MshViewer 2.0 [Version 1.2.1]
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- Resistance Leader
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Re: MshViewer 2.0 [Version 1.0.1]
Are there steps for compiling anywhere?
- Anakin
- Master of the Force
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Re: MshViewer 2.0 [Version 1.0.1]
best would be, you get an IDE, make empty project, clone the project, add the files to your empty project and press run 
Since you are no programmer and you need the qt libraries i'd recommend to you to use Qt Created. It came with everything you need. For git I recommend the windows GUI tortoise git.
Much more advanced: Visual Studio with Qt Tools 2015 plugin, self or pre compiled Qt lib.
Hardcore: only a c++ compiler and everything else with console (not recommended XD)

Since you are no programmer and you need the qt libraries i'd recommend to you to use Qt Created. It came with everything you need. For git I recommend the windows GUI tortoise git.
Much more advanced: Visual Studio with Qt Tools 2015 plugin, self or pre compiled Qt lib.
Hardcore: only a c++ compiler and everything else with console (not recommended XD)
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- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: MshViewer 2.0 [Version 1.0.1]
Which version do I need?


- Anakin
- Master of the Force
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- Joined: Sat Sep 19, 2009 11:37 am
- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
- Location: Mos Espa (germany)
Re: MshViewer 2.0 [Version 1.2.1]
seams that they changed their install tool.
I'd recommend this:
==UPDATE==
normal map is very very complicated, so i first work on the settings window:
Already finished all connections on the window itself. Now need to connect everything with the program to use those values.
(this window and the connections that the slider values change the line edit and the other way around are ~860 lines of code)
==UPDATE==
I made some code cleaning and added the ability to mark text in the info window to copy texture names from it within that code changes.
So it's nothing i'd make a new release for. But i added an tutorial on the first page, how you can build the latest version from the source by your own.
At my test pc it didn't actually started the program correctly, but that's because i was on a virtual machine and it seams not to support OpenGL
let me know if you have any problems with that
I'd recommend this:
Hidden/Spoiler:
==UPDATE==
normal map is very very complicated, so i first work on the settings window:
Hidden/Spoiler:
(this window and the connections that the slider values change the line edit and the other way around are ~860 lines of code)
==UPDATE==
I made some code cleaning and added the ability to mark text in the info window to copy texture names from it within that code changes.
So it's nothing i'd make a new release for. But i added an tutorial on the first page, how you can build the latest version from the source by your own.
At my test pc it didn't actually started the program correctly, but that's because i was on a virtual machine and it seams not to support OpenGL

let me know if you have any problems with that
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- Recruit Womprat Killer
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Re: MshViewer 2.0 [Version 1.2.1]
I'm posting this message here so I can find this thread faster. I don't know if there is a save thread option for ref for later but I am missing it if there is one. I hope I'm not bringing up old threads by accident. =/
- giftheck
- Droid Pilot Assassin
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- Projects :: Star Wars Battlefront Anniversary
Re: MshViewer 2.0 [Version 1.2.1]
This is still a very good tool but there is just one issue I have with it at the moment:
It seems to put all addon meshes on a unit that are not enveloped to the skeleton miles high above the unit instead of attached to the bone. You can see this here with this Jet Trooper model: the jetpack should be on the Jet Trooper's back, as it is under bone_ribcage but it's all the way up at the top there.
Hidden/Spoiler:
- Anakin
- Master of the Force
- Posts: 4817
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Re: MshViewer 2.0 [Version 1.2.1]
what about the Center is it correctly?? Can you send me that uneveloped jettrooper??
- giftheck
- Droid Pilot Assassin
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Re: MshViewer 2.0 [Version 1.2.1]
What I mean is it should look like this (image taken in the old SWBFViewer):Anakin wrote:what about the Center is it correctly?? Can you send me that uneveloped jettrooper??
Hidden/Spoiler:
Hidden/Spoiler:
Both images were taken using the stock jet trooper model.
- Anakin
- Master of the Force
- Posts: 4817
- Joined: Sat Sep 19, 2009 11:37 am
- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
- Location: Mos Espa (germany)
Re: MshViewer 2.0 [Version 1.2.1]
ok, i'll see what i can do. What about the Center of the camera. is that correct??
- giftheck
- Droid Pilot Assassin
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Re: MshViewer 2.0 [Version 1.2.1]
Yes. I've not moved the centre of the camera, only rotated it in orbital mode to show the issue.Anakin wrote:ok, i'll see what i can do. What about the Center of the camera. is that correct??
- Anakin
- Master of the Force
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Re: MshViewer 2.0 [Version 1.2.1]
yeah but the Center was detected correctly?? so it wasn't set between the person and the addon right??
- giftheck
- Droid Pilot Assassin
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Re: MshViewer 2.0 [Version 1.2.1]
I'm not entirely sure what you mean by that.
- Anakin
- Master of the Force
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- Joined: Sat Sep 19, 2009 11:37 am
- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
- Location: Mos Espa (germany)
Re: MshViewer 2.0 [Version 1.2.1]
so when you open the file, the camera's first position (or you press space to reset the camera) shows the unit and not something between the unit and the jetpack?
- giftheck
- Droid Pilot Assassin
- Posts: 2218
- Joined: Mon Jan 19, 2009 5:58 pm
- Projects :: Star Wars Battlefront Anniversary
Re: MshViewer 2.0 [Version 1.2.1]
Yes. Just the unit.Anakin wrote:so when you open the file, the camera's first position (or you press space to reset the camera) shows the unit and not something between the unit and the jetpack?