[TOOL] Torchlight Mesh Viewer

DushoDusho Posts: 988
edited October 2013 in Mod Showcase
Hi all
with help from Greg from Runic, I give you TLMeshViewer. For requirements, binaries or source code go here:
http://code.google.com/p/torchlight-mesh-viewer/
[UPDATE] now at version 0.8.2.0

Feel free to post any questions, bugs or requests.
Enjoy.
scr8s.jpg
scr9s.jpg
scr6s.jpg
scr7s.jpg
scr5s.jpg
scr1s.jpg
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Comments

  • ZiddersZidders Posts: 14,338 ✭✭✭
    OOOOoooo Thanks!!!! This will help me with my arts! <3 hehe
    ItfooQF.png
  • ArkhamArkham Posts: 3,295 ✭✭✭
    Hey Dusho,

    I downloaded the .exe for the DirectX redist, but I haven't installed it just yet. I was put off by a warning I saw on the site, about how the redistribution could not be uninstalled, and that the only way to remove it if a problem should occur would be to set up a system restore point before installing it.

    Do you happen to know of what kind of problems might occur because of installing a piece of software like this, particularly on an older OS (Win XP) running on older hardware with integrated graphics? The idea of installing an (effectively) uninstallable piece of software that requires mucking around with system restore to remove it, doesn't appeal to me so much, and I don't want to break anything.
    Kv2n8MF.jpg

    Mods:
    Arkham's Armory (TL2) | Lego Wizard pet (TL1)

    Check out the Torchlight fan group #The-Lure-of-Ember on dA!
  • DushoDusho Posts: 988
    Hey Arkham
    it's part of DirectX. You can't uninstall DirectX either (maybe there are special tools for DirectX downgrade - that would restore it back to previous version). If you happen to play some new games for example on Steam, part of first game startup is often instalment of DX redistrubitable package like this, without even asking you if you want it or not. I don't remember redists causing some kind of issues - if yes, it's immediately patched by Microsoft.
    Also, you will need this DX redist if you ever want to play Torchlight 2 on your computer, as Ogre version 1.7.x requires this redist, and Runic guys migrated their engine from Ogre 1.6.x to Ogre 1.7.x.
  • RMUKRMUK Posts: 147
    Hey Dusho,

    This program is great, thanks a lot for releasing it! I've been putting together a model pack and your application makes it so much quicker and more convenient to check which model's are which, as well as how they'll appear in game. Sure beats Blender / TL previewing methods. Awesome stuff, cheers! I can see this utility getting a lot more use from me when TL2 is out as well 8-)
  • freelancefreelance Posts: 56
    It's not working for me, unfortunately. The tool crashes immediately and doesn't start.
    I have the requirements you listed and running on Win7 64-bit. Compatibility mode and Admin rights have no effect.
    Error details are below if that helps any
    Description:
    Stopped working

    Problem signature:
    Problem Event Name: APPCRASH
    Application Name: TLMeshViewer.exe
    Application Version: 0.7.7.1
    Application Timestamp: 4e20a582
    Fault Module Name: KERNELBASE.dll
    Fault Module Version: 6.1.7601.17514
    Fault Module Timestamp: 4ce7c78c
    Exception Code: e0434f4d
    Exception Offset: 000000000000a49d
    OS Version: 6.1.7601.2.1.0.256.1
    Locale ID: 1033
    Don't know what else might help.
    Freelance-Sig.png
  • PhanjamPhanjam Posts: 3,287 ✭✭✭
    Hi Dusho! Posting so I can keep track of this thread :) as I've said elsewhere, your mesh veiwer is a GREAT help while doing re-texture work as I can check my work immedaitely. Excellent stuff! Thanks so much!
    Lvw5p3z.png
    Torchlight 1 Class Pack (TL1CP) Mod for TL2: Steam | RGF
  • JupiahJupiah Posts: 217
    I have the same problem as freelance, windows 7 64-bit and all requirements installed, app crashes instantly upon launching.
  • DushoDusho Posts: 988
    Hi RMUK. Hi Phanjam. I'm glad that program is helpful.
    freelance wrote:
    It's not working for me, unfortunately. The tool crashes immediately and doesn't start.
    I have the requirements you listed and running on Win7 64-bit. Compatibility mode and Admin rights have no effect.
    Error details are below if that helps any
    Description:
    Stopped working
    ...
    Don't know what else might help.
    Hi. Can you try v0.7.7.2, please and let me know. http://code.google.com/p/torchlight-mesh-viewer/downloads/list
  • JupiahJupiah Posts: 217
    Just tried v0.7.7.2, app still crashes immediately for me. Here's the error description:

    Description:
    Stopped working

    Problem signature:
    Problem Event Name: CLR20r3
    Problem Signature 01: tlmeshviewer.exe
    Problem Signature 02: 0.7.7.2
    Problem Signature 03: 4e29f0b7
    Problem Signature 04: TLMeshViewer
    Problem Signature 05: 0.7.7.2
    Problem Signature 06: 4e29f0b7
    Problem Signature 07: 19
    Problem Signature 08: 0
    Problem Signature 09: System.NullReferenceException
    OS Version: 6.1.7601.2.1.0.256.1
    Locale ID: 1033
  • freelancefreelance Posts: 56
    Dusho wrote:
    Hi. Can you try v0.7.7.2, please and let me know. http://code.google.com/p/torchlight-mesh-viewer/downloads/list
    Great! It's working now Dusho. But some models don't load the textures, not a biggie though.
    Freelance-Sig.png
  • DushoDusho Posts: 988
    freelance wrote:
    Dusho wrote:
    Hi. Can you try v0.7.7.2, please and let me know. http://code.google.com/p/torchlight-mesh-viewer/downloads/list
    Great! It's working now Dusho. But some models don't load the textures, not a biggie though.
    Can you give me an example? With what model in media folder you have issues with textures? And if .material file in folder contains texture entries for materials. ( just paste .material file here )

    @Jupiah
    your CLR problem seems odd. Are any other .NET applications working on your machine? Does TorchED work?
  • freelancefreelance Posts: 56
    freelance wrote:
    Can you give me an example? With what model in media folder you have issues with textures? And if .material file in folder contains texture entries for materials. ( just paste .material file here )
    Sorry Dusho. I tried it in a hurry and only tested a few models, and it seems that only two have missing textures; "Corrupted Merc" and "Ember Colossus".

    Corrupted Merc
    material Corrupted_Merc
    {
    	technique
    	{
    		pass
    		{
    			ambient 0.588 0.588 0.588
    			diffuse 0.588 0.588 0.588
    			specular 0 0 0 0
    			emissive 0.4 0.4 0.4
    
    			texture_unit
    			{
    				texture Boss_Corrupted_Merc.png
    			}
    		}
    		pass
    		{
    			lighting off
    			scene_blend add
    			ambient 0 0 0
    			diffuse 0 0 0
    			emissive 0.4 0.4 0.4
    			texture_unit
    			{
    				cubic_texture envmap.dds combinedUVW
    				env_map cubic_reflection
    				env_map tex_address_mode clamp
    			}
    			texture_unit
    			{
    				texture Boss_Corrupted_Merc_spec.dds
    				colour_op_ex modulate src_texture src_current
    			}
    			texture_unit
    			{
    				texture Boss_Corrupted_Merc_illum.dds
    				colour_op add
    			}
    		}
    	}
    
    }
    

    Ember Colossus
    material Standard_24
    {
    	technique
    	{
    		pass
    		{
    			ambient 0.588 0.588 0.588
    			diffuse 0.588 0.588 0.588
    			specular 0 0 0 0
    			emissive 0.3 0.3 0.3
    			texture_unit
    			{
    				texture BOSS_Ember_colossus.dds
    			}
    		}
    		pass
    		{
    			lighting off
    			scene_blend add
    			ambient 0 0 0
    			diffuse 0 0 0
    			emissive 0.4 0.4 0.4
    			texture_unit
    			{
    				cubic_texture envmap.dds combinedUVW
    				env_map cubic_reflection
    				env_map tex_address_mode clamp
    			}
    			texture_unit
    			{
    				texture spec.dds
    				colour_op_ex modulate src_texture src_current
    			}
    			texture_unit
    			{
    				texture illum.dds
    				colour_op add
    			}
    		}
    
    	}
    }
    
    Freelance-Sig.png
  • DushoDusho Posts: 988
    hm.. I don't any problem with those. I'm opening it directly from my TorchED media.
    \media\models\Bosses\Corrupted_Merc\Corrupted_Merc.MESH
    scr3s.jpg
    \media\models\Bosses\Ember_Colossus\Ember_Colossus.MESH
    scr4s.jpg
  • freelancefreelance Posts: 56
    I'm also loading the files directly from the media folder.
    Sorry I'm not much help, but here is what I get. Everything else renders just fine.

    corruptedmerc.jpg

    embercolossus.jpg
    Freelance-Sig.png
  • PhanjamPhanjam Posts: 3,287 ✭✭✭
    Hi Dusho. On the development roadmap for your mesh viewer, will we eventually be able to "paint" the model while it's inside the viewer? Such a feature would help texture modding immensely :)
    Lvw5p3z.png
    Torchlight 1 Class Pack (TL1CP) Mod for TL2: Steam | RGF
  • JupiahJupiah Posts: 217
    Dusho wrote:
    @Jupiah
    your CLR problem seems odd. Are any other .NET applications working on your machine? Does TorchED work?
    I don't know if I have any other .NET applications. If you can name one you'd like me to download and test though, I'd be happy too. TorchED does work. It locked up for three friggin' minutes on start, during which time windows told me it had stopped responding and I was sure it had frozen, but I let it run anyway and it eventually started working. Is that normal?

    Also, I'm not sure if this matters but I've get got Microsoft .NET Framework 4 installed, would that interfere?
  • DushoDusho Posts: 988
    TorchED taking forever to load is ok, in a way.
    If TorchED is starting for you, then I'm puzzled. TorchED uses .NET3.5 as I do. Only difference is now libraries from Ogre 1.7.x.
    I've heard about .NET4.0 causing some troubles, but didn't see anything concrete, so I can't tell if that is the case.
    I'll keep checking what could be the reason.. it interests me, as a developer.

    @Phanjam
    That would break the whole concept about having 'Viewer' in name :)
    I can't possibly write application similar to Photoshop over the weekends. I'm too lazy :)
    Though nice combination is Blender + tablet.. if you bind your tablet buttons nicely.. you can rotate object, move and paint in 3D view really fast.
  • PhanjamPhanjam Posts: 3,287 ✭✭✭
    Dusho wrote:
    @Phanjam
    That would break the whole concept about having 'Viewer' in name :)
    I can't possibly write application similar to Photoshop over the weekends. I'm too lazy :)
    Hehehe :lol: just thought i'd ask! Thanks Dusho! This is a FINE tool!
    Lvw5p3z.png
    Torchlight 1 Class Pack (TL1CP) Mod for TL2: Steam | RGF
  • DarkTailsDarkTails Posts: 4,148
    This was working fine with NET3.5 but once I got NET4.0 the program won't start anymore and I get an annoying repeating error message *sad face*

    "The ap has failed to start because d3dx9_42.dll wasn't found. Reinstalling the app may fix the problem"

    Okay, but I didn't install the MeshViewer since it doesn't have that option, you just use it lol...

    Edit: Nevermind, I fixed it. All I had to do is reinstall Direct X files for whatever reason (download from Microsoft).
  • Question: i can't get the skins to show up when i'm trying to run the animations. I'm working on skins for the catsuit Vanquisher, but whenever the vanquisher.skeleton file is present, the skin goes all wonky and weird... http://i305.photobucket.com/albums/nn202/baalthezzar/badbody.png got any idea what i can do to make it look right? Thanks for the help and the MeshViewer, It's Awesome!!!
  • PhanjamPhanjam Posts: 3,287 ✭✭✭
    hi baalthezzar! if all you need to do is check your texture on the mesh during a re-skinning job, then you don't need any .skeleton file in there. You just need the .mesh, its partner .material file and then the textures which the .material file calls
    Lvw5p3z.png
    Torchlight 1 Class Pack (TL1CP) Mod for TL2: Steam | RGF
  • Right, and that's been working great! But, I wanted to see how the new skins overlap during animation so that I didn't have any glaring holes while someone was swinging an axe... only I can't make it animate with the new skin... Not only that, but I've been trying to use the start_up meshes on the basic vanq, just to get an idea how they go together, and anywhere I'm supposed to see the body.png, I'm getting blackness, like below. Any Ideas?

    blackbody.png
  • PhanjamPhanjam Posts: 3,287 ✭✭✭
    I'm not on my gaming PC at the moment so I can't be 100% sure, but that would be caused by the .material file. Open it up (notepad will do) and in the sections which define the textures for the /face (or /base or something like that) the file should be calling "body.png" If it isn't (sometimes it's blank) that would be what's causing the blackness.

    I'll check again when I get on my game PC later tonight.
    Lvw5p3z.png
    Torchlight 1 Class Pack (TL1CP) Mod for TL2: Steam | RGF
  • DushoDusho Posts: 988
    ye, the blackness is known thing. I'm still a newbie in Ogre and have to find out how to blend textures with alpha channel correctly. Have to come up with a way how to do it. I think Runic is manually blending textures together. But maybe just differently written .material file could solve the problem. I'll try something out.
  • Yeah, as Dusho said, the black parts are the alpha channel and they're blended manually in game.
    You need to setup the material file a little differently to show it in the viewer, and layer the textures.

    So if you were using the vanqs buckled set the in-game materials would look like this
    material Buckled_Set/chest
    {
    	technique
    	{
    		pass
    		{
    			ambient 0.529412 0.529412 0.529412
    			diffuse 0.529412 0.529412 0.529412
    			specular 0 0 0 0
    			emissive 0 0 0
    			texture_unit
    			{
    				texture buckled_chest.png
    			}
    		}
    	}
    }
    

    And for the mesh viewer you'll need to change it to this
    material Buckled_Set/chest
    {
    	technique
    	{
    		pass
    		{
    			ambient 0.529412 0.529412 0.529412
    			diffuse 0.529412 0.529412 0.529412
    			specular 0 0 0 0
    			emissive 0 0 0
    			texture_unit
    			{
    				texture body.png
    			}
    			texture_unit
    			{
    				texture buckled_chest.png
    				colour_op alpha_blend
    			}
    		}
    	}
    }
    

    The skin is also effected by the material settings, so probably won't look exactly how it does in-game. But for testing purposes it's good enough :P
    signature-small.png
  • Sixshot, You're the MAN! Got the texture showing up just fine :-) Here's how it looks with the new info in the .material file
    Vanqnewmaterialfile.png

    and here is how the new .material file looks, in case anyone wants to know. I only modified the chest, boots and gloves as those were all I added to this view, but for more complex armor, I'd update any other entry I add with the new info :-)
    0material Material_#1/helmet
    0{
    1 technique
    1 {
    2 pass
    2 {
    3 ambient 0.529412 0.529412 0.529412
    3 diffuse 0.529412 0.529412 0.529412
    3 specular 0 0 0 0
    3 emissive 0.5 0.5 0.5
    3 scene_blend alpha_blend
    3 alpha_rejection greater 128
    3 texture_unit
    3 {
    4 texture vaq_hair_01.png
    3 }
    2 }
    1 }
    0}
    0material Material_#1/base
    0{
    1 technique
    1 {
    2 pass
    2 {
    3 ambient 0.529412 0.529412 0.529412
    3 diffuse 0.529412 0.529412 0.529412
    3 specular 0 0 0 0
    3 emissive 0.5 0.5 0.5
    3 texture_unit
    3 {
    4 texture body.png
    3 }
    2 }
    1 }
    0}
    0material Material_#1/boots
    0{
    1 technique
    1 {
    2 pass
    2 {
    3 ambient 0.529412 0.529412 0.529412
    3 diffuse 0.529412 0.529412 0.529412
    3 specular 0 0 0 0
    3 emissive 0.5 0.5 0.5
    3 texture_unit
    3 {
    4 texture body.png
    3 }
    3 texture_unit
    3 {
    4 texture starting_boots.png
    4 colour_op alpha_blend
    3 }
    2 }
    1 }
    0}
    material Material_#1/chest
    {
    technique
    {
    pass
    {
    ambient 0.529412 0.529412 0.529412
    diffuse 0.529412 0.529412 0.529412
    specular 0 0 0 0
    emissive 0.5 0.5 0.5
    texture_unit
    {
    texture body.png
    }
    texture_unit
    {
    texture starting_chest.png
    colour_op alpha_blend
    }
    }
    }
    }
    material Material_#1/gloves
    {
    technique
    {
    pass
    {
    ambient 0.529412 0.529412 0.529412
    diffuse 0.529412 0.529412 0.529412
    specular 0 0 0 0
    emissive 0.5 0.5 0.5
    texture_unit
    {
    texture body.png
    }
    texture_unit
    {
    texture starting_gloves.png
    colour_op alpha_blend
    }
    }
    }
    }
    material Material_#1/face
    {
    technique
    {
    pass
    {
    ambient 0.588 0.588 0.588
    diffuse 0.588 0.588 0.588
    specular 0 0 0 0
    emissive 0.5 0.5 0.5
    texture_unit
    {
    texture body.png
    }
    }
    }
    }
    material Material_#1/shoulders
    {
    technique
    {
    pass
    {
    ambient 0.588 0.588 0.588
    diffuse 0.588 0.588 0.588
    specular 0 0 0 0
    emissive 0.5 0.5 0.5
    }
    }
    }
    of course the tabs don't show up, sigh... ah well, as a note, the first 3 entries have the number of tabs that go before each line in notepad, bleh :oops:
  • DushoDusho Posts: 988
    thnx SixshotOverdrive !!
    will try to do this in code, so people don't have to play with .material file just for viewer.
    @Baalthezzar
    you can probably use '/code' tag in forums for such things
  • DushoDusho Posts: 988
    new version 0.8.0.0 : http://code.google.com/p/torchlight-mesh-viewer/
    added basic texture wardrobing
    wardrobe textures are now using alpha channel for correct overlay (again, thnx for suggestion there SixshotOverdrive)
    scr5s.jpg
    again, if you find any bugs, or want some new features, feel free to post
    enjoy
  • JupiahJupiah Posts: 217
    New version still doesn't work for me, the program freezes on launch with the following error log:
    Description:
    Stopped working

    Problem signature:
    Problem Event Name: CLR20r3
    Problem Signature 01: tlmeshviewer.exe
    Problem Signature 02: 0.8.0.0
    Problem Signature 03: 4e888f38
    Problem Signature 04: TLMeshViewer
    Problem Signature 05: 0.8.0.0
    Problem Signature 06: 4e888f38
    Problem Signature 07: 1a
    Problem Signature 08: 0
    Problem Signature 09: System.NullReferenceException
    OS Version: 6.1.7601.2.1.0.256.1
    Locale ID: 1033

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    If the online privacy statement is not available, please read our privacy statement offline:
    C:\Windows\system32\en-US\erofflps.txt

    Still using windows 7 64 bit.
  • Excellent work Dusho, thanks for all the effort you've put into this :)
    signature-small.png
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