I exported the Zebra demo from 3DS Max using the new plugin.
I opened up previewerD.exe and it was actually able to load the newly exported gpl.
I was even able to navigate the previewer (somewhat) using my Logitech F310 controller. With that said, only some of the buttons would work:
Primary stick (mapped to my left analog stick)
Trackball/light control switch (mapped to Y on my controller)
Zoom out (mapped to A on my controller).
Most notably, the zoom in function is not working with any of the buttons on my F310.
I’ll try my controller with the iBook to see if it works. I also have a USB PlayStation 3 controller that I’ll try out on both the Windows and Mac versions of Previewer.
Even though it seems helpful to have models opening on the Windows version, it will only accept custom-exported gpl files. I might try looking at the gpl files in a hex editor to find exactly how the data is organized compared between Windows (little-endian) and PowerPC (big-endian) versions of the plugin.
Update: If I unplug my controller, the emulator defaults to keyboard controls:
`A’, `S’, `D’, `W’
This means that we can finally zoom in on our model using the Windows previewer (provided that the gpl file has been exported as big-endian).
After setting up a full software development environment in a Windows XP Virtual Machine using a combination of Visual Studio 6.0 and software from a recent AssemblerGames dump, I was able to make some progress with the SDK files.
I managed to delete the version-check code from C:\pcemu\build\charPipeline\geoPalette\src\geoPalette.c (a module used when previewing gpl geometry files).
I was then able to recompile geopalette.obj and charpipeline.lib (using the newly modified geopalette.c code) by opening C:\pcemu\build\charPipeline\win32\makeall.bat.
Once those were created, I could finally rebuild Previewer.exe and PreviewerD.exe (debug) by running the makefile located at C:\pcemu\build\demos\charPipeline\pcmakefile.
However, the program still will not actually load the model, and will crash shortly after displaying the “Loading” message.
After looking at the documentation that came with the SDK files, it seems that this issue is because the Windows version of Previewer needs gpl files exported specifically using little-endian, as opposed to big-endian (typical format for exporting for Gamecube/Mac test systems).
My best bet at this point would to continue my search for an OS 9 mac that I can run further tests on, or to find a way to convert the big-endian gpl files to little-endian for viewing on PC.