Author : Mistry10

TF2: Polycount Pack

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Labyrinth's Avatar
Old (#1)


I've been working on a 3d viewer for DS homebrew cards. Progress is a bit slow, but it is going nicely. This image shows one of Spaceys TF2 low-poly models. Textures still seem a little bit off, but overall it's looking quite nice.

There's two things I need to do before I release a first version:
- Online conversion to DS format (currently doing this offline)
- Simple file browser, so you can browse your entire card.

It currently only supports triangulated OBJ files, but I'm willing to implement any 3d format I can get specifications for. So far only static models are supported, but I do want to add animation after the initial release.


Downloads:
Version 10
- Use shoulder buttons to switch between file browser and logging
- Touch the screen to rotate the model
- OBJ support only

Version 11
- Hold LEFT and swipe the stylus up and down to zoom

Last edited by Labyrinth; 05-06-2008 at 06:07 AM..
Offline , vertex, 43 Posts, Join Date Feb 2008,  
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flaagan's Avatar
Old (#2)
Ok, this is damn cool.... *this* would be reason enough for me to get a DS!
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man_o_mule's Avatar
Old (#3)
hot damn. i have a DS and a Micro SD Super Card. this would rock my world.
Offline , triangle, 481 Posts, Join Date Oct 2004, Location Beaverton, Oregon  
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MoP's Avatar
Old (#4)
Nice one [img]/images/graemlins/smile.gif[/img]
Might have to borrow Tully's DS and mess around with this when you release it!
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flaagan's Avatar
Old (#5)
I think .fbx would definitely be a format worth supporting, especially with the issues I've always had getting .obj's out of 3dsmax into other apps.
Life's short, drive a really effin' fast car.
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MoP's Avatar
Old (#6)
I've never had problems with OBJ out of Max... probably your settings. There are a lot to choose from, and just one or two set to different options can really change the way it's exported.

I agree that FBX would probably be a good format to consider though - it supports bones, animation, vertex weights and all geometry data you might need. Most apps should export it these days, I think.
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Showster's Avatar
Old (#7)
Please complete this! it looks freaking awesome. For shits and giggles you could work on the md3 format, may help you play back some old q3 models with animations (if they are ds spec that is)
Offline , triangle, 326 Posts, Join Date Oct 2004, Location United Kingdom Staffordshire  
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Mtg_kirin's Avatar
Old (#8)
hey how do u make custom game disks? is it a normal sd card?

def keep an eye on this
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Paul_C's Avatar
Old (#9)
You'll want an R4 cartridge and an SD micro card
Offline , vertex, 31 Posts, Join Date Jan 2008, Location North Yorkshire, UK  
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SHEPEIRO's Avatar
Old (#10)
yay this looks cool

what about camera options and mulitple materials, environment artist here, would be nice ====) to get a fps style walking cam option aswell=)

i fancy doing some more ds stuff
anistropic
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pior's Avatar
Old (#11)
FAT Succes!

I SO CAN'T WAIT FOR THIS. Would be cool to have models span on both screens btw [img]/images/graemlins/smile.gif[/img]
Offline , veteran polycounter, 3,510 Posts, Join Date Oct 2004, Location Irvine CA  
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ElysiumGX's Avatar
Old (#12)
[ QUOTE ]
I've never had problems with OBJ out of Max... probably your settings.

[/ QUOTE ]

You've had problems with Max exporting normals in OBJ, just like everyone else. Don't make me quote you.
Offline , veteran polycounter, 4,019 Posts, Join Date Oct 2004, Location Austin, TX  
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Hito's Avatar
Old (#13)
Fantastic!
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Will Freelance for money (or money)
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Eclipse's Avatar
Old (#14)
I'm in, where do I sign up?
Offline , spline, 247 Posts, Join Date Oct 2004, Location Montreal, QC Send a message via MSN to Eclipse  
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Peris's Avatar
Old (#15)
sweet stuff! I found another 3dviewer before but didn't get it to work, hope you can make my dreams come true =)
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Labyrinth's Avatar
Old (#16)
[ QUOTE ]
I agree that FBX would probably be a good format to consider though - it supports bones, animation, vertex weights and all geometry data you might need. Most apps should export it these days, I think.

[/ QUOTE ]
I've done a quick search on this format, and it seems to be some kind of Autodesk proprietary format, although one that's relatively widespread. I wasn't able to find any specs, although there was an SDK on their site. It sounds fairly similar in idea to Collada, although I imagine the execution is very different.



[ QUOTE ]
For shits and giggles you could work on the md3 format, may help you play back some old q3 models with animations (if they are ds spec that is)

[/ QUOTE ]
When I add animations this will probably be my first step. Nice and easy keyframed vertex blending.



[ QUOTE ]
hey how do u make custom game disks? is it a normal sd card?

[/ QUOTE ]
You can buy homebrew cards which look like real DS cards. They often take a microSD card onto which you can load whatever you want. So there's no need to hack your DS or anything like that.



[ QUOTE ]
what about camera options and mulitple materials, environment artist here, would be nice ====) to get a fps style walking cam option aswell=)

[/ QUOTE ]
Thanks for that Shepeiro. I loved your stuff when you pimped it! Multiple materials is already supported as I can load multi-part models. Currently no camera controls, but they are planned at a later stage.



[ QUOTE ]
Would be cool to have models span on both screens btw

[/ QUOTE ]
Do you really think that would be useful? I was thinking of maybe adding a portrait mode, with the file browser on the touchscreen on the right/left, and the model at full height on the other screen. Would work well for characters I imagine, but possibly less so for other kinds of models, so it'd definately be an option. Spanning both screens is certainly possible, but I definately feel it'd be less useful, with the gap and all.


The file browser is up to a usable state at the moment, so pretty much all that's left for the first release is making the conversion happen online rather than offline. Since this involves using floats it may be bit more work than I'm expecting if I need to convert from floating point to fixed point earlier on in the process. I'm hoping to release this version before I'm off to GDC on Tuesday next week.
Offline , vertex, 43 Posts, Join Date Feb 2008,  
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GoSsS's Avatar
Old (#17)
It could be a really cool thing. I am pressed to use it.
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Offline , spline, 227 Posts, Join Date Aug 2006, Location Paris / France  
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Labyrinth's Avatar
Old (#18)
I've done a little bit of searching on FBX formats, and it looks like it's not going to be possible to get that onto the DS. Apparently support for using it in game-engines is 'sketchy': http://discussion.autodesk.com/threa...hreadID=492418
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ElysiumGX's Avatar
Old (#19)
[ QUOTE ]
I was thinking of maybe adding a portrait mode, with the file browser on the touchscreen on the right/left, and the model at full height on the other screen. Would work well for characters I imagine, but possibly less so for other kinds of models, so it'd definately be an option.

[/ QUOTE ]

I like that idea. Sounds very useful.
I encourage the use of .obj files, and for animations, I suggest looking into perhaps .X or dotXSI.
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hawken's Avatar
Old (#20)
[ QUOTE ]
I'm in, where do I sign up?

[/ QUOTE ]

ditto!
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nkoste's Avatar
Old (#21)
The DS fever is on! Great job!
Offline , polygon, 507 Posts, Join Date Nov 2004, Location Århus, DK  
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Slash's Avatar
Old (#22)
Say when and where, I'm there!
Offline , polygon, 528 Posts, Join Date Oct 2004, Location Norway  
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SHEPEIRO's Avatar
Old (#23)
yay i can see my next next gen project getting shrunk
when are we gonna get it i got some sweet tanks to get on this babe.

i want fat sucsess!
anistropic
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Holi's Avatar
Old (#24)
Awesome project, it could be the most usefull homebrew ever!
Can't wait to test it!
Offline , spline, 182 Posts, Join Date Apr 2007, Location Belgium  
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seforin's Avatar
Old (#25)
So you guys are gonna be able to release this for the public to use any time soon? [img]/images/graemlins/smile.gif[/img]

I have a DS transformers scene I would REALLY love to test!

If you need a test Im here to help *raises hand like a 5 year old with ADD*
"It ain't about how hard you hit... It's about how hard you can get hit, and keep moving forward... how much you can take, and keep moving forward"


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