Hmmm might be due to the normals as I don't re-calculate them if the model already has normals. Might have to make it re-calculate automatically. Are you using smoothing groups from max? Maybe try without normals exported to the obj? Also I have implemented a screenshot option, and am working on emissive texture support…
Tested it today on Intel Core2Duo/Geforce 8800 GTX and a Macbook Pro Core2Duo/ATI X1600...It runs perfectly on both. And I'm still in love with the texture refresh and how nimble the app is. Almost ready for the prime time keg! I'm still asking for xml scene files, with all the textures and models loaded. Is that what…
yep, it's something to do with reading in the obj files then. Also this version now supports very large polycounts. had one model at 120,000 working. I plan on removing the triangle/vertex count as they seem off due to how directx is handling the mesh. Update: updated the exe's please let me know if this latest update…
I see great things for this viewer. Official pimping tool of Polycount. Any chance of getting some texture refresh buttons in there? Or checkboxes next to the textures you want automatically refreshed when they are updated outside the viewer? I'd like to use this as part of my texturing workflow. As for modeling formats,…
Roolie: here's what the uv's look like when loading the obj into xsi. The red means overlapping uv's. Seems it happens when you allow quads when exporting from Max. With triangles selected in the obj exporting options it works fine. Ruz: Thanks, the pan needs alot of tweaks. right now it moves too fast for smaller scale…
Updated again, adding in ambient occlusion texture support. There isn't an example of ambient occlusion included. was testing with a model included as an example in xnormal. Once again the links are: Full Update including examples Just the Executable Edit: If anyone would like to include examples, feel free to email me at…
New version available: - Emissive Texture support added. - Ability to take a screenshot of the viewport (located under the File menu) Exe Update Full version with samples As always, any and all feedback is greatly appreciated. Suggestions for future features are welcome as are interface suggestions. I want to make this a…
Thanks for the feedback. I am looking into the issues brought up. Roolie: Your problem looks like it might be due to smoothing groups. Also looking at the obj file in xsi it was showing a problem with the uv's where there was lots of overlapping and quads looked more like triangles than quads. Oleg: problem with your mesh…
New version uploaded. - Save/Load settings implemented. simple comma seperate value setup. - Ground plain available (not fully working just yet) - Invert Camera control option - Refreshing textures is removed from each texture and is now global and will check all textures upon regaining focus. Just the executable…
it loads diablo model, looks cool, but when I'm trying to load one of my models, exported from max, I'm getting this <font class="small">Code:</font><hr /><pre>See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text **************…