ET Model Tool v1.4.0 *NEW*


(Nail) #61

link is fixed in OP

link is actually
here


(C) #62

hi Nail,
You were very quick :)… i decided to change the name of the zip-file, and for a minute the link was indeed dead… Now it is up again.


(Nail) #63

sorry for jumping the gun, but alls well that ends well


(merlin1991) #64

I’ve found 4 bugs

1st you can’t add another pak0.pk3 even if you get rid from the et one in the list, it just won’t add it

2nd: this one is a bit more complicated
I can add the pk3’s from the tcetest mod for et (you know it already :D)

but, as long as i only add the pak2.pk3 everything works fine, I can load models, …

now the thing comes

some textures of the models are in another pk3, but if i add this pk3 it doesn’t work insofar that I don’t get the window to select the model anymore.

this happens with every pk3 i add that has no model in it.

your code seems to run into a dead end if it finds no md3 file in a pk3, and then simply doesn’t draw the window to select.

my guess is that either you run over an exception if there is no md3 in the pk3 and the catch block stops the window from beeing drawn, or your tool simply assumes there are no models if 1 of the pk3 has no models

I did a deep test on that and created a pk3 with just 1 md3 in it and no other file or folder and it worked when I added that pk3, but as soon as I add a pk3 that contains no md3 at all it doesn’t show me the select dialog anymore.

while testing that I found 1 more thing, if one of the pk3s in the list is used by another application and is read locked, then your tool gives a nice error dialog wich is ok, but it doesn’t work on the rest of the files in the list so the select dialog then only contains all pk3s in the list before the file with the error.

3rd:

pic says it all:

4th:

thats one that I couldn’t reproduce, while playing around checking the other bugs, suddenly the viewport was flashing black to skybox to black all the time, I did fix this by deleting the config file, but i did no backup so I couldn’t check wich config option it was :rolleyes:


(C) #65

Hi there merlin1991,

*2) I think i have fixed the 2nd bug You found… the “I don’t get the window to select the model anymore”-bug
There was indeed something wrong in the code that caused it… I’ve corrected it.
I’ll release the fixed version.

*) “File in use”-message… I am checking this out now. I’ll report on this ASAP.

*4) “skybox-black-flicker”-bug… Could this have happened just after You got a “file in use”-message?
I have never seen this before…

*1) The first bug You found is a bit strange to me, because i can load many paks with the same name… (if only their paths are different)

— EDIT —
Here is a fixed version: 1.5.0 build 1

C…


(merlin1991) #66

Tested the new version, the first bug is there but I checked and found out that I can’t add it too if I rename it to some other name, might be the pk3 itself I can upload it somewhere at some point, but not now (it has 100 mb :D)
edit2: it may help, the pk3 contains only sound files

The bug with the window not showing up is solved

skybox thing I dunno couldn’t reproduce it yet.

but I found a new thing I’m going to investigate, I did added 2 pk3s of wich 1 contained textures and the other models, and the textures wouldn’t show up, but it’s too late to investigate this further, I’m going to do it asap (If I find the time :cool:)

edit: forgot to say that the last bug is still there (the one with pic) (but hey you didn’t say it’s solved either :D)


(C) #67

You say:

the pk3 contains only sound files
That is it!.. Soundfiles are irelevant for the tool. If a file does not contain [textures or shaders or models] then the whole pak-file is ignored, and not added to the list… You should have gotten a message of that in the statusbar.
(I did this because the tool has to search through too many big zip-files otherwise, only to find nothing useful)

The bug with the window not showing up is solved
Glad to hear it…

I work on the other things, of course…


(C) #68

I fixed a few things, all related to the use of multiple gamepaks… v1.5.0 build 2


(Diego) #69

I’m trying to use this tool to create a copy of the churchill tank so that I can use my own textures without using a remap shader command. But for some reason, once I point my tank scriptmovers to the new tank.md3 file, none of my entities will attach to the tag_turret.

When I look at the new md3 model in the model tool, it shows up fine and it shows the tags. I noticed their is a .tag file for the churchill, but the tool doesn’t seem to need it since the tags all show up fine. Plus, I really didn’t see a way to load the tag in anyway. (The add tag button doesn’t seem to do anything).


(merlin1991) #70

the strange texture thing, i didn’t research yet is gone with that build, and the file in use error is fixed too, but he still exsists on another place :tongue:

when the tool loads it checks the files from the list in the ini, and if the error with file in use happens there, it stops cheking the files and works with a list that ends where the used file was, the others aren’t checked again. (so you need to copy paste the skip code :D)

btw the reason why I run into this problems is 7zip, it’s a great free tool, but it locks the archive it’s showing.

edit: I could reproduce the flashing bug, it is the mouse controle setting, if it’s enabled at startup (–> MouseControl=1 in the ini file) the flashing comes

while playing with the settings to reproduce it, I also found out, that the show skeleton option is always saved to true (1)


(C) #71

OK merlin1991, thanks for feedback…

i will check the pack-loading at statup issue tomorrow…
And also the flashing-bug, of course.

I have been busy lately coding some MOD-things, and did not work on the tool for a few days…


(Diego) #72

I solved my tag problem with the tank by saving them out into a separate tag file like the original models do.

Now, I’m running into a strange problem. I’ve made copies of all of the command post models so that I can embed the skins into them. The skin embedding is working perfectly. However, for some reason, the command posts that are “open” are coming into ET with a rotation 180 degrees opposite of the “closed” models. I’ve tried mirroring the models and rotating them before saving the .md3 files but the rotation angle in ET remains constant.

Also, when I load a .md3 model, each one always seems to come in with a different rotational orientation. I would expect that every model would always come in the same way. And since the skybox does not rotate, it is difficult to tell if the orientation is a camera problem or a model problem. Is there a way that you can add an axis to the display? or possibly add a grid for the ground plane?


(C) #73

Hi Diego,
At least the axis open CP seems to have some textures rotated 180 degrees…It is the ET-model, i can’t help it.
There is another, fixed model in the NoQuarter pk3.

If You mirror a model, all the texture-coordinates are mirrored as well, so in the end the textures and model still have that wrongly rotated texture…

The “different rotational orientation” of a model after loading it…
If You doubleclick in the view, the model orientation is reset. After that You always see every model in the position as it is orientated as it was saved to file…
Radiant axis and OpenGL axis are differently orientated… Radiant has the “bottom” of a model in the XY-plane, while OpenGL has the bottom of a model in the XZ-plane.

The skybox can rotate… If You drag the mouse (left-button pressed), and meanwhile press the CTRL-key, You don’t rotate the model, but instead You rotate the camera around the model… When You do that, the skybox will rotate along.

add an axis to the display? or possibly add a grid for the ground plane
That is a good idea (y)… i will do that.
I’ll also make the model be orientated into the same direction after loading it.


(Diego) #74

[QUOTE=C;191309]Hi Diego,
At least the axis open CP seems to have some textures rotated 180 degrees…It is the ET-model, i can’t help it.
There is another, fixed model in the NoQuarter pk3.

If You mirror a model, all the texture-coordinates are mirrored as well, so in the end the textures and model still have that wrongly rotated texture…
[/QUOTE]

I am not referring to the textures being rotated. I mean the model is rotated 180 degrees in game. So when I go to construct the CP, the closed version is facing away from the wall. After I construct the CP, the open version is facing towards the wall. Both axis and allied versions do this. I have not tested the damaged versions yet.

However, before I tried your tool, I made my own copies of of the CP models by converting them through maya. These models did not have the rotational problem, but they were also not using the original skins so I did not get all of the cool blinking lights and animated textures.

When I get home, I’ll try using my md3 models, but see if you tool can add and embed the original skin onto them. If so, then I think there must be some kind of bug in there. But if you get the axis and grid plane working that will help me check.


(C) #75

ahh, i misunderstood… i thought the textures were rotated…
I checked the CP’s from ET, and loaded them into my tool, but they are all orientated the same way… (do i miss something?)

It is easy to check in my tool… i do it this way:

  • Load the first CP

  • Doubleclick the graphical view
    (to reset the orientation)

  • Rotate the model a bit, so You see the front-side of the CP…
    (drag the mouse from bottom to top)

  • Check the checkbox labeled ‘Lock View’ on the lower-right of the ‘View’-tab
    (after that You cannot change the orientation/camera anymore… until unchecked of course)

  • Load the second CP-model.

  • See them all facing the front-side into the same direction…


(Diego) #76

That helped a lot. It seems that my neutral-closed md3 was the only one that was backwards. And apparently, even though the model is loaded through a script mover, you have to re-compile after you change it. So it is oriented correctly now.

But I want to be clear about something with your tool. When you are rotating the object around it’s own axis in your tool, that doesn’t really change the orientation of the object when you save it. That’s just for display purposes correct?

I fixed my bad model by bringing in the original .md3 and re-doing the skin embed. I’m not sure how it got rotated 180 degrees in the first place.


(C) #77

When you are rotating the object around it’s own axis in your tool, that doesn’t really change the orientation of the object when you save it. That’s just for display purposes correct?
correct… it does nothing to the model-file. Also shifting the model does nothing to the model-file. Doubleclick the view, and You’ll see it still has the same orientation as before.

If You rotate the model with use of any of the menu-choices, then the model will be rotated along some axis (and not only on-screen)… These menu-rotations actually change the model-file data (and recalculates the new rotated positions of vertices and any tags).

I think You want to do this:

  • Load the CP
  • Choose from the menu: Edit / Rotate model around Z-axis
  • Enter the degrees of rotation: 180

btw Diego:

Plus, I really didn’t see a way to load the tag in anyway. (The add tag button doesn’t seem to do anything).
My tool does not need a .tag-file to display the tags, that’s true.
The tag-adding features do work however… maybe You do not have the latest version of the tool?
Another thing: i think Your tank-model needs a .tag file before You can attach other things to it in-game… Just put it in the same folder as Your model is in.


(C) #78

There is a new version: Q3 Model Tool v1.5.0 build 3

It should solve the mentioned problems:

and it adds the options: displaying groundplane & axis


(unf4z3d) #79

can u help me plz :slight_smile:

i have an ammo crate thats been hating me in radiant, so i tried to make it an md3, but when i load it into ur model tool (as .map) it doesn’t come up with anything…

here is the map file if you want to try it:


// entity 0
{
"classname" "worldspawn"
}
// entity 1
{
"classname" "func_group"
"targetname" "ammocrates"
// brush 0
{
( 128 -24 55 ) ( 128 32 55 ) ( 24 32 55 ) common/caulk 0 -16 -90 0.500000 0.500000 134217728 4 0
( 24 24 119 ) ( 128 24 119 ) ( 128 -32 119 ) awf_props/tool_m02 -64 -80 -90 0.500000 0.500000 134217728 0 0
( 24 24 83 ) ( 24 -32 83 ) ( 24 -32 75 ) props/sho_box_c02 -64 -18 -180 0.500000 -0.500000 134217728 0 0
( 24 -32 83 ) ( 128 -32 83 ) ( 128 -32 75 ) props/sho_box_c01 208 -18 0 0.500000 0.500000 134217728 0 0
( 152 -32 115 ) ( 152 24 115 ) ( 152 24 107 ) props/sho_box_c02 -64 -18 -180 0.500000 -0.500000 134217728 0 0
( 128 32 115 ) ( 24 32 115 ) ( 24 32 107 ) props/sho_box_c03 208 -18 0 0.500000 0.500000 134217728 0 0
}
// brush 1
{
( 152 34 143 ) ( 72 34 143 ) ( 72 34 79 ) props/sign_c18 16 -34 0 0.500000 0.500000 134217728 0 0
( 120 32 143 ) ( 120 40 143 ) ( 120 40 79 ) awf_props/tool_m02 -64 -98 -180 0.500000 -0.500000 134217728 0 0
( 56 32 143 ) ( 136 32 143 ) ( 136 32 79 ) common/caulk 0 -34 0 0.500000 0.500000 134217728 4 0
( 56 40 143 ) ( 56 32 143 ) ( 56 32 79 ) awf_props/tool_m02 -64 -98 -180 0.500000 -0.500000 134217728 0 0
( 56 40 111 ) ( 136 40 111 ) ( 136 32 111 ) awf_props/tool_m02 -64 -16 -90 0.500000 0.500000 134217728 0 0
( 136 32 79 ) ( 136 40 79 ) ( 56 40 79 ) awf_props/tool_m02 -64 -16 -90 0.500000 0.500000 134217728 0 0
}
// brush 2
{
( 40 -32 79 ) ( 40 -40 79 ) ( 120 -40 79 ) awf_props/tool_m02 63 16 90 0.500000 0.500000 134217728 0 0
( 120 -40 111 ) ( 40 -40 111 ) ( 40 -32 111 ) awf_props/tool_m02 63 16 90 0.500000 0.500000 134217728 0 0
( 120 -40 143 ) ( 120 -32 143 ) ( 120 -32 79 ) awf_props/tool_m02 64 -98 0 0.500000 0.500000 134217728 0 0
( 120 -32 143 ) ( 40 -32 143 ) ( 40 -32 79 ) common/caulk -32 -34 -180 0.500000 -0.500000 134217728 4 0
( 56 -32 143 ) ( 56 -40 143 ) ( 56 -40 79 ) awf_props/tool_m02 64 -98 0 0.500000 0.500000 134217728 0 0
( 24 -34 143 ) ( 104 -34 143 ) ( 104 -34 79 ) props/sign_c18 -16 -34 -180 0.500000 -0.500000 134217728 0 0
}
}


(unf4z3d) #80

solved my problem, i left em in a func_group by mistake, but now i have a new problem…

when the map file gets into the tool, it seems to lose its texture uvs…

edit: It works perfect in 1.4.1, but not 1.5.0 build2