Force on 30/9/2021 at 06:16
gamophyte, thank you for your support words! Yes, burnout is really nasty thing. Worst of all, there is no way to get away from it. Only a long rest and a complete change of activities.
vfig on 30/9/2021 at 15:04
thanks, Force! your viewer has been extremely helpful to me for exploring thief 2 models and motions, and especially for diving into making my own models and meshes and motions!
and i am pleased to say my earlier issue with textures not loading from txt/ or txt16/ subdirectories is now gone. this version is working beautifully.
Force on 30/9/2021 at 15:20
Quote Posted by vfig
thanks, Force! your viewer has been extremely helpful to me for exploring thief 2 models and motions, and especially for diving into making my own models and meshes and motions!
and i am pleased to say my earlier issue with textures not loading from txt/ or txt16/ subdirectories is now gone. this version is working beautifully.
Great to hear it! Thanks for pointing out this issue! :thumb:
R Soul on 11/6/2022 at 20:35
Very good job with this piece of software. I have a couple of suggestions:
1. It might be more user friendly if it remembered the last folder that was accessed, or kept an MRU list.
2. Would it be possible to implement some kind of exporter? E.g. an .obj exporter would be great. Sometimes I want to edit a .bin file, but the source file is not available and the existing conversion tools (e.g. BinToE) are unable to create anything readable. However if the Dark Engine Viewer can read and display .bin files, it must already have converted the polys to its own internal format. Even a partial exporter would be good (e.g. polys only).
Force on 14/6/2022 at 08:53
Quote Posted by R Soul
Very good job with this piece of software. I have a couple of suggestions:
1. It might be more user friendly if it remembered the last folder that was accessed, or kept an MRU list.
2. Would it be possible to implement some kind of exporter? E.g. an .obj exporter would be great. Sometimes I want to edit a .bin file, but the source file is not available and the existing conversion tools (e.g. BinToE) are unable to create anything readable. However if the Dark Engine Viewer can read and display .bin files, it must already have converted the polys to its own internal format. Even a partial exporter would be good (e.g. polys only).
Thanks for your feedback, R Soul!
1. Yes, this functionality has already been done and will be introduced in the new version, which is currently being tested.
2. This is an interesting idea, I think it can be done in the future.
R Soul on 3/12/2022 at 21:06
Bump!
Another suggestion: allow some option, probably in the config file, to automatically rotate the view when an object loads.
I'm currently looking through a set of 47 .bin files, but they way they were built means that, upon loading, DEViewer shows them all from the side, so I'm having to rotate each one by 90 to see them properly.
An auto-rotate would save quite a bit of hassle. It would be nice to have X Y and Z paramters so the user could choose their preferred viewing angle.
Thanks!
Force on 4/12/2022 at 12:22
R SoulThere is such a suggestion: use the M key (memorize) to remember the position of the camera, and use the R key (restore) to restore it. Thus, you can store the position of the camera once in a level or when viewing a model, and then restore this position at any time, even when viewing another level or model.
In your case, you will have to constantly press P when scrolling through the models in order to look at them from the position you need.
This option was suggested by
Chuzhoi to restore the camera when viewing a level, but I think it will also be useful when viewing models. I just need to support this functionality for this mode.
Also, you can join the testing of the latest version: (
http://forcesw.com/DarkEngineViewer_069_RC.zip) If you are interested in a list of major changes, you can find it on (
https://darkfate.org/forum/index.php?topic=6903.msg302104#msg302104) Dark Fate.
I would be grateful for feedback and wishes ;).
Force on 24/12/2022 at 10:11
I invite everyone interested to join its pages in social networks:
Twitter: (
https://twitter.com/Force_Software) @Force_Software in English
VK: (
https://vk.com/forcesoftware) ForceSoftware in Russian
Today there appeared new messages with a demonstration of progress. I plan to post brief information there, such as screenshots or videos describing the changes that have been made.
In addition, I have a YouTube channel: (
https://www.youtube.com/@ForceSoftware) @ForceSoftware, for which a large video describing the project as a whole is being prepared.
Also, don't forget that the project has its own home page: (
http://forcesw.com/eng) ForceSW.com: Dark Engine Viewer, where you can always find and download all program releases.
Here, on the forum, I plan to inform only about releases, or the release of test versions.
So
join us, join us, join us NOW! :eek: so you don't miss any interesting details! :D
Karras35 on 7/1/2023 at 13:59
This is damn useful!!!!:eek:
[NAUC]Chief on 22/7/2023 at 08:32
Quote Posted by vfig
i have a small issue: when i am browsing the folders with my custom models, its not loading any of the textures for the models, despite them being right there in the txt and txt16 subfolders.
I had the issue where no textures were loading at all for any map/model, the versions I tried are the 20th Anniversary and latest 069 RC versions.
I looked at the debug file and saw it wasn't finding the .crf files (even though the paths it was searching were correct).
The debug file showed it as also trying to find the files in its own Data folder, so I copied and pasted the .crf files to that, and now it works as expected.
Hopefully this helps anyone else with the problem :)