posted: Wed May 12, 2004 3:25 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 :)



der_ton@Posted: Thu May 13, 2004 6:52 pm :
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?"



KPixel@Posted: Fri May 14, 2004 1:25 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 :) )



BNA!@Posted: Fri May 14, 2004 2:02 pm :
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... ;)



der_ton@Posted: Fri May 14, 2004 2:14 pm :



bullet@Posted: Fri May 14, 2004 5:19 pm :
ahh, woops. Sorry about that. I haven't slept in a while..got it mixed up.



KPixel@Posted: Sun May 16, 2004 2:35 pm :
der_ton wrote:
I did that but it either crashes or nothing happens... (the viewer´s window stays black, and cpu is idle)

It looks like you have all problems of the world :!:
Are you sure that you are not running on Windows 95 8):D



der_ton@Posted: Sun May 16, 2004 4:02 pm :
Nope, I have Win2k :)



KPixel@Posted: Sun Jul 04, 2004 3:05 pm :
I will release the v0.30 in few days so if you have some last comments to do...



KPixel@Posted: Sun Jul 11, 2004 4:17 pm :
ExKalibur Engine v0.30

http://esotech.free.fr/pub/ExKalibur_v0.30.exe

This is the first release of the ExKalibur engine with its full source code :)
I hope you will like its design.

This archive contains :
- Two programs ("XKViewer" and "XKDeathMatch")
- The full source code (in C++)
- A documentation for the source code
- Some models and data related to the source code

The main feats of the Engine are :
- Support for 3DS, MD5 and Cal3D models
- Rendering with Stencil Shadow
- A very nice Engine :D



der_ton@Posted: Sun Jul 11, 2004 11:35 pm :
Wow, thanks!
From the brief look I just took, this sure looks like a nice piece of software engineering! Structure and documentation! :)



Ultima2@Posted: Tue Aug 10, 2004 2:42 pm :
When trying to start up the program with a file, it crashes.. here is the log

[Viewer::Init()] XKViewer v0.30
[Viewer::Init()] Create Core Engine...
[XKCore::Init()] ExKalibur Engine v0.30
[XKCore::Init()] File : C:\Program Files\ExKalibur\ExKalibur\bin\xKViewer.exe
[XKCore::Init()] Date : Sun Aug 10 06:49:45 2003
[Viewer::Init()] Create Graphics Engine...
[XKGraphics::SetScreenMode()] Device infos :
Graphic card N°0 : RADEON 9600 Series (Omega 2.5.58) , Driver : ati2dvag.dll v6.14.10.6458 NoWHQL
Device created : HAL (pure hw vp), 800x610 (Windowed)); Buffers : adapt X8R8G8B8 backBuf A8R8G8B8 depth/sten D24S8
Caps : VS_2_0 and PS_2_0, MaxSimultTextures=8 (BlendStages=8), MaxStreams=16, MaxPrimitiveCount=1048575
[Viewer::Init()] Create Physics Engine...
[Viewer::Init()] Create Input Engine...
[Viewer::Init()] Create Geometries...

[Model3DSMeta::Load3DS()] Infos of the 3DS model : C:\Program Files\ExKalibur\ExKalibur\bin\xkdata/scene.3ds
[Model3DSMeta::Load3DS()] 1 materials for 1 meshes with 1280 tris & 642 verts
[Model3DSMeta::Load3DS()] vMin = {-750.456604, -42.874401, -750.481934} - vMax = {749.543396, -2.874402, 749.518066}

[ModelMD5Meta::LoadMesh()] Warning : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh : Header='MD5Version 1' != "MD5Version 6"); try to load"
At 06:49:47, See : "modelmd5meta.cpp", line 517


[ModelMD5Meta::LoadMesh()] Warning : "strBuffer=numJoints 128

); Error : No bone in the skeleton"
At 06:49:47, See : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh", line 4

[ModelMD5Meta::Load()] 0 animation(s); Using the file : C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh

[ModelMD5::Init()] Error : "Called function return E_FAIL (0x80004005), Msg : '-'"
At 06:49:47, See : "modelmd5.cpp", line 82


[XKGraphics::CreateGeometry()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Error while creating : <md5> Command = <C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh>'"
At 06:49:47, See : "xkgraphress.cpp", line 48


[Viewer::Init()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Initialisation of ExKalibur failed'"
At 06:49:47, See : "viewer.cpp", line 348

[Viewer::Close()] Average FPS == -1.#INF00
[Viewer::Close()] End Of the App; Release...
[XKGraphics:estructor()] Graphics Engine correctly shutdown
[XKInput:estructor()] Input Engine correctly shutdown
[XKPhysics:estructor()] Physics Engine correctly shutdown
[XKCore:estructor()] ExKalibur Engine correctly shutdown
[Viewer::Close()] EOF


Solutions and or problem? :(



rich_is_bored@Posted: Tue Aug 10, 2004 3:10 pm :
Problem: The program is outdated. It worked with MD5s from the alpha. It has not been tested with the retail game.

Solution: Wait for KPixel to update his program.



KPixel@Posted: Fri Aug 20, 2004 12:51 pm :
rich_is_bored wrote:
Solution: Wait for KPixel to update his program.

The update will be available soon, hopefully :wink:
(I haven't receive my Doom3 copy :oops:)



KPixel@Posted: Mon Sep 13, 2004 3:05 pm :
I have almost finished the update...

I need some beta-testers; so, those who have Doom 3 can download the xKViewer and test it with as many files as possible.
(Use the files of the v0.30)



KPixel@Posted: Tue Sep 21, 2004 12:08 pm :
Here is the update :

ExKalibur v0.30 Final :wink:

It can open md5mesh + md5anim of the Doom 3 game.



dirk@Posted: Fri Oct 13, 2006 10:31 am :
ql :)

may you can help me, im sure you know everything about md5, and i have a basic problem, :( , i wanna export from ma to md5, i have dev a def file, but everytime i get only the joint orient vector in my md5 file, but without any info from the mesh.

thanx for all help

greetz
d



KPixel@Posted: Sun Nov 19, 2006 12:01 pm :
Wow, it's been a while :)

Sorry dirk, but I'm no longer working on this project; I hope you found your answer somewhere else :wink:

Thanks.



bullet@Posted: Fri May 14, 2004 5:19 pm :
ahh, woops. Sorry about that. I haven't slept in a while..got it mixed up.



KPixel@Posted: Sun May 16, 2004 2:35 pm :
der_ton wrote:
I did that but it either crashes or nothing happens... (the viewer´s window stays black, and cpu is idle)

It looks like you have all problems of the world :!:
Are you sure that you are not running on Windows 95 8):D



der_ton@Posted: Sun May 16, 2004 4:02 pm :
Nope, I have Win2k :)



KPixel@Posted: Sun Jul 04, 2004 3:05 pm :
I will release the v0.30 in few days so if you have some last comments to do...



KPixel@Posted: Sun Jul 11, 2004 4:17 pm :
ExKalibur Engine v0.30

http://esotech.free.fr/pub/ExKalibur_v0.30.exe

This is the first release of the ExKalibur engine with its full source code :)
I hope you will like its design.

This archive contains :
- Two programs ("XKViewer" and "XKDeathMatch")
- The full source code (in C++)
- A documentation for the source code
- Some models and data related to the source code

The main feats of the Engine are :
- Support for 3DS, MD5 and Cal3D models
- Rendering with Stencil Shadow
- A very nice Engine :D



der_ton@Posted: Sun Jul 11, 2004 11:35 pm :
Wow, thanks!
From the brief look I just took, this sure looks like a nice piece of software engineering! Structure and documentation! :)



Ultima2@Posted: Tue Aug 10, 2004 2:42 pm :
When trying to start up the program with a file, it crashes.. here is the log

[Viewer::Init()] XKViewer v0.30
[Viewer::Init()] Create Core Engine...
[XKCore::Init()] ExKalibur Engine v0.30
[XKCore::Init()] File : C:\Program Files\ExKalibur\ExKalibur\bin\xKViewer.exe
[XKCore::Init()] Date : Sun Aug 10 06:49:45 2003
[Viewer::Init()] Create Graphics Engine...
[XKGraphics::SetScreenMode()] Device infos :
Graphic card N°0 : RADEON 9600 Series (Omega 2.5.58) , Driver : ati2dvag.dll v6.14.10.6458 NoWHQL
Device created : HAL (pure hw vp), 800x610 (Windowed)); Buffers : adapt X8R8G8B8 backBuf A8R8G8B8 depth/sten D24S8
Caps : VS_2_0 and PS_2_0, MaxSimultTextures=8 (BlendStages=8), MaxStreams=16, MaxPrimitiveCount=1048575
[Viewer::Init()] Create Physics Engine...
[Viewer::Init()] Create Input Engine...
[Viewer::Init()] Create Geometries...

[Model3DSMeta::Load3DS()] Infos of the 3DS model : C:\Program Files\ExKalibur\ExKalibur\bin\xkdata/scene.3ds
[Model3DSMeta::Load3DS()] 1 materials for 1 meshes with 1280 tris & 642 verts
[Model3DSMeta::Load3DS()] vMin = {-750.456604, -42.874401, -750.481934} - vMax = {749.543396, -2.874402, 749.518066}

[ModelMD5Meta::LoadMesh()] Warning : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh : Header='MD5Version 1' != "MD5Version 6"); try to load"
At 06:49:47, See : "modelmd5meta.cpp", line 517


[ModelMD5Meta::LoadMesh()] Warning : "strBuffer=numJoints 128

); Error : No bone in the skeleton"
At 06:49:47, See : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh", line 4

[ModelMD5Meta::Load()] 0 animation(s); Using the file : C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh

[ModelMD5::Init()] Error : "Called function return E_FAIL (0x80004005), Msg : '-'"
At 06:49:47, See : "modelmd5.cpp", line 82


[XKGraphics::CreateGeometry()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Error while creating : <md5> Command = <C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh>'"
At 06:49:47, See : "xkgraphress.cpp", line 48


[Viewer::Init()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Initialisation of ExKalibur failed'"
At 06:49:47, See : "viewer.cpp", line 348

[Viewer::Close()] Average FPS == -1.#INF00
[Viewer::Close()] End Of the App; Release...
[XKGraphics:estructor()] Graphics Engine correctly shutdown
[XKInput:estructor()] Input Engine correctly shutdown
[XKPhysics:estructor()] Physics Engine correctly shutdown
[XKCore:estructor()] ExKalibur Engine correctly shutdown
[Viewer::Close()] EOF


Solutions and or problem? :(



rich_is_bored@Posted: Tue Aug 10, 2004 3:10 pm :
Problem: The program is outdated. It worked with MD5s from the alpha. It has not been tested with the retail game.

Solution: Wait for KPixel to update his program.



KPixel@Posted: Fri Aug 20, 2004 12:51 pm :
rich_is_bored wrote:
Solution: Wait for KPixel to update his program.

The update will be available soon, hopefully :wink:
(I haven't receive my Doom3 copy :oops:)



KPixel@Posted: Mon Sep 13, 2004 3:05 pm :
I have almost finished the update...

I need some beta-testers; so, those who have Doom 3 can download the xKViewer and test it with as many files as possible.
(Use the files of the v0.30)



KPixel@Posted: Tue Sep 21, 2004 12:08 pm :
Here is the update :

ExKalibur v0.30 Final :wink:

It can open md5mesh + md5anim of the Doom 3 game.



dirk@Posted: Fri Oct 13, 2006 10:31 am :
ql :)

may you can help me, im sure you know everything about md5, and i have a basic problem, :( , i wanna export from ma to md5, i have dev a def file, but everytime i get only the joint orient vector in my md5 file, but without any info from the mesh.

thanx for all help

greetz
d



KPixel@Posted: Sun Nov 19, 2006 12:01 pm :
Wow, it's been a while :)

Sorry dirk, but I'm no longer working on this project; I hope you found your answer somewhere else :wink:

Thanks.



bullet@Posted: Fri May 14, 2004 5:19 pm    Post subject: : ahh, woops. Sorry about that. I haven't slept in a while..got it mixed up.
_________________
STAFF
When Waking A Tiger Use A Long Stick.



KPixel@Posted: Sun May 16, 2004 2:35 pm    Post subject: :
der_ton wrote:
I did that but it either crashes or nothing happens... (the viewer´s window stays black, and cpu is idle)

It looks like you have all problems of the world Exclamation
Are you sure that you are not running on Windows 95 CoolVery Happy
_________________
"Haa, the good old time" - KPixel.



der_ton@Posted: Sun May 16, 2004 4:02 pm    Post subject: : Nope, I have Win2k Smile
_________________
Staff
Modelviewer | 3DSMax<->MD5 | Blender<->MD5



KPixel@Posted: Sun Jul 04, 2004 3:05 pm    Post subject: : I will release the v0.30 in few days so if you have some last comments to do...
_________________
"Haa, the good old time" - KPixel.



KPixel@Posted: Sun Jul 11, 2004 4:17 pm    Post subject: : ExKalibur Engine v0.30

http://esotech.free.fr/pub/ExKalibur_v0.30.exe

This is the first release of the ExKalibur engine with its full source code Smile
I hope you will like its design.

This archive contains :
- Two programs ("XKViewer" and "XKDeathMatch")
- The full source code (in C++)
- A documentation for the source code
- Some models and data related to the source code

The main feats of the Engine are :
- Support for 3DS, MD5 and Cal3D models
- Rendering with Stencil Shadow
- A very nice Engine Very Happy
_________________
"Haa, the good old time" - KPixel.


Last edited by KPixel on Mon Jul 12, 2004 2:39 pm; edited 1 time in total



der_ton@Posted: Sun Jul 11, 2004 11:35 pm    Post subject: : Wow, thanks!
From the brief look I just took, this sure looks like a nice piece of software engineering! Structure and documentation! Smile
_________________
Staff
Modelviewer | 3DSMax<->MD5 | Blender<->MD5



Ultima2@Posted: Tue Aug 10, 2004 2:42 pm    Post subject: : When trying to start up the program with a file, it crashes.. here is the log

[Viewer::Init()] XKViewer v0.30
[Viewer::Init()] Create Core Engine...
[XKCore::Init()] ExKalibur Engine v0.30
[XKCore::Init()] File : C:\Program Files\ExKalibur\ExKalibur\bin\xKViewer.exe
[XKCore::Init()] Date : Sun Aug 10 06:49:45 2003
[Viewer::Init()] Create Graphics Engine...
[XKGraphics::SetScreenMode()] Device infos :
Graphic card N°0 : RADEON 9600 Series (Omega 2.5.5Cool , Driver : ati2dvag.dll v6.14.10.6458 NoWHQL
Device created : HAL (pure hw vp), 800x610 (Windowed)); Buffers : adapt X8R8G8B8 backBuf A8R8G8B8 depth/sten D24S8
Caps : VS_2_0 and PS_2_0, MaxSimultTextures=8 (BlendStages=Cool, MaxStreams=16, MaxPrimitiveCount=1048575
[Viewer::Init()] Create Physics Engine...
[Viewer::Init()] Create Input Engine...
[Viewer::Init()] Create Geometries...

[Model3DSMeta::Load3DS()] Infos of the 3DS model : C:\Program Files\ExKalibur\ExKalibur\bin\xkdata/scene.3ds
[Model3DSMeta::Load3DS()] 1 materials for 1 meshes with 1280 tris & 642 verts
[Model3DSMeta::Load3DS()] vMin = {-750.456604, -42.874401, -750.481934} - vMax = {749.543396, -2.874402, 749.518066}

[ModelMD5Meta::LoadMesh()] Warning : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh : Header='MD5Version 1' != "MD5Version 6"); try to load"
At 06:49:47, See : "modelmd5meta.cpp", line 517


[ModelMD5Meta::LoadMesh()] Warning : "strBuffer=numJoints 128

); Error : No bone in the skeleton"
At 06:49:47, See : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh", line 4

[ModelMD5Meta::Load()] 0 animation(s); Using the file : C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh

[ModelMD5::Init()] Error : "Called function return E_FAIL (0x80004005), Msg : '-'"
At 06:49:47, See : "modelmd5.cpp", line 82


[XKGraphics::CreateGeometry()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Error while creating : <md5> Command = <C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh>'"
At 06:49:47, See : "xkgraphress.cpp", line 48


[Viewer::Init()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Initialisation of ExKalibur failed'"
At 06:49:47, See : "viewer.cpp", line 348

[Viewer::Close()] Average FPS == -1.#INF00
[Viewer::Close()] End Of the App; Release...
[XKGraphics:estructor()] Graphics Engine correctly shutdown
[XKInput:estructor()] Input Engine correctly shutdown
[XKPhysics:estructor()] Physics Engine correctly shutdown
[XKCore:estructor()] ExKalibur Engine correctly shutdown
[Viewer::Close()] EOF


Solutions and or problem? Sad



rich_is_bored@Posted: Tue Aug 10, 2004 3:10 pm    Post subject: : Problem: The program is outdated. It worked with MD5s from the alpha. It has not been tested with the retail game.

Solution: Wait for KPixel to update his program.
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



KPixel@Posted: Fri Aug 20, 2004 12:51 pm    Post subject: :
rich_is_bored wrote:
Solution: Wait for KPixel to update his program.

The update will be available soon, hopefully Wink
(I haven't receive my Doom3 copy Embarassed)
_________________
"Haa, the good old time" - KPixel.



KPixel@Posted: Mon Sep 13, 2004 3:05 pm    Post subject: : I have almost finished the update...

I need some beta-testers; so, those who have Doom 3 can download the xKViewer and test it with as many files as possible.
(Use the files of the v0.30)
_________________
"Haa, the good old time" - KPixel.



KPixel@Posted: Tue Sep 21, 2004 12:08 pm    Post subject: : Here is the update :

ExKalibur v0.30 Final Wink

It can open md5mesh + md5anim of the Doom 3 game.
_________________
"Haa, the good old time" - KPixel.



dirk@Posted: Fri Oct 13, 2006 10:31 am    Post subject: : ql Smile

may you can help me, im sure you know everything about md5, and i have a basic problem, Sad , i wanna export from ma to md5, i have dev a def file, but everytime i get only the joint orient vector in my md5 file, but without any info from the mesh.

thanx for all help

greetz
d



bullet@Posted: Fri May 14, 2004 5:19 pm :
ahh, woops. Sorry about that. I haven't slept in a while..got it mixed up.



KPixel@Posted: Sun May 16, 2004 2:35 pm :
der_ton wrote:
I did that but it either crashes or nothing happens... (the viewer´s window stays black, and cpu is idle)

It looks like you have all problems of the world :!:
Are you sure that you are not running on Windows 95 8):D



der_ton@Posted: Sun May 16, 2004 4:02 pm :
Nope, I have Win2k :)



KPixel@Posted: Sun Jul 04, 2004 3:05 pm :
I will release the v0.30 in few days so if you have some last comments to do...



KPixel@Posted: Sun Jul 11, 2004 4:17 pm :
ExKalibur Engine v0.30

http://esotech.free.fr/pub/ExKalibur_v0.30.exe

This is the first release of the ExKalibur engine with its full source code :)
I hope you will like its design.

This archive contains :
- Two programs ("XKViewer" and "XKDeathMatch")
- The full source code (in C++)
- A documentation for the source code
- Some models and data related to the source code

The main feats of the Engine are :
- Support for 3DS, MD5 and Cal3D models
- Rendering with Stencil Shadow
- A very nice Engine :D



der_ton@Posted: Sun Jul 11, 2004 11:35 pm :
Wow, thanks!
From the brief look I just took, this sure looks like a nice piece of software engineering! Structure and documentation! :)



Ultima2@Posted: Tue Aug 10, 2004 2:42 pm :
When trying to start up the program with a file, it crashes.. here is the log

[Viewer::Init()] XKViewer v0.30
[Viewer::Init()] Create Core Engine...
[XKCore::Init()] ExKalibur Engine v0.30
[XKCore::Init()] File : C:\Program Files\ExKalibur\ExKalibur\bin\xKViewer.exe
[XKCore::Init()] Date : Sun Aug 10 06:49:45 2003
[Viewer::Init()] Create Graphics Engine...
[XKGraphics::SetScreenMode()] Device infos :
Graphic card N°0 : RADEON 9600 Series (Omega 2.5.58) , Driver : ati2dvag.dll v6.14.10.6458 NoWHQL
Device created : HAL (pure hw vp), 800x610 (Windowed)); Buffers : adapt X8R8G8B8 backBuf A8R8G8B8 depth/sten D24S8
Caps : VS_2_0 and PS_2_0, MaxSimultTextures=8 (BlendStages=8), MaxStreams=16, MaxPrimitiveCount=1048575
[Viewer::Init()] Create Physics Engine...
[Viewer::Init()] Create Input Engine...
[Viewer::Init()] Create Geometries...

[Model3DSMeta::Load3DS()] Infos of the 3DS model : C:\Program Files\ExKalibur\ExKalibur\bin\xkdata/scene.3ds
[Model3DSMeta::Load3DS()] 1 materials for 1 meshes with 1280 tris & 642 verts
[Model3DSMeta::Load3DS()] vMin = {-750.456604, -42.874401, -750.481934} - vMax = {749.543396, -2.874402, 749.518066}

[ModelMD5Meta::LoadMesh()] Warning : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh : Header='MD5Version 1' != "MD5Version 6"); try to load"
At 06:49:47, See : "modelmd5meta.cpp", line 517


[ModelMD5Meta::LoadMesh()] Warning : "strBuffer=numJoints 128

); Error : No bone in the skeleton"
At 06:49:47, See : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh", line 4

[ModelMD5Meta::Load()] 0 animation(s); Using the file : C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh

[ModelMD5::Init()] Error : "Called function return E_FAIL (0x80004005), Msg : '-'"
At 06:49:47, See : "modelmd5.cpp", line 82


[XKGraphics::CreateGeometry()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Error while creating : <md5> Command = <C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh>'"
At 06:49:47, See : "xkgraphress.cpp", line 48


[Viewer::Init()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Initialisation of ExKalibur failed'"
At 06:49:47, See : "viewer.cpp", line 348

[Viewer::Close()] Average FPS == -1.#INF00
[Viewer::Close()] End Of the App; Release...
[XKGraphics:estructor()] Graphics Engine correctly shutdown
[XKInput:estructor()] Input Engine correctly shutdown
[XKPhysics:estructor()] Physics Engine correctly shutdown
[XKCore:estructor()] ExKalibur Engine correctly shutdown
[Viewer::Close()] EOF


Solutions and or problem? :(



rich_is_bored@Posted: Tue Aug 10, 2004 3:10 pm :
Problem: The program is outdated. It worked with MD5s from the alpha. It has not been tested with the retail game.

Solution: Wait for KPixel to update his program.



KPixel@Posted: Fri Aug 20, 2004 12:51 pm :
rich_is_bored wrote:
Solution: Wait for KPixel to update his program.

The update will be available soon, hopefully :wink:
(I haven't receive my Doom3 copy :oops:)



KPixel@Posted: Mon Sep 13, 2004 3:05 pm :
I have almost finished the update...

I need some beta-testers; so, those who have Doom 3 can download the xKViewer and test it with as many files as possible.
(Use the files of the v0.30)



KPixel@Posted: Tue Sep 21, 2004 12:08 pm :
Here is the update :

ExKalibur v0.30 Final :wink:

It can open md5mesh + md5anim of the Doom 3 game.



dirk@Posted: Fri Oct 13, 2006 10:31 am :
ql :)

may you can help me, im sure you know everything about md5, and i have a basic problem, :( , i wanna export from ma to md5, i have dev a def file, but everytime i get only the joint orient vector in my md5 file, but without any info from the mesh.

thanx for all help

greetz
d



KPixel@Posted: Sun Nov 19, 2006 12:01 pm :
Wow, it's been a while :)

Sorry dirk, but I'm no longer working on this project; I hope you found your answer somewhere else :wink:

Thanks.



bullet@Posted: Fri May 14, 2004 5:19 pm :
ahh, woops. Sorry about that. I haven't slept in a while..got it mixed up.



KPixel@Posted: Sun May 16, 2004 2:35 pm :
der_ton wrote:
I did that but it either crashes or nothing happens... (the viewer´s window stays black, and cpu is idle)

It looks like you have all problems of the world :!:
Are you sure that you are not running on Windows 95 8):D



der_ton@Posted: Sun May 16, 2004 4:02 pm :
Nope, I have Win2k :)



KPixel@Posted: Sun Jul 04, 2004 3:05 pm :
I will release the v0.30 in few days so if you have some last comments to do...



KPixel@Posted: Sun Jul 11, 2004 4:17 pm :
ExKalibur Engine v0.30

http://esotech.free.fr/pub/ExKalibur_v0.30.exe

This is the first release of the ExKalibur engine with its full source code :)
I hope you will like its design.

This archive contains :
- Two programs ("XKViewer" and "XKDeathMatch")
- The full source code (in C++)
- A documentation for the source code
- Some models and data related to the source code

The main feats of the Engine are :
- Support for 3DS, MD5 and Cal3D models
- Rendering with Stencil Shadow
- A very nice Engine :D



der_ton@Posted: Sun Jul 11, 2004 11:35 pm :
Wow, thanks!
From the brief look I just took, this sure looks like a nice piece of software engineering! Structure and documentation! :)



Ultima2@Posted: Tue Aug 10, 2004 2:42 pm :
When trying to start up the program with a file, it crashes.. here is the log

[Viewer::Init()] XKViewer v0.30
[Viewer::Init()] Create Core Engine...
[XKCore::Init()] ExKalibur Engine v0.30
[XKCore::Init()] File : C:\Program Files\ExKalibur\ExKalibur\bin\xKViewer.exe
[XKCore::Init()] Date : Sun Aug 10 06:49:45 2003
[Viewer::Init()] Create Graphics Engine...
[XKGraphics::SetScreenMode()] Device infos :
Graphic card N°0 : RADEON 9600 Series (Omega 2.5.58) , Driver : ati2dvag.dll v6.14.10.6458 NoWHQL
Device created : HAL (pure hw vp), 800x610 (Windowed)); Buffers : adapt X8R8G8B8 backBuf A8R8G8B8 depth/sten D24S8
Caps : VS_2_0 and PS_2_0, MaxSimultTextures=8 (BlendStages=8), MaxStreams=16, MaxPrimitiveCount=1048575
[Viewer::Init()] Create Physics Engine...
[Viewer::Init()] Create Input Engine...
[Viewer::Init()] Create Geometries...

[Model3DSMeta::Load3DS()] Infos of the 3DS model : C:\Program Files\ExKalibur\ExKalibur\bin\xkdata/scene.3ds
[Model3DSMeta::Load3DS()] 1 materials for 1 meshes with 1280 tris & 642 verts
[Model3DSMeta::Load3DS()] vMin = {-750.456604, -42.874401, -750.481934} - vMax = {749.543396, -2.874402, 749.518066}

[ModelMD5Meta::LoadMesh()] Warning : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh : Header='MD5Version 1' != "MD5Version 6"); try to load"
At 06:49:47, See : "modelmd5meta.cpp", line 517


[ModelMD5Meta::LoadMesh()] Warning : "strBuffer=numJoints 128

); Error : No bone in the skeleton"
At 06:49:47, See : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh", line 4

[ModelMD5Meta::Load()] 0 animation(s); Using the file : C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh

[ModelMD5::Init()] Error : "Called function return E_FAIL (0x80004005), Msg : '-'"
At 06:49:47, See : "modelmd5.cpp", line 82


[XKGraphics::CreateGeometry()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Error while creating : <md5> Command = <C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh>'"
At 06:49:47, See : "xkgraphress.cpp", line 48


[Viewer::Init()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Initialisation of ExKalibur failed'"
At 06:49:47, See : "viewer.cpp", line 348

[Viewer::Close()] Average FPS == -1.#INF00
[Viewer::Close()] End Of the App; Release...
[XKGraphics:estructor()] Graphics Engine correctly shutdown
[XKInput:estructor()] Input Engine correctly shutdown
[XKPhysics:estructor()] Physics Engine correctly shutdown
[XKCore:estructor()] ExKalibur Engine correctly shutdown
[Viewer::Close()] EOF


Solutions and or problem? :(



rich_is_bored@Posted: Tue Aug 10, 2004 3:10 pm :
Problem: The program is outdated. It worked with MD5s from the alpha. It has not been tested with the retail game.

Solution: Wait for KPixel to update his program.



KPixel@Posted: Fri Aug 20, 2004 12:51 pm :
rich_is_bored wrote:
Solution: Wait for KPixel to update his program.

The update will be available soon, hopefully :wink:
(I haven't receive my Doom3 copy :oops:)



KPixel@Posted: Mon Sep 13, 2004 3:05 pm :
I have almost finished the update...

I need some beta-testers; so, those who have Doom 3 can download the xKViewer and test it with as many files as possible.
(Use the files of the v0.30)



KPixel@Posted: Tue Sep 21, 2004 12:08 pm :
Here is the update :

ExKalibur v0.30 Final :wink:

It can open md5mesh + md5anim of the Doom 3 game.



dirk@Posted: Fri Oct 13, 2006 10:31 am :
ql :)

may you can help me, im sure you know everything about md5, and i have a basic problem, :( , i wanna export from ma to md5, i have dev a def file, but everytime i get only the joint orient vector in my md5 file, but without any info from the mesh.

thanx for all help

greetz
d



KPixel@Posted: Sun Nov 19, 2006 12:01 pm :
Wow, it's been a while :)

Sorry dirk, but I'm no longer working on this project; I hope you found your answer somewhere else :wink:

Thanks.



bullet@Posted: Fri May 14, 2004 5:19 pm :
ahh, woops. Sorry about that. I haven't slept in a while..got it mixed up.



KPixel@Posted: Sun May 16, 2004 2:35 pm :
der_ton wrote:
I did that but it either crashes or nothing happens... (the viewer´s window stays black, and cpu is idle)

It looks like you have all problems of the world :!:
Are you sure that you are not running on Windows 95 8):D



der_ton@Posted: Sun May 16, 2004 4:02 pm :
Nope, I have Win2k :)



KPixel@Posted: Sun Jul 04, 2004 3:05 pm :
I will release the v0.30 in few days so if you have some last comments to do...



KPixel@Posted: Sun Jul 11, 2004 4:17 pm :
ExKalibur Engine v0.30

http://esotech.free.fr/pub/ExKalibur_v0.30.exe

This is the first release of the ExKalibur engine with its full source code :)
I hope you will like its design.

This archive contains :
- Two programs ("XKViewer" and "XKDeathMatch")
- The full source code (in C++)
- A documentation for the source code
- Some models and data related to the source code

The main feats of the Engine are :
- Support for 3DS, MD5 and Cal3D models
- Rendering with Stencil Shadow
- A very nice Engine :D



der_ton@Posted: Sun Jul 11, 2004 11:35 pm :
Wow, thanks!
From the brief look I just took, this sure looks like a nice piece of software engineering! Structure and documentation! :)



Ultima2@Posted: Tue Aug 10, 2004 2:42 pm :
When trying to start up the program with a file, it crashes.. here is the log

[Viewer::Init()] XKViewer v0.30
[Viewer::Init()] Create Core Engine...
[XKCore::Init()] ExKalibur Engine v0.30
[XKCore::Init()] File : C:\Program Files\ExKalibur\ExKalibur\bin\xKViewer.exe
[XKCore::Init()] Date : Sun Aug 10 06:49:45 2003
[Viewer::Init()] Create Graphics Engine...
[XKGraphics::SetScreenMode()] Device infos :
Graphic card N°0 : RADEON 9600 Series (Omega 2.5.58) , Driver : ati2dvag.dll v6.14.10.6458 NoWHQL
Device created : HAL (pure hw vp), 800x610 (Windowed)); Buffers : adapt X8R8G8B8 backBuf A8R8G8B8 depth/sten D24S8
Caps : VS_2_0 and PS_2_0, MaxSimultTextures=8 (BlendStages=8), MaxStreams=16, MaxPrimitiveCount=1048575
[Viewer::Init()] Create Physics Engine...
[Viewer::Init()] Create Input Engine...
[Viewer::Init()] Create Geometries...

[Model3DSMeta::Load3DS()] Infos of the 3DS model : C:\Program Files\ExKalibur\ExKalibur\bin\xkdata/scene.3ds
[Model3DSMeta::Load3DS()] 1 materials for 1 meshes with 1280 tris & 642 verts
[Model3DSMeta::Load3DS()] vMin = {-750.456604, -42.874401, -750.481934} - vMax = {749.543396, -2.874402, 749.518066}

[ModelMD5Meta::LoadMesh()] Warning : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh : Header='MD5Version 1' != "MD5Version 6"); try to load"
At 06:49:47, See : "modelmd5meta.cpp", line 517


[ModelMD5Meta::LoadMesh()] Warning : "strBuffer=numJoints 128

); Error : No bone in the skeleton"
At 06:49:47, See : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh", line 4

[ModelMD5Meta::Load()] 0 animation(s); Using the file : C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh

[ModelMD5::Init()] Error : "Called function return E_FAIL (0x80004005), Msg : '-'"
At 06:49:47, See : "modelmd5.cpp", line 82


[XKGraphics::CreateGeometry()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Error while creating : <md5> Command = <C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh>'"
At 06:49:47, See : "xkgraphress.cpp", line 48


[Viewer::Init()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Initialisation of ExKalibur failed'"
At 06:49:47, See : "viewer.cpp", line 348

[Viewer::Close()] Average FPS == -1.#INF00
[Viewer::Close()] End Of the App; Release...
[XKGraphics:estructor()] Graphics Engine correctly shutdown
[XKInput:estructor()] Input Engine correctly shutdown
[XKPhysics:estructor()] Physics Engine correctly shutdown
[XKCore:estructor()] ExKalibur Engine correctly shutdown
[Viewer::Close()] EOF


Solutions and or problem? :(



rich_is_bored@Posted: Tue Aug 10, 2004 3:10 pm :
Problem: The program is outdated. It worked with MD5s from the alpha. It has not been tested with the retail game.

Solution: Wait for KPixel to update his program.



KPixel@Posted: Fri Aug 20, 2004 12:51 pm :
rich_is_bored wrote:
Solution: Wait for KPixel to update his program.

The update will be available soon, hopefully :wink:
(I haven't receive my Doom3 copy :oops:)



KPixel@Posted: Mon Sep 13, 2004 3:05 pm :
I have almost finished the update...

I need some beta-testers; so, those who have Doom 3 can download the xKViewer and test it with as many files as possible.
(Use the files of the v0.30)



KPixel@Posted: Tue Sep 21, 2004 12:08 pm :
Here is the update :

ExKalibur v0.30 Final :wink:

It can open md5mesh + md5anim of the Doom 3 game.



dirk@Posted: Fri Oct 13, 2006 10:31 am :
ql :)

may you can help me, im sure you know everything about md5, and i have a basic problem, :( , i wanna export from ma to md5, i have dev a def file, but everytime i get only the joint orient vector in my md5 file, but without any info from the mesh.

thanx for all help

greetz
d



KPixel@Posted: Sun Nov 19, 2006 12:01 pm :
Wow, it's been a while :)

Sorry dirk, but I'm no longer working on this project; I hope you found your answer somewhere else :wink:

Thanks.



bullet@Posted: Fri May 14, 2004 5:19 pm :
ahh, woops. Sorry about that. I haven't slept in a while..got it mixed up.



KPixel@Posted: Sun May 16, 2004 2:35 pm :
der_ton wrote:
I did that but it either crashes or nothing happens... (the viewer´s window stays black, and cpu is idle)

It looks like you have all problems of the world :!:
Are you sure that you are not running on Windows 95 8):D



der_ton@Posted: Sun May 16, 2004 4:02 pm :
Nope, I have Win2k :)



KPixel@Posted: Sun Jul 04, 2004 3:05 pm :
I will release the v0.30 in few days so if you have some last comments to do...



KPixel@Posted: Sun Jul 11, 2004 4:17 pm :
ExKalibur Engine v0.30

http://esotech.free.fr/pub/ExKalibur_v0.30.exe

This is the first release of the ExKalibur engine with its full source code :)
I hope you will like its design.

This archive contains :
- Two programs ("XKViewer" and "XKDeathMatch")
- The full source code (in C++)
- A documentation for the source code
- Some models and data related to the source code

The main feats of the Engine are :
- Support for 3DS, MD5 and Cal3D models
- Rendering with Stencil Shadow
- A very nice Engine :D



der_ton@Posted: Sun Jul 11, 2004 11:35 pm :
Wow, thanks!
From the brief look I just took, this sure looks like a nice piece of software engineering! Structure and documentation! :)



Ultima2@Posted: Tue Aug 10, 2004 2:42 pm :
When trying to start up the program with a file, it crashes.. here is the log

[Viewer::Init()] XKViewer v0.30
[Viewer::Init()] Create Core Engine...
[XKCore::Init()] ExKalibur Engine v0.30
[XKCore::Init()] File : C:\Program Files\ExKalibur\ExKalibur\bin\xKViewer.exe
[XKCore::Init()] Date : Sun Aug 10 06:49:45 2003
[Viewer::Init()] Create Graphics Engine...
[XKGraphics::SetScreenMode()] Device infos :
Graphic card N°0 : RADEON 9600 Series (Omega 2.5.58) , Driver : ati2dvag.dll v6.14.10.6458 NoWHQL
Device created : HAL (pure hw vp), 800x610 (Windowed)); Buffers : adapt X8R8G8B8 backBuf A8R8G8B8 depth/sten D24S8
Caps : VS_2_0 and PS_2_0, MaxSimultTextures=8 (BlendStages=8), MaxStreams=16, MaxPrimitiveCount=1048575
[Viewer::Init()] Create Physics Engine...
[Viewer::Init()] Create Input Engine...
[Viewer::Init()] Create Geometries...

[Model3DSMeta::Load3DS()] Infos of the 3DS model : C:\Program Files\ExKalibur\ExKalibur\bin\xkdata/scene.3ds
[Model3DSMeta::Load3DS()] 1 materials for 1 meshes with 1280 tris & 642 verts
[Model3DSMeta::Load3DS()] vMin = {-750.456604, -42.874401, -750.481934} - vMax = {749.543396, -2.874402, 749.518066}

[ModelMD5Meta::LoadMesh()] Warning : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh : Header='MD5Version 1' != "MD5Version 6"); try to load"
At 06:49:47, See : "modelmd5meta.cpp", line 517


[ModelMD5Meta::LoadMesh()] Warning : "strBuffer=numJoints 128

); Error : No bone in the skeleton"
At 06:49:47, See : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh", line 4

[ModelMD5Meta::Load()] 0 animation(s); Using the file : C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh

[ModelMD5::Init()] Error : "Called function return E_FAIL (0x80004005), Msg : '-'"
At 06:49:47, See : "modelmd5.cpp", line 82


[XKGraphics::CreateGeometry()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Error while creating : <md5> Command = <C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh>'"
At 06:49:47, See : "xkgraphress.cpp", line 48


[Viewer::Init()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Initialisation of ExKalibur failed'"
At 06:49:47, See : "viewer.cpp", line 348

[Viewer::Close()] Average FPS == -1.#INF00
[Viewer::Close()] End Of the App; Release...
[XKGraphics:estructor()] Graphics Engine correctly shutdown
[XKInput:estructor()] Input Engine correctly shutdown
[XKPhysics:estructor()] Physics Engine correctly shutdown
[XKCore:estructor()] ExKalibur Engine correctly shutdown
[Viewer::Close()] EOF


Solutions and or problem? :(



rich_is_bored@Posted: Tue Aug 10, 2004 3:10 pm :
Problem: The program is outdated. It worked with MD5s from the alpha. It has not been tested with the retail game.

Solution: Wait for KPixel to update his program.



KPixel@Posted: Fri Aug 20, 2004 12:51 pm :
rich_is_bored wrote:
Solution: Wait for KPixel to update his program.

The update will be available soon, hopefully :wink:
(I haven't receive my Doom3 copy :oops:)



KPixel@Posted: Mon Sep 13, 2004 3:05 pm :
I have almost finished the update...

I need some beta-testers; so, those who have Doom 3 can download the xKViewer and test it with as many files as possible.
(Use the files of the v0.30)



KPixel@Posted: Tue Sep 21, 2004 12:08 pm :
Here is the update :

ExKalibur v0.30 Final :wink:

It can open md5mesh + md5anim of the Doom 3 game.



dirk@Posted: Fri Oct 13, 2006 10:31 am :
ql :)

may you can help me, im sure you know everything about md5, and i have a basic problem, :( , i wanna export from ma to md5, i have dev a def file, but everytime i get only the joint orient vector in my md5 file, but without any info from the mesh.

thanx for all help

greetz
d



KPixel@Posted: Sun Nov 19, 2006 12:01 pm :
Wow, it's been a while :)

Sorry dirk, but I'm no longer working on this project; I hope you found your answer somewhere else :wink:

Thanks.



bullet@Posted: Fri May 14, 2004 5:19 pm :
ahh, woops. Sorry about that. I haven't slept in a while..got it mixed up.



KPixel@Posted: Sun May 16, 2004 2:35 pm :
der_ton wrote:
I did that but it either crashes or nothing happens... (the viewer´s window stays black, and cpu is idle)

It looks like you have all problems of the world :!:
Are you sure that you are not running on Windows 95 8):D



der_ton@Posted: Sun May 16, 2004 4:02 pm :
Nope, I have Win2k :)



KPixel@Posted: Sun Jul 04, 2004 3:05 pm :
I will release the v0.30 in few days so if you have some last comments to do...



KPixel@Posted: Sun Jul 11, 2004 4:17 pm :
ExKalibur Engine v0.30

http://esotech.free.fr/pub/ExKalibur_v0.30.exe

This is the first release of the ExKalibur engine with its full source code :)
I hope you will like its design.

This archive contains :
- Two programs ("XKViewer" and "XKDeathMatch")
- The full source code (in C++)
- A documentation for the source code
- Some models and data related to the source code

The main feats of the Engine are :
- Support for 3DS, MD5 and Cal3D models
- Rendering with Stencil Shadow
- A very nice Engine :D



der_ton@Posted: Sun Jul 11, 2004 11:35 pm :
Wow, thanks!
From the brief look I just took, this sure looks like a nice piece of software engineering! Structure and documentation! :)



Ultima2@Posted: Tue Aug 10, 2004 2:42 pm :
When trying to start up the program with a file, it crashes.. here is the log

[Viewer::Init()] XKViewer v0.30
[Viewer::Init()] Create Core Engine...
[XKCore::Init()] ExKalibur Engine v0.30
[XKCore::Init()] File : C:\Program Files\ExKalibur\ExKalibur\bin\xKViewer.exe
[XKCore::Init()] Date : Sun Aug 10 06:49:45 2003
[Viewer::Init()] Create Graphics Engine...
[XKGraphics::SetScreenMode()] Device infos :
Graphic card N°0 : RADEON 9600 Series (Omega 2.5.58) , Driver : ati2dvag.dll v6.14.10.6458 NoWHQL
Device created : HAL (pure hw vp), 800x610 (Windowed)); Buffers : adapt X8R8G8B8 backBuf A8R8G8B8 depth/sten D24S8
Caps : VS_2_0 and PS_2_0, MaxSimultTextures=8 (BlendStages=8), MaxStreams=16, MaxPrimitiveCount=1048575
[Viewer::Init()] Create Physics Engine...
[Viewer::Init()] Create Input Engine...
[Viewer::Init()] Create Geometries...

[Model3DSMeta::Load3DS()] Infos of the 3DS model : C:\Program Files\ExKalibur\ExKalibur\bin\xkdata/scene.3ds
[Model3DSMeta::Load3DS()] 1 materials for 1 meshes with 1280 tris & 642 verts
[Model3DSMeta::Load3DS()] vMin = {-750.456604, -42.874401, -750.481934} - vMax = {749.543396, -2.874402, 749.518066}

[ModelMD5Meta::LoadMesh()] Warning : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh : Header='MD5Version 1' != "MD5Version 6"); try to load"
At 06:49:47, See : "modelmd5meta.cpp", line 517


[ModelMD5Meta::LoadMesh()] Warning : "strBuffer=numJoints 128

); Error : No bone in the skeleton"
At 06:49:47, See : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh", line 4

[ModelMD5Meta::Load()] 0 animation(s); Using the file : C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh

[ModelMD5::Init()] Error : "Called function return E_FAIL (0x80004005), Msg : '-'"
At 06:49:47, See : "modelmd5.cpp", line 82


[XKGraphics::CreateGeometry()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Error while creating : <md5> Command = <C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh>'"
At 06:49:47, See : "xkgraphress.cpp", line 48


[Viewer::Init()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Initialisation of ExKalibur failed'"
At 06:49:47, See : "viewer.cpp", line 348

[Viewer::Close()] Average FPS == -1.#INF00
[Viewer::Close()] End Of the App; Release...
[XKGraphics:estructor()] Graphics Engine correctly shutdown
[XKInput:estructor()] Input Engine correctly shutdown
[XKPhysics:estructor()] Physics Engine correctly shutdown
[XKCore:estructor()] ExKalibur Engine correctly shutdown
[Viewer::Close()] EOF


Solutions and or problem? :(



rich_is_bored@Posted: Tue Aug 10, 2004 3:10 pm :
Problem: The program is outdated. It worked with MD5s from the alpha. It has not been tested with the retail game.

Solution: Wait for KPixel to update his program.



KPixel@Posted: Fri Aug 20, 2004 12:51 pm :
rich_is_bored wrote:
Solution: Wait for KPixel to update his program.

The update will be available soon, hopefully :wink:
(I haven't receive my Doom3 copy :oops:)



KPixel@Posted: Mon Sep 13, 2004 3:05 pm :
I have almost finished the update...

I need some beta-testers; so, those who have Doom 3 can download the xKViewer and test it with as many files as possible.
(Use the files of the v0.30)



KPixel@Posted: Tue Sep 21, 2004 12:08 pm :
Here is the update :

ExKalibur v0.30 Final :wink:

It can open md5mesh + md5anim of the Doom 3 game.



dirk@Posted: Fri Oct 13, 2006 10:31 am :
ql :)

may you can help me, im sure you know everything about md5, and i have a basic problem, :( , i wanna export from ma to md5, i have dev a def file, but everytime i get only the joint orient vector in my md5 file, but without any info from the mesh.

thanx for all help

greetz
d



KPixel@Posted: Sun Nov 19, 2006 12:01 pm :
Wow, it's been a while :)

Sorry dirk, but I'm no longer working on this project; I hope you found your answer somewhere else :wink:

Thanks.



bullet@Posted: Fri May 14, 2004 5:19 pm :
ahh, woops. Sorry about that. I haven't slept in a while..got it mixed up.



KPixel@Posted: Sun May 16, 2004 2:35 pm :
der_ton wrote:
I did that but it either crashes or nothing happens... (the viewer´s window stays black, and cpu is idle)

It looks like you have all problems of the world :!:
Are you sure that you are not running on Windows 95 8):D



der_ton@Posted: Sun May 16, 2004 4:02 pm :
Nope, I have Win2k :)



KPixel@Posted: Sun Jul 04, 2004 3:05 pm :
I will release the v0.30 in few days so if you have some last comments to do...



KPixel@Posted: Sun Jul 11, 2004 4:17 pm :
ExKalibur Engine v0.30

http://esotech.free.fr/pub/ExKalibur_v0.30.exe

This is the first release of the ExKalibur engine with its full source code :)
I hope you will like its design.

This archive contains :
- Two programs ("XKViewer" and "XKDeathMatch")
- The full source code (in C++)
- A documentation for the source code
- Some models and data related to the source code

The main feats of the Engine are :
- Support for 3DS, MD5 and Cal3D models
- Rendering with Stencil Shadow
- A very nice Engine :D



der_ton@Posted: Sun Jul 11, 2004 11:35 pm :
Wow, thanks!
From the brief look I just took, this sure looks like a nice piece of software engineering! Structure and documentation! :)



Ultima2@Posted: Tue Aug 10, 2004 2:42 pm :
When trying to start up the program with a file, it crashes.. here is the log

[Viewer::Init()] XKViewer v0.30
[Viewer::Init()] Create Core Engine...
[XKCore::Init()] ExKalibur Engine v0.30
[XKCore::Init()] File : C:\Program Files\ExKalibur\ExKalibur\bin\xKViewer.exe
[XKCore::Init()] Date : Sun Aug 10 06:49:45 2003
[Viewer::Init()] Create Graphics Engine...
[XKGraphics::SetScreenMode()] Device infos :
Graphic card N°0 : RADEON 9600 Series (Omega 2.5.58) , Driver : ati2dvag.dll v6.14.10.6458 NoWHQL
Device created : HAL (pure hw vp), 800x610 (Windowed)); Buffers : adapt X8R8G8B8 backBuf A8R8G8B8 depth/sten D24S8
Caps : VS_2_0 and PS_2_0, MaxSimultTextures=8 (BlendStages=8), MaxStreams=16, MaxPrimitiveCount=1048575
[Viewer::Init()] Create Physics Engine...
[Viewer::Init()] Create Input Engine...
[Viewer::Init()] Create Geometries...

[Model3DSMeta::Load3DS()] Infos of the 3DS model : C:\Program Files\ExKalibur\ExKalibur\bin\xkdata/scene.3ds
[Model3DSMeta::Load3DS()] 1 materials for 1 meshes with 1280 tris & 642 verts
[Model3DSMeta::Load3DS()] vMin = {-750.456604, -42.874401, -750.481934} - vMax = {749.543396, -2.874402, 749.518066}

[ModelMD5Meta::LoadMesh()] Warning : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh : Header='MD5Version 1' != "MD5Version 6"); try to load"
At 06:49:47, See : "modelmd5meta.cpp", line 517


[ModelMD5Meta::LoadMesh()] Warning : "strBuffer=numJoints 128

); Error : No bone in the skeleton"
At 06:49:47, See : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh", line 4

[ModelMD5Meta::Load()] 0 animation(s); Using the file : C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh

[ModelMD5::Init()] Error : "Called function return E_FAIL (0x80004005), Msg : '-'"
At 06:49:47, See : "modelmd5.cpp", line 82


[XKGraphics::CreateGeometry()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Error while creating : <md5> Command = <C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh>'"
At 06:49:47, See : "xkgraphress.cpp", line 48


[Viewer::Init()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Initialisation of ExKalibur failed'"
At 06:49:47, See : "viewer.cpp", line 348

[Viewer::Close()] Average FPS == -1.#INF00
[Viewer::Close()] End Of the App; Release...
[XKGraphics:estructor()] Graphics Engine correctly shutdown
[XKInput:estructor()] Input Engine correctly shutdown
[XKPhysics:estructor()] Physics Engine correctly shutdown
[XKCore:estructor()] ExKalibur Engine correctly shutdown
[Viewer::Close()] EOF


Solutions and or problem? :(



rich_is_bored@Posted: Tue Aug 10, 2004 3:10 pm :
Problem: The program is outdated. It worked with MD5s from the alpha. It has not been tested with the retail game.

Solution: Wait for KPixel to update his program.



KPixel@Posted: Fri Aug 20, 2004 12:51 pm :
rich_is_bored wrote:
Solution: Wait for KPixel to update his program.

The update will be available soon, hopefully :wink:
(I haven't receive my Doom3 copy :oops:)



KPixel@Posted: Mon Sep 13, 2004 3:05 pm :
I have almost finished the update...

I need some beta-testers; so, those who have Doom 3 can download the xKViewer and test it with as many files as possible.
(Use the files of the v0.30)



KPixel@Posted: Tue Sep 21, 2004 12:08 pm :
Here is the update :

ExKalibur v0.30 Final :wink:

It can open md5mesh + md5anim of the Doom 3 game.



dirk@Posted: Fri Oct 13, 2006 10:31 am :
ql :)

may you can help me, im sure you know everything about md5, and i have a basic problem, :( , i wanna export from ma to md5, i have dev a def file, but everytime i get only the joint orient vector in my md5 file, but without any info from the mesh.

thanx for all help

greetz
d



KPixel@Posted: Sun Nov 19, 2006 12:01 pm :
Wow, it's been a while :)

Sorry dirk, but I'm no longer working on this project; I hope you found your answer somewhere else :wink:

Thanks.



bullet@Posted: Fri May 14, 2004 5:19 pm :
ahh, woops. Sorry about that. I haven't slept in a while..got it mixed up.



KPixel@Posted: Sun May 16, 2004 2:35 pm :
der_ton wrote:
I did that but it either crashes or nothing happens... (the viewer´s window stays black, and cpu is idle)

It looks like you have all problems of the world :!:
Are you sure that you are not running on Windows 95 8):D



der_ton@Posted: Sun May 16, 2004 4:02 pm :
Nope, I have Win2k :)



KPixel@Posted: Sun Jul 04, 2004 3:05 pm :
I will release the v0.30 in few days so if you have some last comments to do...



KPixel@Posted: Sun Jul 11, 2004 4:17 pm :
ExKalibur Engine v0.30

http://esotech.free.fr/pub/ExKalibur_v0.30.exe

This is the first release of the ExKalibur engine with its full source code :)
I hope you will like its design.

This archive contains :
- Two programs ("XKViewer" and "XKDeathMatch")
- The full source code (in C++)
- A documentation for the source code
- Some models and data related to the source code

The main feats of the Engine are :
- Support for 3DS, MD5 and Cal3D models
- Rendering with Stencil Shadow
- A very nice Engine :D



der_ton@Posted: Sun Jul 11, 2004 11:35 pm :
Wow, thanks!
From the brief look I just took, this sure looks like a nice piece of software engineering! Structure and documentation! :)



Ultima2@Posted: Tue Aug 10, 2004 2:42 pm :
When trying to start up the program with a file, it crashes.. here is the log

[Viewer::Init()] XKViewer v0.30
[Viewer::Init()] Create Core Engine...
[XKCore::Init()] ExKalibur Engine v0.30
[XKCore::Init()] File : C:\Program Files\ExKalibur\ExKalibur\bin\xKViewer.exe
[XKCore::Init()] Date : Sun Aug 10 06:49:45 2003
[Viewer::Init()] Create Graphics Engine...
[XKGraphics::SetScreenMode()] Device infos :
Graphic card N°0 : RADEON 9600 Series (Omega 2.5.58) , Driver : ati2dvag.dll v6.14.10.6458 NoWHQL
Device created : HAL (pure hw vp), 800x610 (Windowed)); Buffers : adapt X8R8G8B8 backBuf A8R8G8B8 depth/sten D24S8
Caps : VS_2_0 and PS_2_0, MaxSimultTextures=8 (BlendStages=8), MaxStreams=16, MaxPrimitiveCount=1048575
[Viewer::Init()] Create Physics Engine...
[Viewer::Init()] Create Input Engine...
[Viewer::Init()] Create Geometries...

[Model3DSMeta::Load3DS()] Infos of the 3DS model : C:\Program Files\ExKalibur\ExKalibur\bin\xkdata/scene.3ds
[Model3DSMeta::Load3DS()] 1 materials for 1 meshes with 1280 tris & 642 verts
[Model3DSMeta::Load3DS()] vMin = {-750.456604, -42.874401, -750.481934} - vMax = {749.543396, -2.874402, 749.518066}

[ModelMD5Meta::LoadMesh()] Warning : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh : Header='MD5Version 1' != "MD5Version 6"); try to load"
At 06:49:47, See : "modelmd5meta.cpp", line 517


[ModelMD5Meta::LoadMesh()] Warning : "strBuffer=numJoints 128

); Error : No bone in the skeleton"
At 06:49:47, See : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh", line 4

[ModelMD5Meta::Load()] 0 animation(s); Using the file : C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh

[ModelMD5::Init()] Error : "Called function return E_FAIL (0x80004005), Msg : '-'"
At 06:49:47, See : "modelmd5.cpp", line 82


[XKGraphics::CreateGeometry()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Error while creating : <md5> Command = <C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh>'"
At 06:49:47, See : "xkgraphress.cpp", line 48


[Viewer::Init()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Initialisation of ExKalibur failed'"
At 06:49:47, See : "viewer.cpp", line 348

[Viewer::Close()] Average FPS == -1.#INF00
[Viewer::Close()] End Of the App; Release...
[XKGraphics:estructor()] Graphics Engine correctly shutdown
[XKInput:estructor()] Input Engine correctly shutdown
[XKPhysics:estructor()] Physics Engine correctly shutdown
[XKCore:estructor()] ExKalibur Engine correctly shutdown
[Viewer::Close()] EOF


Solutions and or problem? :(



rich_is_bored@Posted: Tue Aug 10, 2004 3:10 pm :
Problem: The program is outdated. It worked with MD5s from the alpha. It has not been tested with the retail game.

Solution: Wait for KPixel to update his program.



KPixel@Posted: Fri Aug 20, 2004 12:51 pm :
rich_is_bored wrote:
Solution: Wait for KPixel to update his program.

The update will be available soon, hopefully :wink:
(I haven't receive my Doom3 copy :oops:)



KPixel@Posted: Mon Sep 13, 2004 3:05 pm :
I have almost finished the update...

I need some beta-testers; so, those who have Doom 3 can download the xKViewer and test it with as many files as possible.
(Use the files of the v0.30)



KPixel@Posted: Tue Sep 21, 2004 12:08 pm :
Here is the update :

ExKalibur v0.30 Final :wink:

It can open md5mesh + md5anim of the Doom 3 game.



dirk@Posted: Fri Oct 13, 2006 10:31 am :
ql :)

may you can help me, im sure you know everything about md5, and i have a basic problem, :( , i wanna export from ma to md5, i have dev a def file, but everytime i get only the joint orient vector in my md5 file, but without any info from the mesh.

thanx for all help

greetz
d



KPixel@Posted: Sun Nov 19, 2006 12:01 pm :
Wow, it's been a while :)

Sorry dirk, but I'm no longer working on this project; I hope you found your answer somewhere else :wink:

Thanks.



bullet@Posted: Fri May 14, 2004 5:19 pm    Post subject: : ahh, woops. Sorry about that. I haven't slept in a while..got it mixed up.
_________________
STAFF
When Waking A Tiger Use A Long Stick.



KPixel@Posted: Sun May 16, 2004 2:35 pm    Post subject: :
der_ton wrote:
I did that but it either crashes or nothing happens... (the viewer´s window stays black, and cpu is idle)

It looks like you have all problems of the world Exclamation
Are you sure that you are not running on Windows 95 CoolVery Happy
_________________
"Haa, the good old time" - KPixel.



der_ton@Posted: Sun May 16, 2004 4:02 pm    Post subject: : Nope, I have Win2k Smile
_________________
Staff
Modelviewer | 3DSMax<->MD5 | Blender<->MD5



KPixel@Posted: Sun Jul 04, 2004 3:05 pm    Post subject: : I will release the v0.30 in few days so if you have some last comments to do...
_________________
"Haa, the good old time" - KPixel.



KPixel@Posted: Sun Jul 11, 2004 4:17 pm    Post subject: : ExKalibur Engine v0.30

http://esotech.free.fr/pub/ExKalibur_v0.30.exe

This is the first release of the ExKalibur engine with its full source code Smile
I hope you will like its design.

This archive contains :
- Two programs ("XKViewer" and "XKDeathMatch")
- The full source code (in C++)
- A documentation for the source code
- Some models and data related to the source code

The main feats of the Engine are :
- Support for 3DS, MD5 and Cal3D models
- Rendering with Stencil Shadow
- A very nice Engine Very Happy
_________________
"Haa, the good old time" - KPixel.


Last edited by KPixel on Mon Jul 12, 2004 2:39 pm; edited 1 time in total



der_ton@Posted: Sun Jul 11, 2004 11:35 pm    Post subject: : Wow, thanks!
From the brief look I just took, this sure looks like a nice piece of software engineering! Structure and documentation! Smile
_________________
Staff
Modelviewer | 3DSMax<->MD5 | Blender<->MD5



Ultima2@Posted: Tue Aug 10, 2004 2:42 pm    Post subject: : When trying to start up the program with a file, it crashes.. here is the log

[Viewer::Init()] XKViewer v0.30
[Viewer::Init()] Create Core Engine...
[XKCore::Init()] ExKalibur Engine v0.30
[XKCore::Init()] File : C:\Program Files\ExKalibur\ExKalibur\bin\xKViewer.exe
[XKCore::Init()] Date : Sun Aug 10 06:49:45 2003
[Viewer::Init()] Create Graphics Engine...
[XKGraphics::SetScreenMode()] Device infos :
Graphic card N°0 : RADEON 9600 Series (Omega 2.5.5Cool , Driver : ati2dvag.dll v6.14.10.6458 NoWHQL
Device created : HAL (pure hw vp), 800x610 (Windowed)); Buffers : adapt X8R8G8B8 backBuf A8R8G8B8 depth/sten D24S8
Caps : VS_2_0 and PS_2_0, MaxSimultTextures=8 (BlendStages=Cool, MaxStreams=16, MaxPrimitiveCount=1048575
[Viewer::Init()] Create Physics Engine...
[Viewer::Init()] Create Input Engine...
[Viewer::Init()] Create Geometries...

[Model3DSMeta::Load3DS()] Infos of the 3DS model : C:\Program Files\ExKalibur\ExKalibur\bin\xkdata/scene.3ds
[Model3DSMeta::Load3DS()] 1 materials for 1 meshes with 1280 tris & 642 verts
[Model3DSMeta::Load3DS()] vMin = {-750.456604, -42.874401, -750.481934} - vMax = {749.543396, -2.874402, 749.518066}

[ModelMD5Meta::LoadMesh()] Warning : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh : Header='MD5Version 1' != "MD5Version 6"); try to load"
At 06:49:47, See : "modelmd5meta.cpp", line 517


[ModelMD5Meta::LoadMesh()] Warning : "strBuffer=numJoints 128

); Error : No bone in the skeleton"
At 06:49:47, See : "C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh", line 4

[ModelMD5Meta::Load()] 0 animation(s); Using the file : C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh

[ModelMD5::Init()] Error : "Called function return E_FAIL (0x80004005), Msg : '-'"
At 06:49:47, See : "modelmd5.cpp", line 82


[XKGraphics::CreateGeometry()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Error while creating : <md5> Command = <C:\Program Files\Doom 3\base\models\md5\monsters\maledict\maledict.md5mesh>'"
At 06:49:47, See : "xkgraphress.cpp", line 48


[Viewer::Init()] Error : "Called function return XKE_SUBFUNCTION (0x87654321), Msg : 'Initialisation of ExKalibur failed'"
At 06:49:47, See : "viewer.cpp", line 348

[Viewer::Close()] Average FPS == -1.#INF00
[Viewer::Close()] End Of the App; Release...
[XKGraphics:estructor()] Graphics Engine correctly shutdown
[XKInput:estructor()] Input Engine correctly shutdown
[XKPhysics:estructor()] Physics Engine correctly shutdown
[XKCore:estructor()] ExKalibur Engine correctly shutdown
[Viewer::Close()] EOF


Solutions and or problem? Sad



rich_is_bored@Posted: Tue Aug 10, 2004 3:10 pm    Post subject: : Problem: The program is outdated. It worked with MD5s from the alpha. It has not been tested with the retail game.

Solution: Wait for KPixel to update his program.
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



KPixel@Posted: Fri Aug 20, 2004 12:51 pm    Post subject: :
rich_is_bored wrote:
Solution: Wait for KPixel to update his program.

The update will be available soon, hopefully Wink
(I haven't receive my Doom3 copy Embarassed)
_________________
"Haa, the good old time" - KPixel.



KPixel@Posted: Mon Sep 13, 2004 3:05 pm    Post subject: : I have almost finished the update...

I need some beta-testers; so, those who have Doom 3 can download the xKViewer and test it with as many files as possible.
(Use the files of the v0.30)
_________________
"Haa, the good old time" - KPixel.



KPixel@Posted: Tue Sep 21, 2004 12:08 pm    Post subject: : Here is the update :

ExKalibur v0.30 Final Wink

It can open md5mesh + md5anim of the Doom 3 game.
_________________
"Haa, the good old time" - KPixel.



dirk@Posted: Fri Oct 13, 2006 10:31 am    Post subject: : ql Smile

may you can help me, im sure you know everything about md5, and i have a basic problem, Sad , i wanna export from ma to md5, i have dev a def file, but everytime i get only the joint orient vector in my md5 file, but without any info from the mesh.

thanx for all help

greetz
d