Stand Alone Model Viewer

For those of us who are curious and like to poke around in the game's data files and scripts as well as glitching. Caters to anything from unit/building stats to level data to telling how to glitch and stories of game errors.
GoldStar611
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Stand Alone Model Viewer

Post by GoldStar611 » Sat Jan 20, 2018 4:14 pm

So I've been working on a standalone model viewer that works outside of UA.
Getting 3D stuff working correctly is so hard and requires many dependencies :(

Here's a cool picture of what I've adapted from NeHe (nehe.gamedev.net)
Screenshot from 2018-01-20 10-04-44.png
Screenshot
Screenshot from 2018-01-20 10-04-44.png (65.78 KiB) Viewed 360 times
The tracks dont have texture mappings probably because they are defined by animations. If I chose VPwSIMPL instead of VP_SIMPL I probably would have all of the points I need to make a complete texture mapping.
Attachments
lesson18.py.txt
Source code
(13.84 KiB) Downloaded 5 times
BAGGER.ILB.bmp
Texture Needed
BAGGER.ILB.bmp (192.05 KiB) Viewed 360 times
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GoldStar611
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Re: Stand Alone Model Viewer

Post by GoldStar611 » Sat Jan 20, 2018 5:03 pm

I figured out the problem. My Texture viewer that was made in QT is not rendering (or saving) the image correctly. A manual copy and paste of the bitmap data into the template works great
new_screenshot.png
ss
new_screenshot.png (64.08 KiB) Viewed 359 times
Attachments
lesson18updated.py.txt
updated source
(13.74 KiB) Downloaded 4 times
BAGGER2.ILB.bmp
BAGGER2 is a converted 8bit->24bit bitmap image, suitable for opening in python
BAGGER2.ILB.bmp (192.05 KiB) Viewed 359 times
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CharlotteLabyrinth
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Re: Stand Alone Model Viewer

Post by CharlotteLabyrinth » Sat Jan 20, 2018 8:42 pm

Wow, this is very impressive GoldStar! :D Writing an external program that can read and convert UA data/logic structures visually wouldn't have been an easy task.
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GoldStar611
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Re: Stand Alone Model Viewer

Post by GoldStar611 » Sat Jan 20, 2018 9:12 pm

I have to admit that Zidanes work has given me insight that I wouldn't have had before (exception being the VisualSourceSafe files). Now the next step is to get the code working inside the BAS Editor (which I also made some changes recently to handle STRC sections better).

It's been a while since I have used the tools -- I forgot how ugly it is to extract/convert/inject data into these BAS files :(
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GoldStar611
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Re: Stand Alone Model Viewer

Post by GoldStar611 » Mon Jan 22, 2018 2:16 am

Here is a model in a Qt widget :)

This means I can get it into the UA BAS Editor :) :) :)

screenshot.png
screenshot.png (86.77 KiB) Viewed 310 times
Attachments
hellogl.py.txt
Source
(10.95 KiB) Downloaded 5 times
BAGGER2.ILB.bmp
Model Source (Converted from 8bit ->24bit)
BAGGER2.ILB.bmp (192.05 KiB) Viewed 310 times
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Ormu
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Re: Stand Alone Model Viewer

Post by Ormu » Wed Jan 24, 2018 7:45 pm

Looks really good so far! :P
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GoldStar611
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Re: Stand Alone Model Viewer

Post by GoldStar611 » Wed Jan 31, 2018 2:51 am

A little more progress. I figured out a quick algorithm to check if every surface has textures associated with it. Still more progress to make before releasing.

1) Wireframes are not loaded automatically
2) Textures are not loaded automatically
3) Wireframes cant be located by SKLT name
3) Textures cant be located by ILBM name
Attachments
Speedy.png
Falcon.png
Falcon (I think)
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GoldStar611
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Re: Stand Alone Model Viewer

Post by GoldStar611 » Mon Feb 05, 2018 1:30 am

Progress is still being made. It appears that having all of the UA set.bas file extracted is easier than looking up from memory.

Take a look :)

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Attachments
BP_POWER1.gif
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CharlotteLabyrinth
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Re: Stand Alone Model Viewer

Post by CharlotteLabyrinth » Tue Feb 06, 2018 3:40 pm

Watching this beautiful progress really makes me want to go back to UA modding scene. :) GoldStar611 the holy saviour of Urban Assault! (Unfortunately I'm really busy nowadays with my new academic schedules. :( )
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; Vielleicht der niedlichste Hubi, Knuddel.
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GoldStar611
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Re: Stand Alone Model Viewer

Post by GoldStar611 » Thu Feb 08, 2018 4:56 am

Thanks Charlotte, I really want to get a few easy to use features published but I also struggle with time. I wanted to make a quick texture mod video and was disgusted with how much hex editing was involved so Im going to also add a VBMP replace feature first.

http://files.metropolisdawn.com/persona ... MP/pt1.ogv
http://files.metropolisdawn.com/persona ... MP/pt2.ogv
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