Entity 1.3; Proper Model Injection Revision

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JacksonCougar
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Entity 1.3; Proper Model Injection Revision

Post by JacksonCougar »

Entity 1.3; Proper Model Injection Revision
Same old Entity 1.3, great new feature!

This release is Entity 1.3.3 using revised code created/modified from the original code and taken from numerous other places. The most obvious changes to the code include; but may not be limited to:
  • Improved triangle strip generation:
    Rewrote the code involved with the OBJ file processing before it is handed off to Directx for processing. This results in a better compression, but you may run into trouble with models being improperly injected: such are the woes of making things more proper.

    UV and Vertex compression:
    Fixed the way the bounding box was generated for compression. Not sure if there is any particular noticeable improvement due to this, but higher accuracy of UV and vertex locations could possibly be achieved now.

    Normal, Tangent, and Bitangent vector compression:
    Code was rewritten to be more understandable (for me at least), as well as to fix an apparent bug in the original code. Decompression and re-compression of model raw results in a change of the values stored: this is due in part to rounding errors, and to a greater extent, due to an anomalous value at 0.

    Shader Groups:
    Support for this was removed during the testing stages of the new code, but I plan on releasing a version further down the road with enhanced features. All mesh is by default set to shader group 0.
Download:
http://files.remnantmods.com/jacksoncougar/utilities/entity-pmi-build/
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Re: Entity 1.3.3; Proper Model Injection Revision

Post by DemonicSandwich »

Link fucked up. ¬_¬
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Re: Entity 1.3.3; Proper Model Injection Revision

Post by JacksonCougar »

I fixed ;]
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Re: Entity 1.3.3; Proper Model Injection Revision

Post by neodos »

:mrgreen:

Awesome.
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Re: Entity 1.3.3; Proper Model Injection Revision

Post by Dragonfire »

I hope this works on 64bit ^_^

EDIT: WTF, it errors when i run it... :?
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Re: Entity 1.3.3; Proper Model Injection Revision

Post by Grimdoomer »

Wait, you fixed the compressions code? Like it compresses perfect now?
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Re: Entity 1.3.3; Proper Model Injection Revision

Post by Eaton »

Great for people who model. I don't. :P
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Re: Entity 1.3.3; Proper Model Injection Revision

Post by OwnZ joO »

You are a hero for being able to work with entity code. I hadn't looked at it for so long and had forgotten how bad it was before I looked at it a while back. I thought it must be exaggeration when people talk about how bad it is, but when I looked at it again, it made me cringe. You just have to ask WHY?! on some of the stuff, why they would write it that way. Good work on this though.
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Re: Entity 1.3.3; Proper Model Injection Revision

Post by Eaton »

OwnZ joO wrote:You are a hero for being able to work with entity code.
:lol: Somehow Entity does work in spite of its bad coding.
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Re: Entity 1.3.3; Proper Model Injection Revision

Post by NotZachary82 »

Error message: Entity has stopped working ...

:|
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Re: Entity 1.3.3; Proper Model Injection Revision

Post by JacksonCougar »

I love that error^ I got some really strange errors while using this build ;p

Unsure if it was code related or just because I like to run it in debugger for 24 hours ;p
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Re: Entity 1.3.3; Proper Model Injection Revision

Post by Click16 »

It works! YAY i can has pumpkins? you should attach the pumpkin to master chief's head! lol post in photography thread!
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Re: Entity 1.3.3; Proper Model Injection Revision

Post by JacksonCougar »

Dragonfire wrote:I hope this works on 64bit ^_^

EDIT: WTF, it errors when i run it... :?
I'll get a standalone version out so you can enjoy this man. I got your back ;p
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Re: Entity 1.3.3; Proper Model Injection Revision

Post by Dragonfire »

JacksonCougar wrote:
Dragonfire wrote:I hope this works on 64bit ^_^

EDIT: WTF, it errors when i run it... :?
I'll get a standalone version out so you can enjoy this man. I got your back ;p
That would be nice, so i wouldnt have to reboot to WinMCE everytime i wanna inject and use bsp viewer :( :)
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Re: Entity 1.3.3; Proper Model Injection Revision

Post by OwnZ joO »

JacksonCougar wrote:
Dragonfire wrote:I hope this works on 64bit ^_^

EDIT: WTF, it errors when i run it... :?
I'll get a standalone version out so you can enjoy this man. I got your back ;p
What exactly do you plan on changing, do you know what's causing this error?
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Re: Entity 1.3.3; Proper Model Injection Revision

Post by Gary »

Make this inject/export bones.
I would love that.
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Re: Entity 1.3.3; Proper Model Injection Revision

Post by JacksonCougar »

OwnZ joO wrote:
JacksonCougar wrote:
Dragonfire wrote:I hope this works on 64bit ^_^

EDIT: WTF, it errors when i run it... :?
I'll get a standalone version out so you can enjoy this man. I got your back ;p
What exactly do you plan on changing, do you know what's causing this error?
More than likely its just a reference being used by entity that is not x64 compatible.

Note: by standalone version, I strictly meant a windows form hat lets you select model tags and inject a mesh into it: trying to fix entity is not something I have an interest in.
Gjsdeath wrote:Make this inject/export bones.
I would love that.
Why? Nobody outside a select group has access to animation injections, and what you could do with the current animations and a new mesh is fairly limited. Besides I have thought on doing this but I need to find a new export format, or simply learn how to maxscript code. Perhaps.
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Re: Entity 1.3.3; Proper Model Injection Revision

Post by DemonicSandwich »

JacksonCougar wrote:....trying to fix entity is not something I have an interest in.
You can spray air freshener on poo, you can paint the poo another color, you can give it a cool costume but in the end the poo will still be poo.
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Re: Entity 1.3.3; Proper Model Injection Revision

Post by Grimdoomer »

DemonicSandwich wrote:
JacksonCougar wrote:....trying to fix entity is not something I have an interest in.
You can spray air freshener on poo, you can paint the poo another color, you can give it a cool costume but in the end the poo will still be poo.
:rofl:
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Re: Entity 1.3.3; Proper Model Injection Revision

Post by Aumaan Anubis »

Keep up the good work, guys.
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Gary
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Re: Entity 1.3.3; Proper Model Injection Revision

Post by Gary »

JacksonCougar wrote:
Gjsdeath wrote:Make this inject/export bones.
I would love that.
Why? Nobody outside a select group has access to animation injections, and what you could do with the current animations and a new mesh is fairly limited. Besides I have thought on doing this but I need to find a new export format, or simply learn how to maxscript code. Perhaps.
Well, custom bipeds, even if they didn't have custom animations, we could inject our own players over master chief's model.

And then we could make custom FP model.

Even without custom animations, if we could export/import bones, we could still do much more.

What do you mean by a new format? Like something besides Obj?
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Re: Entity 1.3.3; Proper Model Injection Revision

Post by DemonicSandwich »

Gjsdeath wrote:What do you mean by a new format? Like something besides Obj?
Yes, because OBJ doesn't support bones from what I've seen. Another format like OBJ is needed.
A format where the material group numbers are saved but not the materials themselves just like OBJ but also support bone links and envelopes.
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Re: Entity 1.3.3; Proper Model Injection Revision

Post by Gary »

Oh, I thought it did, but we need a format that's used a lot, one that just about any 3D modeling app will be about to use.

Misfit, Blender, 3ds, eta.

Misfit: .mm3d .ms3d .txt .obj .lwo .md2 .md3 .cal .cfg .cob .dxf

Blender: .3ds .ac .dxf .dae .off .x .lwo .mot .md2 .ms3d .txt .c3d .bvh .flt .obj .raw .slp .svg .ps .eps .ai .x3d

I use misfit, its free, and the easiest thing I've ever used, and it supports a lot, animations, bones, eta.
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Re: Entity 1.3.3; Proper Model Injection Revision

Post by Dragonfire »

what about a .model file?
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Re: Entity 1.3.3; Proper Model Injection Revision

Post by XZodia »

what is a .model file?
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