[DONE] Grimrock Model Tookit
Re: [WIP] Grimrock Model Tookit
Hi John. I have some issue with dungeon_stairs_down model. If I open original file I can see all nodes include Node2: Texture Group. After export into obj and import - i have only Node0: Root and Node1:Mesh. I lost all segment as well. From 4 i have 1 (Segment 0:OBJDefault). Is that my foult and i must define segments in Blender or it's toolkit "feature"?
I'm the Gate I'm the Key.
Dawn of Lore
Dawn of Lore
Re: [WIP] Grimrock Model Tookit
So next part is importing from multiple .obj files and then you'll start playing with animations, right ?JohnWordsworth wrote:When I next get to sit down with the code, I hope to add a 'replace node from OBJ' option, so you can keep a model intact and just tweak one mesh in that model. If I don't get time this evening, I should be back on the coding wagon tomorrow!
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
- Contact:
Re: [WIP] Grimrock Model Tookit
Version 0.1.0.9 of the Grimrock Model Toolkit has been released. While there aren't a massive number of new features to talk about, this is a massive re-write of most of the application, as I have replaced the OpenTK elements (OpenGL rendering system) with DirectX. I've never used DirectX in a WinForms application before - so apologies if anything here is a bit buggy at the moment.
Change Log
1. Replaced the OpenGL rendering system with DirectX so that we can load in textures. It makes more sense to use DirectX, but I had more experience with OpenGL. The main implications however, are that you might have problems downloading and installing the latest version. It *should* download SlimDX (a DirectX wrapper for C#) for you, but if it doesn't - please download an install this library first: http://slimdx.org/download.php (Version 2.0).
2. Added a 'Tools -> Settings' dialog. If you set the 'Asset Pack' path to the root directory of where you extracted the Asset Pack and the 'Current Dungeon' path to the root directory of your current dungeon, then the app should now load Materials correctly! There is no gloss etc, but it loads the diffuse textures (and possibly the specular textures) for testing!
Upcoming Changes
Next up, I intend to fix the Left Handed/Right Handed OBJ import/export issues and allow you to export/add/replace a node mesh with an OBJ file instead of just importing OBJ to a whole new model. There are also some issues with loading meshes with multiple segments (it only loads the texture from the first segment at the moment).
After that I hope to look at FBX import/export, Animations and/or making a few common operations a bit more friendly.
Change Log
1. Replaced the OpenGL rendering system with DirectX so that we can load in textures. It makes more sense to use DirectX, but I had more experience with OpenGL. The main implications however, are that you might have problems downloading and installing the latest version. It *should* download SlimDX (a DirectX wrapper for C#) for you, but if it doesn't - please download an install this library first: http://slimdx.org/download.php (Version 2.0).
2. Added a 'Tools -> Settings' dialog. If you set the 'Asset Pack' path to the root directory of where you extracted the Asset Pack and the 'Current Dungeon' path to the root directory of your current dungeon, then the app should now load Materials correctly! There is no gloss etc, but it loads the diffuse textures (and possibly the specular textures) for testing!
Upcoming Changes
Next up, I intend to fix the Left Handed/Right Handed OBJ import/export issues and allow you to export/add/replace a node mesh with an OBJ file instead of just importing OBJ to a whole new model. There are also some issues with loading meshes with multiple segments (it only loads the texture from the first segment at the moment).
After that I hope to look at FBX import/export, Animations and/or making a few common operations a bit more friendly.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
- Contact:
Re: [WIP] Grimrock Model Tookit
@Leki: Unfortunately, it doesn't support nodes with multiple mesh segments very well yet. This is something I'm looking at soon .
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: [WIP] Grimrock Model Tookit
I have not been able to get SlimDX (any version) to install. It seems to choke when trying to install the DirectX redistributable (which I don't need).
It get's almost all the way there, then rolls back and exits with an error.
It get's almost all the way there, then rolls back and exits with an error.
Re: [WIP] Grimrock Model Tookit
Everything seems to work for me, except the models are translucent.
Re: [WIP] Grimrock Model Tookit
(you can do Alt+PrintScreen to just get the active window, easier than cropping)
Finished Dungeons - complete mods to play
Re: [WIP] Grimrock Model Tookit
Unfortunately the setup doesn't work for me. When I start it it immediately tells me
I already downloaded and installed SlimDX v2.0 manually and I deactivated my firewall. Still no luck. The only options I'm left with are 'retry' and 'cancel'. Retry gives the same error and cancel...well, cancels the setup. Any ideas?An error occurred downloading the following resource:
http://www.johnwordsworth.com/downloads ... t20/SlimDX Runtime .NET 2.0 (January 2012).msi
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
- Contact:
Re: [WIP] Grimrock Model Tookit
Hmm, sorry about the install issues guys. I'll get another build out in a couple of hours with (hopefully) better settings. Very strange that everyone is getting different results - I might try to see if I can get a proper installer going instead of this crazy "click once" thing that Microsoft seem to like.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: [WIP] Grimrock Model Tookit
Why must fate conspire to separate us from your tilesets?Phitt wrote:Unfortunately the setup doesn't work for me. When I start it it immediately tells me
I already downloaded and installed SlimDX v2.0 manually and I deactivated my firewall. Still no luck. The only options I'm left with are 'retry' and 'cancel'. Retry gives the same error and cancel...well, cancels the setup. Any ideas?An error occurred downloading the following resource:
http://www.johnwordsworth.com/downloads ... t20/SlimDX Runtime .NET 2.0 (January 2012).msi