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Half-Life Asset Manager, a tool to view and edit Half-Life 1 models

License: Other

C++ 97.40% CMake 2.15% Batchfile 0.06% Qt Script 0.39%

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halflifeassetmanager's Issues

Where are the resources?

Add all of the resources. You tried to compile from scratch that is on the round?
Not missing a hell of a lot of things.

[HLMV] Cross Platform Support?

I was made aware of your model viewer and it peaked my interest. I am currently looking into trying to get the current Windows binary working under Wine, however it seems the toolkit, render, and other libs used are all cross platform. Is there plans to create a MakeFile for other platforms such as Linux?

[bug] Render is flickering.

I see how it's load/unload triangles/lines every frame.
Texture render is flickering too.
flickers
I tried to make a video with problem but video doesn't show this problem.

[HLMV] Add option to correct sequence group names

Some models have incorrect sequence group names. This results in the game failing to load the correct group and often crashing as a result.

Adding an option to automatically correct the names would be useful. If the model is not in the game models directory, it should ask for the destination directory path, starting in the game or mod directory.

See http://forums.svencoop.com/showthread.php/43850-Linux-server-crash-on-legends_p05-after-door-to-Creo-opens for a model that has this problem.

[HLMV] Default View Origin and active tab

The option to set the default View Origin to either Free View or Weapon Origin would be a useful addition. This, combined the ability to select which tab should be active on startup (ie. Textures or Sequences, rather than Model Display), would save animators a lot of clicks in the long run (at least until model refreshing is implemented).

[HLMV] Animation playback speed adjustment

The animation playback speed slider ranges from 0-200. The slider itself is always set to 30 fps by default (looks like at least), even if the actual animations are compiled to be played back at a different speed.

After adjusting the playback speed with the slider it is impossible to set it back to the normal speed. There is no indicator showing at what rate the animation is playing, nor is there a snap or button to reset it to the default speed. Displaying a multiplier (1x speed, 2x, 0.5x, etc.) instead of a range (0-200 fps?) might be a more suitable alternative.

For now the only way to get it back to the normal playback speed is to restart the program.

Windows Builds

I wasn't able to find any windows builds for this. Have you looked into Travis or Appveyor for automated builds after each commit?

Also, what version of HLMV is this based on? I was hoping to find a replacement to the SFM HLMV which crashes quite often and doesn't seem have to much support.

Does your model viewer support drag and drop? Or if you are opening an mdl file directly with the program, does it open quickly, unlike this SFM one.

[HLMV] Limited frame rate

The frame rate in the viewport seems to be capped at around 32 fps, making animation playback appear less smooth than it could be. JLMV renders at up to 60 fps. Raising the limit to 60 fps, or higher, would be a welcome upgrade.

framerate

Feature Request: Export Textures/UV Enhancements

  1. It would be very helpful if the export dialog set the filename to be the name of the currently selected texture. Eg. if I am viewing mesh1.bmp; when I click on Export, it will show mesh1.bmp on the dialog box rather than an empty field.

  2. An export all feature would be really useful, if possible to make.

[HLMV] Add preview for blend sequences

I was wondering about having something like this, probably a slider to preview the blendings on a sequence in such case they exist, since it already shows if the latter uses them or not.
Useful to preview player model animations and some of the NPC's.

[HLMV] Wireframe/line thickness

Bit of a weird request, but can you add an option for line thickness or weight that would affect everything including wireframe render mode, wireframe overlay, bones, normals, etc? You've already implemented an option for wireframe color, and I think a thickness/weight/width option would be a great compliment. It's mostly for visual presentation purposes. For me, the anti-aliasing tend to break apart when some lines appear too thin in wireframe overlay.

[HLMV] Weapon Origin mismatch

Below is an image comparison of the weapon origins in JHLMV and in your version:

origins

JHLMV renders the weapon position accurately when looking straight ahead.
Your version seems to be more correct when looking straight down.

The way JHLMV renders the model gives a better impression of the positioning in-game (at least in vanilla HL) - tl;dr "make it like jhlmv."

[HLMV enhancement] Hitbox editing visualisation.

Sometimes it's problematic to calculate hitboxes even after tweaking and recompile over 9000 times. It'll be useful if model viewer will have a visualisation for creating and editing hitboxes, like constraints limits editing in Source HLMV, where you can change numbers on the go then export constraints limits in text file. But model can have many hitboxes with same origin bone, that can be a problem. Is it possible?

[HLMV] Missing Muzzle Flash Attachments

Muzzle flashes do not appear on attachments points. All other versions of HLMV by different authors include them in the preview.

I think this is a fatal flaw with this version. Is there an option to enable them, or am I just blind because I cannot find a way to get them to show in sequences.

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