[DONE] Grimrock Model Tookit

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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JohnWordsworth
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Re: [WIP] Grimrock Model Tookit

Post by JohnWordsworth »

@moronickname: That's a possibility, but if the mesh has changed significantly in the export (which I assume is the purpose of the export really), then the tangents/bitangents will no longer be valid (and there might even be a different number of them). Similarly with the transform matrices - the imported mesh is likely to be different (might even have more parts etc). However, you've given me a good idea would - it would be cool to be able to copy & paste the matrix data (so you could theoretically copy from one node with a right click, and then paste it onto another). I think I'll try what Petri suggested first though, as that will resolve the issue for many users!

@LordGarth: I have also tried that by modifying the root / mesh node. However, it's interesting to note that Monsters do not seem to scale with a Node's Transform Matrix. I notice that all of the monsters are actually 1:1 scale too (so no scaling is required for those) I don't know if this is perhaps related to the fact that the matrices are tied to bones, which kind of 'overrides' the transform matrix. Would be cool if the monster's 'RootNode' were able to scale a monster up/down though! Note, that the animations would possibly look funny (as they would still walk with bit strides even if scaled down, and would probably pop into place). But minor changes to scale would be cool.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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petri
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Re: [WIP] Grimrock Model Tookit

Post by petri »

Node transforms of monsters are controlled by animation files so modifying node transforms in the model files has no effect.
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moronickname
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Re: [WIP] Grimrock Model Tookit

Post by moronickname »

@JohnWordsworth: for the .fbx File Format Import/Export are you going to use the fbx sdk? I have been reading the doc of it this morning and the sample code for MyOwnWriterReader, and looks promising :)
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JohnWordsworth
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Re: [WIP] Grimrock Model Tookit

Post by JohnWordsworth »

@Petri: Thanks for clarifying that. I hope to delve into the animation side soon :).

@moronickname: I made the (possibly bad) choice of using C# for rapid development of the GMT, which means that it might be difficult to use some C/C++ APIs. However, if this wrapper is as promising as it sounds, then yes - I definitely intend to use the FBX SDK to fully support FBX import/export! :)
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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moronickname
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Re: [WIP] Grimrock Model Tookit

Post by moronickname »

Cool wrapper!
then I will read properly the documentation in case you need someone to discuss with about the sdk :D
YpsiNine
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Re: [WIP] Grimrock Model Tookit

Post by YpsiNine »

Hi John,

The version 0.2.1.3 is critically unstable in my system, causing errors (which actually froze my PC just now, had to hard-reset).
I am using Nvidia WHQL drivers 306.23 and OS is Windows 7 x64.

The Windows bugcheck is:
0x00000117 : VIDEO_TDR_TIMEOUT_DETECTED

The symptoms seem random, I can open a model and edit it and save it successfully without anything happening.
Then other times when I load a file and zoom in for a few seconds, the screen goes black, then comes back on and the Toolkit is empty (like I haven't loaded a file). I have to open the file again.
Let me know if you need more info.

I can see tons of entries in Windows Event Viewer, like these:

Code: Select all

Faulting application name: GrimrockModelToolkit.exe, version: 0.2.1.3, time stamp: 0x50733a1f
Faulting module name: nvd3dum.dll, version: 9.18.13.623, time stamp: 0x503f77ed
Exception code: 0xc0000094
Fault offset: 0x0066607b
Faulting process id: 0xd20
Faulting application start time: 0x01cda68c47aa6825
Faulting application path: C:\Users\Martin\Documents\Almost Human\Legend of Grimrock\Dungeons\Model Editor\GrimrockModelToolkit.exe
Faulting module path: C:\Windows\system32\nvd3dum.dll
Report Id: b0f8a00b-127f-11e2-8ff4-c86000a1a1ad

Code: Select all

Application: GrimrockModelToolkit.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.DivideByZeroException
Stack:
   at SlimDX.ComObject.Destruct()
   at SlimDX.Direct3D9.Mesh.Dispose(Boolean)
   at SlimDX.ComObject.Dispose()
   at GrimrockModelToolkit.DXModelNode.Dispose()
   at GrimrockModelToolkit.DXModelNode.Finalize()

Code: Select all

Application: GrimrockModelToolkit.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.DivideByZeroException
Stack:
   at SlimDX.ComObject.Destruct()
   at SlimDX.Direct3D9.Mesh.Dispose(Boolean)
   at SlimDX.ComObject.Dispose()
   at GrimrockModelToolkit.DXModelNode.Dispose()
   at GrimrockModelToolkit.DXModelNode.Finalize()

Code: Select all

Application: GrimrockModelToolkit.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: SlimDX.Direct3D9.Direct3D9Exception
Stack:
   at SlimDX.Result.Throw[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]](System.Object, System.Object)
   at SlimDX.Result.Record[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]](Int32, Boolean, System.Object, System.Object)
   at SlimDX.Direct3D9.Device.SetRenderTarget(Int32, SlimDX.Direct3D9.Surface)
   at GrimrockModelToolkit.DirectXView.BeginRender(Single)
   at GrimrockModelToolkit.DirectXView.Render(Single)
   at GrimrockModelToolkit.DirectXView.Program_ApplicationIdle(Single)
   at GrimrockModelToolkit.Program.OnApplicationIdle(System.Object, System.EventArgs)
   at System.EventHandler.Invoke(System.Object, System.EventArgs)
   at System.Windows.Forms.Application+ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32)
   at System.Windows.Forms.Application+ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr, Int32, Int32)
   at System.Windows.Forms.Application+ThreadContext.RunMessageLoopInner(Int32, System.Windows.Forms.ApplicationContext)
   at System.Windows.Forms.Application+ThreadContext.RunMessageLoop(Int32, System.Windows.Forms.ApplicationContext)
   at System.Windows.Forms.Application.Run(System.Windows.Forms.Form)
   at SlimDX.Windows.MessagePump.Run(System.Windows.Forms.Form, SlimDX.Windows.MainLoop)
   at GrimrockModelToolkit.Program.Main()

Code: Select all

Application: GrimrockModelToolkit.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.IO.IOException
Stack:
   at System.IO.__Error.WinIOError(Int32, System.String)
   at System.IO.FileStream.Init(System.String, System.IO.FileMode, System.IO.FileAccess, Int32, Boolean, System.IO.FileShare, Int32, System.IO.FileOptions, SECURITY_ATTRIBUTES, System.String, Boolean, Boolean)
   at System.IO.FileStream..ctor(System.String, System.IO.FileMode, System.IO.FileAccess)
   at GrimrockModelToolkit.Logger.StartLoggingToFile(System.String)
   at GrimrockModelToolkit.Main..ctor()
   at GrimrockModelToolkit.Program.Main()
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Skuggasveinn
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Re: [WIP] Grimrock Model Tookit

Post by Skuggasveinn »

Same thing happening here, the latest update is causing random crashes.
It happens even if I'm not doing anything, GMT is just running in the background with a model loaded.
Uninstalled both the GMT and the slimDX and made a clean install of both, but that didn't fix the crashes.

I'm getting errors like Xaurus, but I only seem to be getting these two.

Code: Select all

Faulting application name: GrimrockModelToolkit.exe, version: 0.2.1.3, time stamp: 0x50733a1f
Faulting module name: nvd3dum.dll, version: 9.18.13.623, time stamp: 0x503f77ed
Exception code: 0xc0000094
Fault offset: 0x0066607b
Faulting process id: 0x157c
Faulting application start time: 0x01cda66ac87f25d6
Faulting application path: C:\Program Files (x86)\John Wordsworth\Grimrock Model Toolkit\GrimrockModelToolkit.exe
Faulting module path: C:\Windows\system32\nvd3dum.dll
Report Id: c0ccd651-125e-11e2-9e26-1c6f65c60501
and

Code: Select all

Application: GrimrockModelToolkit.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.DivideByZeroException
Stack:
   at SlimDX.ComObject.Destruct()
   at SlimDX.Direct3D9.Mesh.Dispose(Boolean)
   at SlimDX.ComObject.Dispose()
   at GrimrockModelToolkit.DXModelNode.Dispose()
   at GrimrockModelToolkit.DXModelNode.Finalize()
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
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JohnWordsworth
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Re: [WIP] Grimrock Model Tookit

Post by JohnWordsworth »

Hi @Xaurus and @Skuggasveinn, sorry to hear your having stability issues with the GMT. Could you confirm whether you have Legend of Grimrock running at the same time and whether this happens when you are switching to/from Grimrock (either fullscreen or in windowed mode)? I'll hopefully get to take a look at these error tomorrow!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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Skuggasveinn
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Re: [WIP] Grimrock Model Tookit

Post by Skuggasveinn »

The random crashes seem to only happen if the editor is also running, turning the editor/game off before starting work in the GMT seems to stop the crashes.

But there is another thing that I can reproduce always, load a model (any model) and go to Editing Node Transforms and do your thing, when you are done (this is where my bad habits come in) don't click "close" but dismiss the windows with the "X" in the upper right corner, the next time you open the Transforms the GMT will crash with the following error.

Code: Select all

************** Exception Text **************
System.ObjectDisposedException: Cannot access a disposed object.
Object name: 'EditNodeTransformMatrixForm'.
The workaround is simply press the close button :D but old habits die hard .....
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
Batty
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Re: [WIP] Grimrock Model Tookit

Post by Batty »

I get this:

Image

but it recovers quickly.
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