samvanheer / halflifeassetmanager Goto Github PK
View Code? Open in Web Editor NEWHalf-Life Asset Manager, a tool to view and edit Half-Life 1 models
License: Other
Half-Life Asset Manager, a tool to view and edit Half-Life 1 models
License: Other
Player models always look down when using weapon sequences.
Add drag and drop support so dragging models onto the main window opens them.
That can be useful if a model allows to change the texture color.
Add texture dragging support in Texture view.
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.
Studiomodel chrome isn't identical to the in-game visuals. The chrome effect should appear to reflect in a realistic manner, staying roughly centered.
Add an option to control the Field Of View. First Person view (Weapon Origin) has a separate FOV.
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?
Add a feature that enables each frame to be recorded and saved as a series of images.
Using LMB + Shift moves the model in the wrong direction when moving the mouse vertically.
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.
Add a control panel that lists all bones and their attachments.
Add the act and act weight information for sequences to the sequence info area.
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).
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.
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.
Additive and Chrome render properties are mutually exclusive, but they shouldn't be.
wxChoice looks better and is better suited to the current uses of combo boxes.
As title says, the download at
https://dl.dropboxusercontent.com/u/46048979/HLMV_standalone.rar
currently leads to a 404 page.
Great tool!
Track modifications made to model, show dialog if unsaved changes would be lost by performing an action.
Add support for studiomdl and mdldec usage through the GUI.
Add light vector control. CTRL + left mouse drag changes the light vector.
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.
An export all feature would be really useful, if possible to make.
Add a dialog that allows the user to browse the model's binary data. Instead of providing a pretty interface through the control panels, this would enable direct access to the underlying data, and allow modification to occur whenever that is an option.
Add a way to control all 3 axes for light vector manipulation.
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.
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.
A texture that does not have the masked flag set cannot have it set. It has no effect until the model is saved and reloaded.
Allow light vector modification while in weapon origin view.
The latest version of HLMV doesn't seem to have an icon.
Add the option to enable/disable backface culling.
The weapon origin spin controls can't be set to a negative value.
Below is an image comparison of the weapon origins in JHLMV and in your version:
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."
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?
Similiar to Paranoia 2's HLMV:
More information about flags can be found here:
http://the303.org/tutorials/gold_qc.htm
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.
Sequence groups may not necessarily exist. The renderer should not assume they do. Warn of any missing groups to notify the user.
The control panel is very large, taking up 1/3rd of the screen.
Add the ability to record Gif files.
Highlight the current bone or attachment when the Bones or Attachment panel is active.
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