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[TOOL] 3ds/OBJ to WMO
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Topic: [TOOL] 3ds/OBJ to WMO (Read 48306 times)
Gamh
Contributors
Loreweaver
Posts: 81
Re: [TOOL] 3ds to WMO
«
Reply #60 on:
March 08, 2013, 12:41:06 pm »
Sounds like good tips !
Little update : fixed the bounding box bug LIMEEE had. Taking a nulll vertex as a base for calculation was a poor choice. Should be ok now !
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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Steff
Administrator
Creator of Worlds
Posts: 4551
Re: [TOOL] 3ds to WMO
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Reply #61 on:
March 08, 2013, 01:46:13 pm »
Cool. I will retest my cave builds again.
If everything works fine I will make a tutorial about all of this
An other question. Do someone know a tool to edit doodadsets inside of wmos. Did not Cromon build such a tool once?
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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Gamh
Contributors
Loreweaver
Posts: 81
Re: [TOOL] 3ds to WMO
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Reply #62 on:
March 08, 2013, 01:53:01 pm »
Cromon started WmoEdit some years ago :
but the last update is old so I don't know if he will go back on this one day.
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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Steff
Administrator
Creator of Worlds
Posts: 4551
Re: [TOOL] 3ds to WMO
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Reply #63 on:
March 09, 2013, 12:24:52 am »
Again some technical tests. UVW is getting better and collision works now fine.
Small movie on livestream.
http://www.livestream.com/modcraft_stef ... e61348a4a6
http://www.imagr.eu/up/513a6f9d23d79_Wo ... 233906.jpg
http://www.imagr.eu/up/513a6ffe2de8f_Wo ... 233913.jpg
http://www.imagr.eu/up/513a701cb1905_Wo ... 233918.jpg
http://www.imagr.eu/up/513a703d43654_Wo ... 233948.jpg
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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axel0099
Contributors
Creator of Worlds
Posts: 577
Re: [TOOL] 3ds to WMO
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Reply #64 on:
March 09, 2013, 12:51:27 am »
nice!!!!
will this be used for maruum?
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Steff
Administrator
Creator of Worlds
Posts: 4551
Re: [TOOL] 3ds to WMO
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Reply #65 on:
March 09, 2013, 01:48:17 am »
of course
But will be much bigger.
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axel0099
Contributors
Creator of Worlds
Posts: 577
Re: [TOOL] 3ds to WMO
«
Reply #66 on:
March 09, 2013, 01:53:16 am »
i thought that already
come online on messenger
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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Steff
Administrator
Creator of Worlds
Posts: 4551
Re: [TOOL] 3ds to WMO
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Reply #67 on:
March 09, 2013, 07:40:42 am »
I was online till 2 a clock?
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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axel0099
Contributors
Creator of Worlds
Posts: 577
Re: [TOOL] 3ds to WMO
«
Reply #68 on:
March 09, 2013, 09:07:28 am »
i was on till 5
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Steff
Administrator
Creator of Worlds
Posts: 4551
Re: [TOOL] 3ds to WMO
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Reply #69 on:
March 09, 2013, 08:55:41 pm »
I was on till 3 in the morning
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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Insanity
Registred Member
LUA Script Tinker
Posts: 40
Re: [TOOL] 3ds to WMO
«
Reply #70 on:
March 13, 2013, 12:44:53 pm »
I can't thank you enough for this Gamh , this is really awesome work.
Now all I need is some talent and an eye for skinning and I might be able to make something decent looking.
My first attempted at a bridge, I forgot to reseize the texture
[attachment=0:20bnesyg]shot4.jpg[/attachment:20bnesyg]
Still not quite good enough but getting better
[attachment=1:20bnesyg]shot3.jpg[/attachment:20bnesyg]
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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Gamh
Contributors
Loreweaver
Posts: 81
Re: [TOOL] 3ds to WMO
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Reply #71 on:
March 15, 2013, 12:42:23 pm »
Hey guys, quite big update.
I had a project running during some months to bring alpha WMOs in a better client while Mjollna was doing so with ADTs, but failed to do so because of broken code design and stupid choices in development. Eventually I wrote a parser for these alpha WMOs so MM can import them, so this is not really a 1:1 conversion, but a destructive import and a new file creation ; I think it looks good enough to be released though
It comes with some options you can check in the usual settings window. Keep in mind that the basic stuff is imported, and some additionnal stuff is imported only if you choose so, because old chunks have some differences not documented and I didn't understood how all of them works.
Portals : raw import of portals, safe for some models, not for others (UC crashed). Not recommended
Lights : unactive atm
Doodads : should work flawlessly, recommended
Colors : raw import. Will work, but it looks like the models themselves aren't completely "painted", so many objects have black shading or fucked up colors (like Karazhan : exterior will be completely black, interior will be so bright you will blind yourself). See below
Liquids : raw import too, but MLIQ has changed, so atm it will just fuck things up, like lava everywhere or crashes, not recommended
I don't know if vertex shading was activated in alpha because Karazhan was looking good. Maybe I just did something wrong with some flags. Anyway, now you can see powerful vertex shading in places like Ironforge :
I guess you can activate it for some models like cities but elsewhere you shouldn't, except if you like this creepy black look.
Please report anything wrong or any suggestion !
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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noc
Registred Member
Wiki Incarnate
Posts: 121
Re: [TOOL] 3ds to WMO
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Reply #72 on:
March 15, 2013, 01:37:00 pm »
What wonderful work you've done. Bravo !!
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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If you advance, you die ... if you stand back, you die ... So tell me, why do you draw back?
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Steff
Administrator
Creator of Worlds
Posts: 4551
Re: [TOOL] 3ds to WMO
«
Reply #73 on:
March 15, 2013, 01:56:12 pm »
Yes again great. And i dont have to convert all the textures by hand for Alpha Ironforge
«
Last Edit: January 01, 1970, 01:00:00 am by Admin
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Please mark as solved if solved.
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Arid
Contributors
Loreweaver
Posts: 100
Re: [TOOL] 3ds to WMO
«
Reply #74 on:
March 15, 2013, 02:38:42 pm »
Good job!
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Modcraft - The community dedicated to quality WoW modding!
Forum
Wrath of the Lich King Modding
Resources and Tools
[TOOL] 3ds/OBJ to WMO