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Re: [WIP] Grimrock Model Tookit
Posted: Mon Oct 01, 2012 2:21 am
by JohnWordsworth
+1 for the snail king! Haha
No new build today I'm afraid, am 60% through adding Texture support, it crudely parses the materials.lua file successfully now
but I'm rebuilding the renderer using DirectX instead of OpenGL - which is new to me, so it might take another evening of work...
Re: [WIP] Grimrock Model Tookit
Posted: Mon Oct 01, 2012 9:55 pm
by Endzeit
Hey,
Import works fine without errors, except the model is not showing up.
I tried to change the NodeTransformMatrix like you advised earlier although the changes were not saved.
Then, i reloaded the .model file again, this time the EditNodeTransformMatrix got me this error message
************* Ausnahmetext **************
System.ObjectDisposedException: Auf das verworfene Objekt kann nicht zugegriffen werden.
Objektname: "EditNodeTransformMatrixForm".
bei System.Windows.Forms.Control.CreateHandle()
bei System.Windows.Forms.Form.CreateHandle()
bei System.Windows.Forms.Control.get_Handle()
bei System.Windows.Forms.Control.SetVisibleCore(Boolean value)
bei System.Windows.Forms.Form.SetVisibleCore(Boolean value)
bei System.Windows.Forms.Control.Show()
bei GrimrockModelToolkit.Main.editNodeTransformDialogToolStripMenuItem_Click(Object sender, EventArgs e)
bei System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
bei System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
bei System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
bei System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
bei System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
bei System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
bei System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
bei System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
bei System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
bei System.Windows.Forms.Control.WndProc(Message& m)
bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
bei System.Windows.Forms.ToolStrip.WndProc(Message& m)
bei System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Geladene Assemblys **************
mscorlib
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.269 (RTMGDR.030319-2600).
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll.
----------------------------------------
System
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.269 built by: RTMGDR.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll.
----------------------------------------
GrimrockModelToolkit
Assembly-Version: 0.1.0.8.
Win32-Version: 0.1.0.8.
CodeBase: file:///C:/Users/Endzeit/AppData/Local/Apps/2.0/6MHP71J0.2LE/BCEDO3V9.W0X/grim..tion_fab55950ad16e1df_0000.0001_750a7790f9618ce8/GrimrockModelToolkit.exe.
----------------------------------------
System.Windows.Forms
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.278 built by: RTMGDR.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll.
----------------------------------------
System.Drawing
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.282 built by: RTMGDR.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll.
----------------------------------------
OpenTK
Assembly-Version: 1.0.0.0.
Win32-Version: 1.0.278.44921.
CodeBase: file:///C:/Users/Endzeit/AppData/Local/Apps/2.0/6MHP71J0.2LE/BCEDO3V9.W0X/grim..tion_fab55950ad16e1df_0000.0001_750a7790f9618ce8/OpenTK.DLL.
----------------------------------------
OpenTK.GLControl
Assembly-Version: 1.0.0.0.
Win32-Version: 1.0.278.44921.
CodeBase: file:///C:/Users/Endzeit/AppData/Local/Apps/2.0/6MHP71J0.2LE/BCEDO3V9.W0X/grim..tion_fab55950ad16e1df_0000.0001_750a7790f9618ce8/OpenTK.GLControl.DLL.
----------------------------------------
mscorlib.resources
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.1 (RTMRel.030319-0100).
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_de_b77a5c561934e089/mscorlib.resources.dll.
----------------------------------------
System.Windows.Forms.resources
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.1 built by: RTMRel.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.resources/v4.0_4.0.0.0_de_b77a5c561934e089/System.Windows.Forms.resources.dll.
----------------------------------------
Accessibility
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.1 built by: RTMRel.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll.
----------------------------------------
************** JIT-Debuggen **************
Um das JIT-Debuggen (Just-In-Time) zu aktivieren, muss in der
Konfigurationsdatei der Anwendung oder des Computers
(machine.config) der jitDebugging-Wert im Abschnitt system.windows.forms festgelegt werden.
Die Anwendung muss mit aktiviertem Debuggen kompiliert werden.
Zum Beispiel:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
Wenn das JIT-Debuggen aktiviert ist, werden alle nicht behandelten
Ausnahmen an den JIT-Debugger gesendet, der auf dem
Computer registriert ist, und nicht in diesem Dialogfeld behandelt.
Unfortunately it is german
But "Auf das verworfene Objekt kann nicht zugegriffen werden." means it cannot access the object data.
Endzeit
Re: [WIP] Grimrock Model Tookit
Posted: Mon Oct 01, 2012 11:58 pm
by JohnWordsworth
Hi @Endzeit: Ahh, I think I know what that is. There might be a way to destroy that popup box instead of just hiding it and then when you relaunch it - it has been destroyed. Not a problem, a couple of lines of code to fix
. Many thanks for the bug report! I just have to remember that when I next sit down to code!
Re: [WIP] Grimrock Model Tookit
Posted: Tue Oct 02, 2012 12:10 am
by Isaac
JohnWordsworth wrote:...
I am positive that my working imported OBJ is mirrored across the X axis when viewed in the game. I can send you the .blend, OBJ, and .Model files.
Re: [WIP] Grimrock Model Tookit
Posted: Tue Oct 02, 2012 12:18 am
by JohnWordsworth
A couple of days since the last update, but I've managed to hit my next milestone. It's not quite ready for public consumption yet as it is a bit buggy, but the usual 'day before teaser images' follow...
That's right baby, it now loads Textures! You can just point the app at your extracted Asset Pack and your Dungeon directory (separately, but through a persistent settings window) and it will crudely parse well formed lua files to find material definitions. 50% of the app has been completely rewritten in DirectX to support DDS files, which was new to me - hence it's taking a little while. Anyway, build hopefully to come tomorrow or Wednesday evening.
@Isaac: Hmm, that would be handy if you could send over the sample data. I've only imported a few items and probably wouldn't have noticed (as they were things like swords).
Re: [WIP] Grimrock Model Tookit
Posted: Tue Oct 02, 2012 12:22 am
by Isaac
JohnWordsworth wrote:@Isaac: Hmm, that would be handy if you could send over the sample data. I've only imported a few items and probably wouldn't have noticed (as they were things like swords).
I've only seen imported items that are symmetrical. I'll send you mine.
Re: [WIP] Grimrock Model Tookit
Posted: Tue Oct 02, 2012 12:46 am
by Neikun
My heart just skipped a beat at the new screen shots.
Re: [WIP] Grimrock Model Tookit
Posted: Tue Oct 02, 2012 1:53 am
by Skuggasveinn
Great things are happening here
Your little program has taken my dungeon to new heights, I really appreciate all your hard work.
Re: [WIP] Grimrock Model Tookit
Posted: Wed Oct 03, 2012 12:37 am
by Blichew
(At first, please be advised that I'm a modeling newb)
Hm, so after watching a few tutorials for blender (I even made a cactus and I've textured it - yay me !
) I decided to make a coin lock model (similar to original dungeon master coin hole).
I thought I'd use Lever model (wall_lever.model), without a handle, so I'd started by exporting a lever model to an .obj file.
That was the first bump: I got not one but 2 files exported (wtf?).
Next I tried importing first and second file into blender.
Import done, but I cannot do anything as only "Object View" mode is available (there's no edit mode) - also, Model Toolkit shows a lever with a handle, after importing there's no handle (in either of those 2 files)
What am I doing wrong ? Has anyone tried re-modeling stuff from original asset pack ?
Re: [WIP] Grimrock Model Tookit
Posted: Wed Oct 03, 2012 12:50 am
by Endzeit
@Blichew You get 2 files because those are needed for the animation. The handle itself, which moves, and the base which does not.
I imported both in blender, those are 2 separate meshes which i can both edit.
Both .obj files you get are combined into one .model file.
Why you can't edit it, i cannot tell you. Perhaps you selected both together, if you select only one it should work fine.