Overview |
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Name: | MD5 Viewer | Authors: | Ben Vanik (noxa) | Started: | 2004-02-28 | Finished: | 2004-02-28 | Status: | Completed | Technologies: | .NET / C# / DirectX / Games | Requirements: | .NET Framework 1.1, DirectX 9 | Release policy: | Public - Source available | Additional help: | NeoEngine for weird vertex calculation | Category: | Games | Synopsis: | Doom 3 .md5mesh model viewer. |
Screenshots |
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| UAC Marine | 2004-02-28 | UAC marine model spinning in a weird direction. It was the first successful model load. As in the other shots, the 'Tomato' background was chosen for high contrast with the models while trying to get them to work.
| | Pinky | 2004-02-28 | The big monster guy. I'm not certain if the texture is correct because the one referenced to in the file didn't exist so I had to just pick one from the directory.
| | Player | 2004-02-28 | For some reason when the camera is set as it is all the human models look kind of fat and stubby. Still cool though!
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Revision history |
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Date | Version | Type | Comments | 2004-02-29 | 1.000.0000 | General | Code cleanup, testing, and packaging for release. | 2004-02-28 | 0.001.0000 | Initial release | First working version, completed in under three hours. |
Details |
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Date: | 2004-02-29 | Author: | Ben Vanik (noxa) | The md5mesh format is pretty easy to understand. Parsing it is no problem, and once you have it loaded it's just a loop or two to calculate the vertices and their normals. The 'shader' tags which denote textures are kind of weird because they point to weird directories, but can be fixed either in file or by the viewer. I'd write up a little bit on the file format (because it's hard to find any info on the net, or at least Google brings up very little), but since I'm making the sources available one should be able to figure it out. |
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