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Old 07-06-08, 04:11 PM   #692
skwasjer
The Old Man
 
Join Date: Apr 2007
Location: Netherlands
Posts: 1,547
Downloads: 26
Uploads: 3
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In preparation of the upcoming release... Please hold your breath just a little longer :rotfl: Upload commencing in 30 minutes...

Known issues:
  1. Well, basically, this is the first 3D viewer I ever made for public use, so anything can happen. I'm fairly confident it will work out for most but I can't know in advance. I was only able to test on 2 GFX cards, one eVGA GTX8800 768 and one eVGA GTS7600 256. If you run into problems, please post your GFX card, GFX memory, and platform, and the exact message that is given to you by S3D. Additionally, I also require that you attach the DAT-file(s). Without this info I can't help you.
  2. Model preview on huge dat-files (interiors) are painfully slow in wireframe mode. This is due to the Z-buffer being overloaded. To prevent this, use Solid or a combination of Solid + ... so wires in the distance can be clipped. In closeup mode (inside the interior), performance is better though if alot of the geometry is behind the camera...
I don't think I need to say more, below is the changelog. I suggest you read it first before running S3D so you know in advance what has changed and don't miss out on some of the other new features and improvements.

Version v0.9.0 - Download

New
  • OFF support (bitmap font definition file). Allows you to make custom bitmap fonts (well, you make the actual bitmap in ie. Photoshop, you can define the rectangles in S3D though). OFF files are found in Data\Menu\Fonts. For S3D to open the associated .TGA or .DDS, the image must have the same name and be placed in the same folder as the .OFF file.
  • Integrated 3D viewer. Allows you to view all the objects in an entire .DAT file. No texture support. Please visit this thread for a brief walkthrough of how to work with the viewer: SUBSIM thread.
  • Ability to modify the camera sector of interiors. If you select the root node of an interior, a new panel is available called 'Interior camera clip sector' with a couple of fields to edit the bounding box.
Changed
  • Restyled the UI a bit. Added panels (of which some are collapsable) to group specific fields and values.
  • Float and double values were previously formatted without a decimal seperator if the value contained no decimals, and so they looked visually the same as int, long, etc. They are now however always formatted with at least one decimal.
  • Adding and changing materials on a node is now easier due to a redesigned UI. Material id's can now be ordered, and also added through a picklist, instead of having to copy/paste the id yourself.
  • Replaced 'Visibility' edit box with a checkbox.
  • Renamed 'Insert new chunk' to 'Append new chunk'.
  • Renamed 'Offset' to 'Translation'.
Improved
  • If an MTL-file is empty, a proper error message is shown (thanks Mikhayl)
  • If a model uses a material that is not found in the MTL-file an error message is shown.
  • If a parent node of a model node has no materials assigned (or less then number of materials the imported model uses), a warning message will be shown to warn you that the import procedure may cause incorrect renderings.
Fixed
  • Crash bug when attempting to add a RotationKeyFrames or PositionKeyFrames chunk.
  • If materials in the MTL-file had different ordering compared to the material id's linked on the parent node, the model would be incorrectly rendered. The importer now compares the material names and attempts to reorder the materials. This will still fail if material names are different. In this case the order must match the materials on the parent node for the model to be rendered correctly.
  • Due to a bug, import of OBJ-models that contained normals, in combination with the setting 'Flip coordinate system' turned off and 'Reverse face winding' on were not imported correctly (resulting in incorrectly lit models in game). If the model did not contain normals or the settings were set otherwise, the problem wasn't there though. Thanks Sergbuto, for notifying me.

Last edited by skwasjer; 07-06-08 at 04:51 PM.
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