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Model viewer (.lmo, .lgo, .lab)

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Model viewer (.lmo,.lgo,.lab)

Credits: Gamemaker

 

165f3c7571c3t.jpgee5a8dd9cc92t.jpg3654fe89e5det.jpg

 

With this program you can view models and animations from client and export models to .obj format.

 

How to use:

1) Click button "Choose Directory";

2) In choose directory dialog select folder with client;

3) Click button "Open Directory";

4) In list box, which is located in the left area, you will see models;

5) To view a model click the left mouse button on it's name;

6) If the model contains animation, will be available ">" button. Click it to view the animation.

 

Download:

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On 6/25/2016 at 8:33 PM, V3ct0r said:

Model viewer (.lmo,.lgo,.lab)

Credits: Gamemaker

 

165f3c7571c3t.jpgee5a8dd9cc92t.jpg3654fe89e5det.jpg

 

With this program you can view models and animations from client and export models to .obj format.

 

How to use:

1) Click button "Choose Directory";

2) In choose directory dialog select folder with client;

3) Click button "Open Directory";

4) In list box, which is located in the left area, you will see models;

5) To view a model click the left mouse button on it's name;

6) If the model contains animation, will be available ">" button. Click it to view the animation.

 

Download:

I get this error when i try open any:
Untitled.png

Edited by Rinor

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43 minutes ago, Lucky said:

the source is included u can make for 32

its my first time trying to work with source so i dont know much about how to work with it

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@Seize, with this program you only can see .lmo/.lgo models and export them to .obj format. You can't edit them.


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19 hours ago, Silfro said:

Noticed one issue. The models are "flipped".

 

Example:

unknown.png

 

and in-game

 

unknown.png

that's just model at Viewer, in-game you can rotate how ever you want.

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Rotating, but not flipping. Even when I import it into 3ds max it is flipped. On other models it dont happen. On buildings where you can go inside, it is heavily notice-able (example the bar model).

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20 hours ago, Silfro said:

Rotating, but not flipping. Even when I import it into 3ds max it is flipped. On other models it dont happen. On buildings where you can go inside, it is heavily notice-able (example the bar model).

lol I just noticed it, isn't there two of them?

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On 1/21/2019 at 6:59 PM, Silfro said:

Rotating, but not flipping. Even when I import it into 3ds max it is flipped. On other models it dont happen. On buildings where you can go inside, it is heavily notice-able (example the bar model).

 

1-2.png

 

1.png

 

 

2-2.png

 

2.png

 

 

3-2.png

 

3.png

 

Do not see any problems with flipping. These models were exported to Blender and then to Unity3d using that program.

 


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Thats really weird. Even in blender, the textures are like this

 

 

Untitled.jpg

Untitled.jpg

 

Maybe the uploaded pko model viewer is older than yours? I even tried and compiled the source code. It is the same result.

Also noticed that the "characterinfo.bin - characters" is not working.

Untitled.jpg

Edited by Silfro

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On 12/10/2018 at 10:15 PM, BlackBarba said:

is possible to make it export animations?

I think this plugin for 3ds Max by @wolfenx can export animations


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HI @V3ct0r Could you help me, I have imported some models (buildings) to the game which I can see with pko model, but by adding them to the game I can not see them, I already added the .lmo, the .dds and modified a line in sceneobjinfo and even so i can't see it.

NOTE: I don't know very well the structure of sceneobjinfo add the sample line of another and add the name of my lmo file.

Thank you very much if you can help me with this question.

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you can view new objects using the editor, to change the limit put the max number ID in sceneobjinfo instead of 550
 

editor.clu line

        n  = 1            
        while 1 do
            local tex_id = GetSceneObjPhotoTexID(n)
                if tex_id~=nil then
                
                graphid = UI_CreateGraphItemTex( 0, 0, 32, 32, 1.0, 1.0, tex_id, n  )

                    type = GetSceneObjPhotoTexType(n)
                    -- 根据返回类型将图片添加到相应节点,约定100为公用,200为虚拟物件
                    if type == 1 then
                        UI_GridNodeAddItem( gridid1, graphid )
                    end
                    if type == 2 then
                        UI_GridNodeAddItem( gridid2, graphid )
                    end
                    if type == 3 then
                        UI_GridNodeAddItem( gridid3, graphid )
                    end
                    if type == 4 then
                        UI_GridNodeAddItem( gridid4, graphid )
                    end
                    if type == 5 then
                        UI_GridNodeAddItem( gridid5, graphid )
                    end
                    if type == 6 then
                        UI_GridNodeAddItem( gridid6, graphid )
                    end
                    if type == 7 then
                        UI_GridNodeAddItem( gridid7, graphid )
                    end
                    if type == 8 then
                        UI_GridNodeAddItem( gridid8, graphid )
                    end
                    if type == 9 then
                        UI_GridNodeAddItem( gridid9, graphid )
                    end
                    if type == 100 then
                        UI_GridNodeAddItem( gridid100, graphid )
                    end
                    if type == 200 then
                        UI_GridNodeAddItem( gridid200, graphid )
                    end                     
                                                
                end
            n = n + 1
                if n==550 then break end
        end   


to avoid errors when loading too many buildings you can change the names to something like
 

//ID	File	Name	
1	by-bd001.lmo	Argent Palace

 

//ID	File	Name
1	by-bd001.lmo	SceneObj

 

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