Author Topic: Looking for a Cal3D model viewer  (Read 1460 times)

DanaO

  • Wayfarer
  • *
  • Posts: 4
    • View Profile
Looking for a Cal3D model viewer
« on: July 19, 2006, 08:28:52 pm »
I've got a test server running, and find myself needing to create a couple of crude character models before I can test a change to the rendering and network code. I've managed to fix the export script for Blender 2.42 to the extent that I think it's correctly exporting, based on examining the output files and the 0.10.0 format spec. I don't know that it's working because I don't have anything reliable to view my test model in.

Crystalspace's viewmesh utility is crashing upon attempting to view the examples provided with the Cal3D library (since the compiled client works fine with the same Crystalspace/library set, I'm fairly sure it's the application's fault). And so far under WinXP/MinGW/MSys I've been unable to compile the OpenGL-based viewer provided with Cal3D. (The problem seems to be a lack of Linux graphics driver files which the project's configure script can recognize, and I'm not sufficiently experienced to resolve it.)

Does anybody know where I can find either a Windows binary of that viewer (which I assume must work to spec), or some other free program capable of viewing Cal3D models?


Consider the wisdom of the sage Alhamb, who said, "The only battle which matters is the first." That is to say, once the first trial has been overcome, all that follow will seem far easier. Now consider the wisdom of the sage Djirr, who said, "The only battle which matters is the last." - Kafkar

AryHann

  • Veteran
  • *
  • Posts: 1244
  • WonderWoman
    • View Profile
Re: Looking for a Cal3D model viewer
« Reply #1 on: July 19, 2006, 10:08:21 pm »
Hi,

I have been using in the past viewmesh without any big problems. If it was crashing it was because there was some problem in the model.
I didn't even have to fix the export script for Blender (even though, when I used it the version was 2.36), however, there were problems in cal3D that were fixed by res2k.

I would insist with the usage of viewmesh. Maybe you can provide a list of the steps that you do for loading the model or if you can see in console some error? Have you tried to load a "normal" object and not a cal3d one?

AryHann

http://www.reflex.lth.se/culture/annelov - Virtual Annelöv -
Engine Dep. - One of Talad's Angels - Aka ww & Ahrijani's Goddess

Wired_Crawler

  • Hydlaa Citizen
  • *
  • Posts: 429
    • View Profile
Re: Looking for a Cal3D model viewer
« Reply #2 on: July 20, 2006, 08:21:31 am »
"Close the world, txEn eht nepO."

DanaO

  • Wayfarer
  • *
  • Posts: 4
    • View Profile
Re: Looking for a Cal3D model viewer
« Reply #3 on: July 21, 2006, 12:42:05 am »
Thank you for your responses. Since I find viewmesh is working with the models packaged with Planeshift, this now seems to be a "not for these forums" issue; even if viewmesh is unable to handle some legitimate Cal3D models, it's irrelevant as I'm going to need CrystalSpace compliance and viewmesh does seem to be providing that. Apologies for the mispost. As it happens, the error I'm most consistently seeing with a variety of models known to be valid is a crash of the "pure virtual function" kind, with no console output preceding it other than that it's attempting to load the *.cfg file. I haven't yet tracked down just what is causing the breakdown, but will get around to it.

Wired_Crawler: Both links are to more recent versions of the export script that I've been working on. Neither of those versions works for me either, even after reapplying my current set of fixes for the problems all three scripts seem to have in common, but since thier output with my test model is doing completely different things to viewmesh (including one OS crash), it's more information to work with.

For the moment I'm inclined to use what I've got so that I can get back to coding; the export script I'm using can now definitely export meshes cleanly and I don't actually need skeletons or animations right now. If I ever get an export script modified to the extent of fully working on my own installation of Blender and Python, I'll provide it here so that people can see if it breaks on theirs. Otherwise, thanks again and bye for now.