OGLE

 Posted by (Visited 34701 times)  Game talk
Jan 242006
 

OGLE: The OpenGLExtractor is a tool that lets you grab 3d data out of an OpenGL application and output it as models again.

What does that mean?

  • It means that someone with a 3d printer can get 3d statuettes of their Second Life character. They can send it off to be manufactured, if they like.
  • It means that you can snag any 3d model you like out of someone else’s game data, and insert it into your own 3d scene. So much for stealing textures… 😉

The most intriguing results are of course from bringing the virtual stuff into meatspace (MMO companies have talked forever about making custom action figures of cherished characters, and now it looks like that business opportunity window might be closing…). There are so many applications there the head spins.

But I suspect the other use will be more likely: people using models to learn from and to repurpose.

So much for limiting your range of avatar poses, for example — now anyone with this software and 3d modeling software can build any scene they like. (They usually like pr0n). And what goofy game remixes will we get — freeware shooters where you shoot the Horde?

Very promising for machinima, though.

  30 Responses to “OGLE”

  1. PC[IMG ] Raph Koster points us to a useful piece of kit: OGLE, the OpenGL Extractor, is a tool for extracting 3D models from OpenGL applications. By sitting between the application and the OpenGL library, OGLE can effectively take 3D screenshots–and the possibilities for gaming are

  2. For an immediate idea of such possibilities check out this project brought to light by Fiezi where Theodore Watson is using this and Google Earth to create a machinima piece. Tres cool. As discussed on Raph Koster’s blog , your milage may very depending on the complexity of the game models your trying to extract and if the game supports OpenGL at all. But hey, sure is an awesome start…

  3. Raph Koster has posted a tidbit on OGLE. I won’t regurgitate his info, but you can go read about it on his blog. I will say it’s pretty interesting and I’ll download and check it out tonight when I get home.

  4. Ah, if I was still stubscribed, I’d want to capture my Star Wars Galaxies character with that (BTW, on that topic, Raph, do you have any involvement in the doings of SWG nowadays whatsoever? I’m not against the NGE like so many other people are, but I also think that the game is in a far less stable state now than it was at launch.).

    The idea is definitely very clever. Might even motivate me to improve my 3D Animation skills so I can export and animate models from games. Very very promising and definitely makes such a field more user-friendly.

  5. I haven’t been involved with SWG since around the time Holocrons started dropping — so, literally, since a few months after launch. I started phasing out right as the game launched, and the last stuff I was really involved in were The Warren, cities, mounts, and (barely) vehicles.

  6. Have you followed or played at all? I was just always rather curious about the circumstances of your departure, considering that you had put so much into the game. Did you disapprove of the direction that the game was going before launch?

  7. The circumstances of my departure are that I was offered a promotion a few months before the game launched, and I took it, but said I had to stay on until launch. After launch, I transitioned off over the course of a few months.

    I stay away from discussing the game on this blog.

  8. Not so fast.

    To do this you need a game which a) uses OpenGL (although similar tools exist for DirectX and, what’s more important b) has very, very simple vertex shaders. For a game with reasonably complex skeletal animation, compressed vertices and maybe several vertex streams, and it quickly becomes an exercise in reverse-engineering. Not at all impossible, but a far cry from casual user stuff.

  9. Yeah, on their webpage they actually have a list of games they have tried it with. The ones that use vertex shaders tend to come out in the bind pose, based on what I read there…

  10. […] Raph Koster’s blog has a link and some brief discussion of OGLE, a program that can extract 3D models from your favorite OpenGL game. For example, if you’re in love with your WoW character and you have the means, you can extract the model right from the game and come up with something like the above image. That’s not all though, Raph also mentions other uses like taking models from someone else’s game and sticking them into your own 3D space. Obviously there are some legal issues surrounding doing something like that, but it makes for some interesting opportunities. Game remixes, machinima with WoW and Doom characters fighting it out… lots of possibilities. You can download the program and try it yourself if you’ve got a 3D editing program handy. << Back to Main […]

  11. The ones that use vertex shaders tend to come out in the bind pose, based on what I read there…

    That sounds like what I’d expect, yeah. Though, you could presumably repose the model using another piece of software, prior to printing, if that was your goal. (Still a pain in the neck if you’re just the average player.)

  12. […] using OGLE to print 3D graphics […]

  13. Slashdotted! 😉

  14. […] Yes. A blogger here said “so much for stealing textures.” https://www.raphkoster.com/?p=282 […]

  15. Darn it, Zonk, you knocked “Moore’s Wall” off the Top 10. 😉

  16. hey all, author of OGLE here. I discovered that some games don’t actually require Vertex Programs for positioning. Using GLIntercept to disable Vertex Programs actually allows for a much better capture (i.e. positioning as you see in the game), as I have just added to the FAQ:

    http://ogle.eyebeamresearch.org/readme#faq

    Thanks for all the interesting feedback!

  17. […] This is awesome https://www.raphkoster.com/?p=282 Basically, there’s a project out there that allows you to capture 3d data from games that use OpenGL. You can then output models for use in other stuff, or even to be sent off to a 3d printer. Pretty cool stuff. Its still in early beta (hell, I’d call it alpha at this point) but looks like it could get really cool. __________________ Nippon Software beat you to it there, Harlie… —– Mario Kart DS Friend Code: 176153-450051 —– Zorpheus: What’s not to like about Hellsing? Well, Alucard is a godmodder, but he makes it look cool. […]

  18. […] being restricted, but for now: let the hacking commence.ReadPermalinkEmail thisLinking BlogsComments[0] […]

  19. […] Capture in-game models using OGLEPosted Jan 25th 2006 8:00PM by Jennie LeesFiled under: Hacks, PCRaph Koster points us to a useful piece of kit: OGLE, the OpenGL Extractor, is a tool for extracting 3D models from OpenGL applications. By sitting between the application and the OpenGL library, OGLE can effectively take 3D screenshots–and the possibilities for gaming are immense. The examples given by OGLE’s developers include transforming a World of Warcraft avatar into a real statuette using a 3D printer, and importing Google Earth’s 3D data into Maya for further editing. The Google data could be used to make a realistic world model for a game set in modern times; transferring character models between games could give rise to some fantastic FPS mods and some imaginative machinima.Copyright issues may lead to the software being restricted, but for now: let the hacking commence.ReadPermalinkEmail thisLinking BlogsComments [9] […]

  20. […] OGLE: The OpenGLExtractor is a tool that lets you grab 3d data out of an OpenGL application and output it as models again on a 3d printer (raphkoster.com) […]

  21. All very interesting… or you can always buy cardboard cutouts of your characters via eBay.

  22. […] ‘3D Rendering’ Of Gaming Graphics’Raph Koster’s’ ever-entertaining Blog had aof the Info https://www.raphkoster.com/?p=282 7:54 PM | Permalink | Comments (0) | Trackbacks (0) | GamesPermalinkClose […]

  23. […] нашел
    https://www.raphkoster.com/?p=282
    можно выуживать текстуры и модели из игр поддерживающих OpenGL..
    вопрос – есть ли такой же иструмент для Direct3D? […]

  24. […] News: Extract Your WoW or Second Life Avatar with OGLE Game designer Raph Koster just posted about OGLE, a tool that extracts 3D models from OpenGL applications to use for your own purposes. The developer of the software has successfully used it to extract and make real 3D figurines of his World of Warcraft and Second Life characters using a 3D printer. The most intriguing results are of course from bringing the virtual stuff into meatspace (MMO companies have talked forever about making custom action figures of cherished characters, and now it looks like that business opportunity window might be closing). There are so many applications there the head spins. But I suspect the other use will be more likely: people using models to learn from and to repurpose. So much for limiting your range of avatar poses, for example now anyone with this software and 3d modeling software can build any scene they like. (They usually like pr0n). And what goofy game remixes will we get freeware shooters where you shoot the Horde? More…Source: Slashdot Games __________________ [TRIX]Nefertiti "There are risks involved with everything that I do in my daily life, why would I not take these same risks while gaming." ~Nefertiti […]

  25. In case anyone is interested, I blogged about the implications of this last year when I used HijackGL to grab data and then converted it over to “solid” geometry typically used for manufacturing. In effect, I was showing how 3D data could be not only ripped from a stream, but how it could be turned into manufacturable CAD data intended not just for rp systems, but mass production… with the associated repercussions on a wide range of topics.

    The details of the conversion are at the end of a rather long post that’s actually more about marketing than engineering or design. You can read that here: http://blog.rebang.com/?p=186

    If the convergence issue is of interest (i.e. you slugged through the whole post), you might want to read something more recent (and even longer, sorry): http://blog.rebang.com/?p=577

  26. […] https://www.raphkoster.com/?p=282 OpenGL.. – Direct3D? 26.01.2006 | "Richy" […]

  27. […] Mystics.de – Dein Portal in die Welt der Rollenspiele und Abenteuer – RPG / MMORPG / MMOG   FREITAG, 27. JANUAR 2006       NICHT EINGELOGGT   bersicht News Newsarchiv Releasetermine Rollenspiele Artikel Firmen Links Downloads Bildergalerie Berichte Interviews Umfragen Help & Support Foren Onlinechat Kontakt ber uns… Impressum NEWS 27. Januar 2006 MMORPG NEWS EINE GANZE REALE STATUE DEINES CHARAKTERS 11:50 Allgemein Design-Veteran Raph Koster hat auf seinem Weblog eine Software gefunden, mit der sich 3D-Models aus OpenGL Spielen wie WOW oder Second Life extrahhieren lassen. Daraus kann man dann mit einem “3D-Drucker” Statuen herstellen.. The most intriguing results are of course from bringing the virtual stuff into meatspace (MMO companies have talked forever about making custom action figures of cherished characters, and now it looks like that business opportunity window might be closing). There are so many applications there the head spins. Nett… Koster hat wie immer weitreichende Ideen dazu. Kommentare lesen ( 0 ) | Quelle: MMORPGdot Geschrieben von Dungeoneer | ^   © 1997-2006 MYSTICS NETWORK | ALLE RECHTE VORBEHALTEN | IMPRESSUM | DATENSCHUTZ ( Seite generiert mit mPortal 4.2.2 in 0.0081 Sekunden (0.0075 Sekunden PHP und 0.0006 Sekunden MySQL) mit 3 Queries )   […]

  28. […] being restricted, but for now: let the hacking commence.ReadPermalinkEmail thisLinking BlogsComments[11] […]

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