MaRzY
09-01-2003, 04:58 PM
Jed's HLMV v.1.0 final
Due to Jed being locked out of the forums and not being able to make a post, because of problems with the valve mail server is experiencing with the latist viruses floating about, i am posting this on his behalf.
Here is a list of changes and features of the final build.
-GUI re-organised
-Default background colour is now blue/grey instead of black
-"Save Options" allows you to save your preferences so they are loaded next time you start HLMV
-Dump Model Info option creates a text file giving a detailed breakdown of your models internal structure
-Acts as a front-end to STUDIOMDL and MDLDEC allowing you to decompile and compile models from within HLMV
-Poly counter shows how many polygons are being drawn
-Supports the Alpha and Additive texture flags
-Displays transparent and additive textures in the model preview
-Texture flags can be set and previewed and saved to the model
-Option to view the UV Map for any given texture
-Sequence panel now shows additional sequence parameters
-Events for a given sequence can be viewed
-Previewing of new weapon origins for v_model's (tweaked this version)
-Addition of crosshair and guides for helping with re-origining weapons
-Small bugs from HLMV 1.25 fixed
For more infomation and download go here.
http://www.wunderboy.org/3d_games/utils/hlmv.php
Two of my favorite new features, has to be the decompile and compile options, aswell as being able to take a screen grab of any UV map and use it as a fresh base for skinning.
Also now when setting up origins you will see the same view of your weapon model as you do ingame, which makes it much better, and even easier when setting up your origins.
The picture below shows the default bren model in wire frame mode in HLMV, over an ingame screen shot that i've used as a backdrop, as you can see it's a near perfect match to that of what you see ingame.
HLMV ingame view picture (http://homepage.ntlworld.com/scitzo/HLMVoriginingame.jpg)
And having the option to show UV maps, allows you to be able to view all the UV maps of a model, which is a big plus for skinners and re-skinners alike.
Pic of HLMV showing the uv map of the current texture (http://homepage.ntlworld.com/scitzo/wipUVfeature.gif)
Top stuff Jed.
Note: If you have used one of Jed's earlier beta versions, then please make sure if you store this build in the same place on your hard drive as a previous version, then delete the older HLMV files first.
Due to Jed being locked out of the forums and not being able to make a post, because of problems with the valve mail server is experiencing with the latist viruses floating about, i am posting this on his behalf.
Here is a list of changes and features of the final build.
-GUI re-organised
-Default background colour is now blue/grey instead of black
-"Save Options" allows you to save your preferences so they are loaded next time you start HLMV
-Dump Model Info option creates a text file giving a detailed breakdown of your models internal structure
-Acts as a front-end to STUDIOMDL and MDLDEC allowing you to decompile and compile models from within HLMV
-Poly counter shows how many polygons are being drawn
-Supports the Alpha and Additive texture flags
-Displays transparent and additive textures in the model preview
-Texture flags can be set and previewed and saved to the model
-Option to view the UV Map for any given texture
-Sequence panel now shows additional sequence parameters
-Events for a given sequence can be viewed
-Previewing of new weapon origins for v_model's (tweaked this version)
-Addition of crosshair and guides for helping with re-origining weapons
-Small bugs from HLMV 1.25 fixed
For more infomation and download go here.
http://www.wunderboy.org/3d_games/utils/hlmv.php
Two of my favorite new features, has to be the decompile and compile options, aswell as being able to take a screen grab of any UV map and use it as a fresh base for skinning.
Also now when setting up origins you will see the same view of your weapon model as you do ingame, which makes it much better, and even easier when setting up your origins.
The picture below shows the default bren model in wire frame mode in HLMV, over an ingame screen shot that i've used as a backdrop, as you can see it's a near perfect match to that of what you see ingame.
HLMV ingame view picture (http://homepage.ntlworld.com/scitzo/HLMVoriginingame.jpg)
And having the option to show UV maps, allows you to be able to view all the UV maps of a model, which is a big plus for skinners and re-skinners alike.
Pic of HLMV showing the uv map of the current texture (http://homepage.ntlworld.com/scitzo/wipUVfeature.gif)
Top stuff Jed.
Note: If you have used one of Jed's earlier beta versions, then please make sure if you store this build in the same place on your hard drive as a previous version, then delete the older HLMV files first.