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InsideQC Forums • View topic - CSQC OBJ reader/writer

CSQC OBJ reader/writer

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CSQC OBJ reader/writer

Postby Chris » Thu Aug 14, 2008 5:46 am

Been whipping together an obj loader in csqc, possibly with some stickphysics get "ragdolls" beyond segmented stuff or other things that involve morphing a model. But mainly just done for fun.

Download: http://gameconsortium.com/files/CSQCobjLoader.zip

Some pictures (not using textures yet):

Column
Image

QTest Shambler
Image

Textured QTest Shambler
Image

Textured QTest Knight
Image
Last edited by Chris on Sat Aug 16, 2008 5:40 pm, edited 3 times in total.
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Postby Error » Thu Aug 14, 2008 5:55 am

that's effin badass. I wanna see more of this!

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Postby MeTcHsteekle » Thu Aug 14, 2008 1:17 pm

:shock: so its lika a models tester?

i wanna know wut else it does :D
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Postby Chris » Fri Aug 15, 2008 4:59 am

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Postby Chris » Sat Aug 16, 2008 5:41 pm

updated:

added download for obj source and some test objs / textures / testmap.bsp
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Postby Urre » Sun Aug 17, 2008 3:25 pm

Awesome stuff mate! Was planning on attempting that myself, but you beat me to it, dangit! Anyhow, real cool!

I was wondering how you planned to do the particles for the stick physics, on a per-vertex basis or what?
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Postby Chris » Mon Aug 18, 2008 12:12 am

My plan was since obj's support face groups to have predefined group names for constraints of a normal bi pedal body like "left_leg", "right_leg", etc.

Then from there have it update the origin to the offset of the particle and do some 3d rotation math so all verts move there. Of course this infers coding true ragdoll bodies to begin with which to be honest doesn't sound extremly appealing. Rather do simple constraints or some cheap sagdoll like effect.

What I'd like to use it for the most though would be some facial customization things like oblivion style RPG face creation allowing extending cheek bones, nose sizes, brow, etc.

That is relatively simple and doesn't rely on an extremly high poly model or one that reacts to already computational heavy physics in qc.

Which most likely will be my little attempt next.

I wish someone would show some interest and possibly try to implement some use of it or with the other shared entities thing for csqc, but no one has stepped up and found any will to do it so other than that I have no interest in continuing it.
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Postby Urre » Mon Aug 18, 2008 3:13 pm

I was wondering if you'd do it on a per-vertex basis because it might be too heavy for poor ol' QC.

How would you align the model to the particles? I wasn't sure what you meant, but it seemed to me like you would align the particles to the model, which doesn't entirely make sense to me seeing as you need to apply physics on the particles.

Going a bit offtopic here, but like I mentioned to you before in a chat, I'm very interested in hearing about your escapades with stick-physics, as my attempt to align models properly to the particles kind of failed.
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Postby Spike » Wed Aug 20, 2008 2:31 pm

.
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Postby Chris » Wed Aug 20, 2008 9:17 pm

It would of course be a shared entity. And not every vertex would be a valid particle, only the ones moving the mesh, so 1 for forearm, one for head, etc.
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