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Messages - Garthog

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1
Resources and Tools / Re: [TOOL] OBJ to M2 converter + Sources
« on: December 02, 2017, 10:56:00 pm »
I will upload it one of these days, I might still have it on some hdd.

2
Resources and Tools / Re: [TOOL] OBJ to M2 converter + Sources
« on: January 21, 2014, 01:32:41 pm »
Update : Sources available on first page.

3
Resources and Tools / Re: [TOOL] OBJ to M2 converter
« on: October 11, 2013, 03:26:42 am »
Little update, you shouldn't get that 32 bit error with the new version I just posted, but you should install Microsoft Visual Studio 2010 Redistributable

4
Wow ! This is impressing ! Last update is amazing. Don't stop that great work =D !

5
Modelling and Animation / Re: The problem with the new object
« on: September 13, 2013, 01:08:55 pm »
You're welcome. For the animation part, I have no idea on how to do it with current tool. You'll have to use MDLVis etc... etc.. You may want to try a 3DS to MDX exporter ( I think milkshape can do that, there is a MDX exporter plugin, Idk if it exports with bones & animations )

You can also read Phucko1 tutorial on that subject.

Good luck with that !

6
Modelling and Animation / Re: The problem with the new object
« on: September 13, 2013, 01:06:38 am »
You should copy from : https://hostr.co/cKFZHOmvY59u ( TheFloats => VertexBoxMin / VertexBoxMax & VertexBoxRadius into https://hostr.co/KqWIV4LmbwXS ( so into the first animation's BoundingBox & Radius )

It also seems like you're M2 Template is outdated, you should try to download another.

Else animations will never be supported on OBJ files. However I plan ( someday, soon I hope, when I have time to dev it again ) to implement FBX support, which will support animation convertion =)

Garthog

7
Modelling and Animation / Re: The problem with the new object
« on: September 12, 2013, 11:49:58 pm »
Well you have to know hex and copy vertexbox floats into animation's bounding box / radius. Else you just have to wait until I release a new version.

8
Modelling and Animation / Re: The problem with the new object
« on: September 12, 2013, 10:10:49 pm »
Did you use the OBJ to M2 to convert it ? If yes, this is a known bug. Basically just copy the M2"s bounding box into its first animation ( at the bounding box place )

9
Resources and Tools / Re: [TOOL] OBJ to M2 converter
« on: September 07, 2013, 08:02:36 pm »
You can have several geoset too. All must have one texture !

10
Resources and Tools / Re: [TOOL] OBJ to M2 converter
« on: September 06, 2013, 01:31:58 pm »
Yeah I'm sorry the tool isn't very convenient at first use. It's still a heavy work in progress. I'm not really deving on it for now, since I have very important exam to pass <-<. However once it's done, I will probably release better versions !

Garthog

11
Resources and Tools / Re: [TOOL] OBJ to M2 converter
« on: September 05, 2013, 09:51:55 pm »
You might need visual studio 2012 redistributable

12
Resources and Tools / Re: [TOOL] OBJ to M2 converter
« on: August 22, 2013, 09:36:17 pm »
It's just missing the obj file =p, which is the only necessary file !

13
Resources and Tools / Re: [TOOL] OBJ to M2 converter
« on: August 22, 2013, 07:33:57 pm »
You might want to send me the obj file. It's most likely wrong configuration of blender.

14
Noggit / Re: Development progress
« on: August 21, 2013, 12:33:52 pm »
So how is it going ?

On my part, I prefer having a code and no explanation on how to compile than no code at all. Plus I still don't understand the point on keeping it closed source while it's completely against its license.

For the tracker part, there is "Bugtracker" link on the top of this website. Isn't bugtracker/index.php what you mean by "tracking jobs" ?

I also believe testing should be possible for people using it ( all the modders out there waiting for new noggit release, people who know how to use the software, who know the common bug they have, and who can write useful bug report )

Just add "BETA" mention, and some little text to say how unstable noggit can be, and how unsafe it is for a serious project ( though I doubt it's worse than before =p ) if you don't want people to complain.

15
Resources and Tools / Re: [TOOL] OBJ to M2 converter
« on: August 19, 2013, 02:28:04 pm »
Anthony : this issue might be caused by texture coord not being set per vertex. Meaning multiple texture coords for only one vertice ( which is possible in 3DS / any tool, but not in wow. For WoW, one vertex must have only one texture coord )

one solution might be to convert to save to .3DS, then convert 3DS to OBJ with any tool ( not 3ds max ) and use the obj generated.

Another solution someone told me, is using two-sided renderflag ( dunno if it actually corrects it )

Last solution i got, is to detach all vertice

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