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Content creation => Modelling and Animation => Topic started by: shekelcollector on June 11, 2016, 12:35:28 am

Title: [Question] OBJ to M2 coverter issues
Post by: shekelcollector on June 11, 2016, 12:35:28 am
Well, my main issue is making it work, really.
It started nagging me with this
(http://puu.sh/po9SS/471defaba9.png)

Somebody then linked me one that's an UI, but it doesn't seem to work either. Filled it out all correctly, but it doesn't make my m2 file appear. Blinks with a cmd window and nothing after. I managed to catch the error's message, which said something about my obj file causing an error. Which is strange, because I exported it exactly as told.
Title: Re: [Question] OBJ to M2 coverter issues
Post by: Alastor on June 11, 2016, 05:13:09 am
Error says exactly whats problem objtom2.exe is not recognized as an internal or external command
so if you would read this line by some miracle or mistake you could may find that your Win doenst know that command which means that you dont have convertor in path where you are executing command or its not in PATH itself one of those ...
Title: Re: [Question] OBJ to M2 coverter issues
Post by: shekelcollector on June 11, 2016, 05:45:31 pm
Well, that answer didn't make much sense, but I managed to make the converter to work. However, the error with obj still persists. Apparently, it's the same one I got with the UI version.

(http://puu.sh/polPI/1e996ba7dd.png)

By the way, does M2 even read smooth normals?
Title: Re: [Question] OBJ to M2 coverter issues
Post by: Alastor on June 11, 2016, 06:15:09 pm
You have wrong exporting option and it has nothing to do with smooth shading
Title: Re: [Question] OBJ to M2 coverter issues
Post by: shekelcollector on June 11, 2016, 06:41:14 pm
(http://puu.sh/pocAv/ddebf4e83a.jpg)
Title: Re: [Question] OBJ to M2 coverter issues
Post by: Alastor on June 11, 2016, 07:44:55 pm
then you have left floating vertexis / edges
Title: Re: [Question] OBJ to M2 coverter issues
Post by: shekelcollector on June 11, 2016, 08:15:15 pm
And what should I do in that case, then?
Title: Re: [Question] OBJ to M2 coverter issues
Post by: Alastor on June 12, 2016, 12:55:42 am
Delete them
Title: Re: [Question] OBJ to M2 coverter issues
Post by: shekelcollector on June 12, 2016, 01:54:09 am
gee

But how do I find the ones that are causing the problem. I looked over the model and it doesn't seem to be the case.
Title: Re: [Question] OBJ to M2 coverter issues
Post by: Alastor on June 12, 2016, 11:36:43 am
Then you overstepped 3d grind data limits whats aprox 20k vertexis /-
Title: Re: [Question] OBJ to M2 coverter issues
Post by: shekelcollector on June 12, 2016, 02:33:27 pm
Doesn't seem to be the problem, too.
(http://puu.sh/ppUhF/7a2a02dae7.png)

Edit: So, I've exported a WoW model and re-exported it in Blender. Didn't edit it or anything. Still the same issue. I also done the same without re-exporting it in Blender. Nope.
Title: Re: [Question] OBJ to M2 coverter issues
Post by: Alastor on June 12, 2016, 07:27:01 pm
Quote from: "shekelcollector"
(http://puu.sh/pocAv/ddebf4e83a.jpg)

Next time i should check what damned sittings you are showing instead of just mentioning you to check it

Since this is correct
(http://i.imgur.com/F92og38.jpg)
Title: Re: [Question] OBJ to M2 coverter issues
Post by: shekelcollector on June 14, 2016, 03:00:57 am
Quote from: "Alastor"
Quote from: "shekelcollector"
(http://puu.sh/pocAv/ddebf4e83a.jpg)

Next time i should check what damned sittings you are showing instead of just mentioning you to check it

Since this is correct
(http://i.imgur.com/F92og38.jpg)

That is what I got from the forums.
Title: Re: [Question] OBJ to M2 coverter issues
Post by: shekelcollector on June 16, 2016, 04:42:16 am
Nope. Tried this too and it won't work.
Title: Re: [Question] OBJ to M2 coverter issues
Post by: jar0fair on July 29, 2016, 11:21:07 pm
I am having these same issues. All of my setttings or correct, but I cannot get any models to show up, and I am getting the same parsing errors.
Title: Re: [Question] OBJ to M2 coverter issues
Post by: Amaroth on July 30, 2016, 10:45:52 am
Model must have less than 20k vertexis (+- 20k, it should be a little bit more, I don't know limits for faces and edges, but they will be similiar).

Export settings in Blender must be as Alastor posted.

Every geoset must have only 1 material. You can't use multiple materials on one geoset, that can be done only on WMOs as far as I know, but definitely not on M2s. Select every single geoset you have, assign a new material to it (while not keeping any material which was assigned to it previously) to make sure there is only one. I'm doing these things in Maya, so if you are not sure how to do it in Blender, don't ask me.


If you follow these 3 basic rules, your model simply should work.