Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: IPAndrews on September 30, 2006, 10:26:56 am

Title: ModelView32 with increased limits
Post by: IPAndrews on September 30, 2006, 10:26:56 am
Anyone got a link?
Title: Re: ModelView32 with increased limits
Post by: asyikarea51 on September 30, 2006, 10:31:03 am
Is this it? :confused:

uhhh... :lol: (http://www.geocities.com/hyrulecastleau/ships_mods.html)
Title: Re: ModelView32 with increased limits
Post by: IPAndrews on September 30, 2006, 10:38:10 am
That's exactly what I needed. Fast too. Thanks very much.  :yes:
Title: Re: ModelView32 with increased limits
Post by: asyikarea51 on September 30, 2006, 10:41:08 am
Thanks :)
Title: Re: ModelView32 with increased limits
Post by: ToecrusherHammerjaw on September 30, 2006, 01:00:27 pm
Man, I can't wait until they come up with a version of ModelView that can support dds textures and possibly glowmaps...............hey I can dream, can't I?  :sigh:
Title: Re: ModelView32 with increased limits
Post by: IPAndrews on September 30, 2006, 01:05:39 pm
I can dream, can't I?  :sigh:

Clearly.
Title: Re: ModelView32 with increased limits
Post by: Goober5000 on September 30, 2006, 02:24:55 pm
Ugh.  Darkhill's modelview always crashes when I try to start it.  Anyone else have this problem?

EDIT: It was because I didn't have the latest version of modelview installed before using his file. :) Fixed.
Title: Re: ModelView32 with increased limits
Post by: Taristin on September 30, 2006, 04:29:39 pm
Indeed. This darkhill makes me happy with completed modding tools. Now if he can fix the bugs, and add multiple image input formats, I'd be grateful.
Title: Re: ModelView32 with increased limits
Post by: IPAndrews on October 01, 2006, 06:16:11 am
EDIT: It was because I didn't have the latest version of modelview installed before using his file. :) Fixed.

I did that too ;)
Title: Re: ModelView32 with increased limits
Post by: asyikarea51 on October 01, 2006, 06:51:57 am
Man, I can't wait until they come up with a version of ModelView that can support dds textures and possibly glowmaps...

That's one version that'll come in handy. At least I can see the mediavps Hercules if I ever get around to using it... especially when I'm editing gunpoints... :lol:

Point to note, I'm using the "normal" HTL version, because the Darkhill upgrade gave the "Too many normals!" error or suuuuumthing like that... on some of the POF's I have here. :blah: Dunno if I'm doing something wrong there, but I don't think so...
Title: Re: ModelView32 with increased limits
Post by: Vasudan Admiral on October 01, 2006, 07:37:40 am
You're not doing anything wrong - it looks like Darkhill's version has lower limits than the hacked together one. I can't open the Lucifer or Hecate using it. :\
Title: Re: ModelView32 with increased limits
Post by: asyikarea51 on October 01, 2006, 08:13:17 am
And so it seems...

I tried loading the Sirona in it and off it went.
Title: Re: ModelView32 with increased limits
Post by: Snail on October 01, 2006, 09:36:56 am
The ModelView I have works with almost every model I've tried (except the Ryujin for some reason).
Title: Re: ModelView32 with increased limits
Post by: asyikarea51 on October 01, 2006, 10:32:18 am
Ryujin destroyer? You got the same null vector error when trying to save it?

 :nervous: :shaking:
Title: Re: ModelView32 with increased limits
Post by: Snail on October 01, 2006, 10:46:29 am
Huh? Null vector? For the turrets? You have to change the vectors, no (underneath the firing points)?

Anyway, what happend is that whenever I open it ModelView dies (no error message, it just crashes).