Modcraft - The community dedicated to quality WoW modding!

Wrath of the Lich King Modding => Resources and Tools => Topic started by: Gamh on February 01, 2013, 04:34:23 pm

Title: [TOOL] 3ds/OBJ to WMO
Post by: Gamh on February 01, 2013, 04:34:23 pm
Heyya folks. This is the tool I made these last weeks. It took me some time and several brain attacks to get to this point but I'm kinda proud of it :)

It converts your 3ds files into WMOs v17 (so ok with 3.3.5a), implying doing houses with m2 should not be the only alternative anymore. Feel free to send me your files if something wrong happened !

A Windows 64-bit binary compiled with Qt 4.8.1 and MinGW can be found here :

DOWNLOAD THE LAST VERSION

(https://bitbucket.org/shgck/mirrormachine/downloads)

Its homepage with everything you need to know to make working models is here, with its Git repo. Read this page, it's quite important :

DOCUMENTATION

(http://shgck.io/dev/mm/index.php)

It's coded using Qt so Mac and Linux mates shouldn't have problems compiling it.

I hope you guys will have fun with it !

(http://shgck.io/misc/wow/tests_wmo/3ds_morgan2.jpg)

______________________________________________

HOW TO HELP THE DEBUGGING



So, now that it has been released, bugs are often reported, and that shouldn't be surprising :lol:  but I don't want to let you with broken stuff, so we will try together to get everything done well !

If your model crash ingame :
Take a look at the log file : is there any warning at the end ? If yes, check the corresponding description in the tiny documentation linked above. If there are no warnings, then the converter did shit somewhere and you would be kind to give me the model (with its verbose logfile) and the textures by private message.

If you have bad texture mapping :
You probably have outranged coords (uv outside of [0, 1]), which were causing problems before rev 1.0c. Now MM should warn you about outranged coords but not fuck them anymore. I don't know if the client handle these outranged coords as known behaviour (looks like yes)

If you have weird shadows :
I'm trying different algorithms to get them well, so it may look like shit. Please provide screenshots if this happens to you !
Title: Re: [TOOL] 3ds to WMO
Post by: schlumpf on February 01, 2013, 04:39:11 pm
Quote from: "Gam"
It's coded using Qt so Mac and Linux mates shouldn't have problems compiling it.
While I detest qmake, it compiles fine at work (SUSE Linux Enterprise Desktop 11 SP1).
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on February 01, 2013, 05:42:31 pm
Oh man. if you will get this full woring with collsin it would be a big step for modding wow!

Will make some tests this weekend.
Title: Re: [TOOL] 3ds to WMO
Post by: Serifaz on February 01, 2013, 07:58:07 pm
WoW Gam Great work!
Very impressed.
and as steff said if this gets collision added it will be an insane step forward for the modding community :)
Title: Re: [TOOL] 3ds to WMO
Post by: sevi on February 01, 2013, 10:13:13 pm
Very nice work.

the next step of modding can begin
Title: Re: [TOOL] 3ds to WMO
Post by: Ascathos on February 01, 2013, 11:37:41 pm
As I stated often enough, I bow before your results. Well done.
Title: Re: [TOOL] 3ds to WMO
Post by: Will on February 05, 2013, 04:15:28 pm
Oh, very good work. Also hate qmake, but that doesn't matter too much..

Hve you started anything on the collision?
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh on February 06, 2013, 02:21:06 pm
Thanks everyone. About qmake, well I should have done a command line tool but the average user likes better a neat GUI :p

Will : not yet, I have stuff to do right now, but that's planned !
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on February 06, 2013, 05:37:35 pm
For such a cmd is better as you can do mass cnvert with scripts.
Best creat a lib and use this then in a cmd and the ui tool.
Title: Re: [TOOL] 3ds to WMO
Post by: Arid on February 08, 2013, 02:57:16 pm
If you get collision I will buy you a hooker. Because this is a much needed tool
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh on February 14, 2013, 12:24:54 pm
Collisions should be working now. Yes it took me 2 weeks to add an index in a MOBR :D

There's only one leaf in the MOBN that takes every poly. Looks dirty but it works, I just wonder if the game will be ok with it with laaarge files.

(http://ompldr.org/vaGdqbA)

Arid : I'm waiting ! ...nonono wait don't do it D:

Steff : I'll think about it
Title: Re: [TOOL] 3ds to WMO
Post by: fearless_wind on February 14, 2013, 01:42:30 pm
I'll try it in the evening! please keep on with other functions, like shaders, light and maps.
Title: Re: [TOOL] 3ds to WMO
Post by: Arid on February 14, 2013, 09:39:03 pm
For a note: What version of QT is this on?
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh on February 15, 2013, 06:38:18 pm
I edited my first post because it looks like it matters.

The windows binary is compiled with Qt 4.8.1 for windows. When I compile with Qt 4.8.2 for Linux, it compiles fine but the soft crash while writing the output (the import seems ok). Never happened to me before, so I'm investigating :ugeek:
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on February 15, 2013, 09:28:01 pm
Perhaps a smale tut for stupid users like me would be good.
I gt the files converted but how to lin textures. Also i don´t get them into noggit.
If I try to import i just get nothing. Perhaps not converted right?
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh on February 16, 2013, 01:03:54 am
No problem.

So you guys basically have exported a model from your 3D software, so you have a 3ds file and some textures in your working directory. You mustn't have special material index files like .GSM and that kind of stuff. Just your 3ds and your textures.

As the 3ds format doesn't handle directories for seeking its texture files, you have to put your textures at the root of your patch MPQ. I may add a function to use custom sub-directories, to avoid the mess at the root of your patches.

And then it's all good, just add your WMO output to the place of your choice in your MPQ, and noggit / client will see it.
Title: Re: [TOOL] 3ds to WMO
Post by: Zim4ik on February 16, 2013, 08:43:26 am
maybe obj or fbx?)
Title: Re: [TOOL] 3ds to WMO
Post by: MoD on February 16, 2013, 01:20:27 pm
Amazing work Gamhea!

Can't express how excited this release gets me, after dreaming about it for over 7 years, you're the one that provides a working solution.

I'd like to thank you in the name of the whole WoW editing community, in my opinion, this is the biggest step-up since Mjollna's ADT converter.

I had to get out of my sub, after all these years of silent crawls, and make my first post in this legendary thread.

I both love & hate you for giving me a reason to get involved again.

Thanks again for your dedication!
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh on February 16, 2013, 02:13:45 pm
From you, that means a lot to me ;) thanks for the support !

Zim4ik : maybe OBJ.
Title: Re: [TOOL] 3ds to WMO
Post by: hyakkimaru on February 16, 2013, 02:41:10 pm
I've just a question :)

Conversion works perfectly but, in WMV we can't see textures, it's normal for the moment... When I open the .wmo, the path of blp is not indicated, the name of textures is writen but it hasn't path... So, where the textures must going ? At the root of my patch ?

Edit : I haven't read... It works perfectly tahnk you !
Title: Re: [TOOL] 3ds to WMO
Post by: Ascathos on February 16, 2013, 04:20:56 pm
Quote from: "hyakkimaru"
I've just a question :)

Conversion works perfectly but, in WMV we can't see textures, it's normal for the moment... When I open the .wmo, the path of blp is not indicated, the name of textures is writen but it hasn't path... So, where the textures must going ? At the root of my patch ?

Edit : I haven't read... It works perfectly tahnk you !
Coming to think of it, shouldn't it be possible that you print the texture path for each one ? I imagine it to be relatively easy to be implemented.
Title: Re: [TOOL] 3ds to WMO
Post by: fean on February 16, 2013, 05:47:06 pm
Fantastic tool Gamh :)
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh on February 17, 2013, 07:34:55 pm
Quote from: "Ascathos"
Coming to think of it, shouldn't it be possible that you print the texture path for each one ? I imagine it to be relatively easy to be implemented.

Done :)

As several people noticed, there was a problem about texture paths being empty (".BLP"). Not my bad, it's the 3ds being a weirdo. Anyway now it should use the material names as paths when the path isn't defined.

(updated only the git source as I can't test right now ! Binary update when I can)

Garthog : fixed the free() bug, can you send me the texture of your spaceship ? I only have the 3ds file.
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on February 19, 2013, 12:17:25 am
With new version I got it to work. But as others I have also missing triangles.
As you can see in the last image its always the same triangle of an object. Theon on the wall and the one on the ground plate.

(http://imagr.eu/up/5122b53c065940_TriangleMissing.jpg)
http://imagr.eu/up/5122b53c065940_TriangleMissing.jpg (http://imagr.eu/up/5122b53c065940_TriangleMissing.jpg" onclick="window.open(this.href);return false;)

Ingame

(http://imagr.eu/up/5122b812764f72_WoWScrnShot_021913_002325.jpg)
http://imagr.eu/up/5122b812764f72_WoWSc ... 002325.jpg (http://imagr.eu/up/5122b812764f72_WoWScrnShot_021913_002325.jpg" onclick="window.open(this.href);return false;)

(http://imagr.eu/up/5122b862c017d1_WoWScrnShot_021913_002508.jpg)
http://imagr.eu/up/5122b862c017d1_WoWSc ... 002508.jpg (http://imagr.eu/up/5122b862c017d1_WoWScrnShot_021913_002508.jpg" onclick="window.open(this.href);return false;)

Upload you the materials and PM you the link.
And could you discard the 3ds in the output name?

Next test. Sizing and UVM buged but works :)

(http://imagr.eu/up/5122c0185600f1_WoWScrnShot_021913_005800.jpg)
http://imagr.eu/up/5122c0185600f1_WoWSc ... 005800.jpg (http://imagr.eu/up/5122c0185600f1_WoWScrnShot_021913_005800.jpg" onclick="window.open(this.href);return false;)
Title: Re: [TOOL] 3ds to WMO
Post by: Zim4ik on February 19, 2013, 06:04:00 am
Steff, i guess, twosided flag on the material can fix that.
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on February 19, 2013, 08:27:11 am
No i think its a real missing triangle that repeats.
Gamh will have a look next days.
Title: Re: [TOOL] 3ds to WMO
Post by: schlumpf on February 19, 2013, 09:15:58 am
Disabling backface culling _never_ is a proper workaround and should not even be considered, by the way.
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on February 19, 2013, 11:44:40 am
Stupid first time doing modeling in WoW user question ;)

Do bump or any other like reflection maps exist for wow models?  
And if so, can the converter handel this?
Title: Re: [TOOL] 3ds to WMO
Post by: Crumpet on February 19, 2013, 12:30:17 pm
Specularity (reflection...kindof) maps exist, bump maps do not. I have no-idea whether the converter handles them, I guess there's only one way to find out...
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on February 19, 2013, 01:07:23 pm
Yes asking the developer ;) What I did.
Ok reflection yes bump no.
Title: Re: [TOOL] 3ds to WMO
Post by: Zim4ik on February 19, 2013, 01:15:10 pm
Steff, just try to apply twosided material.
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh on February 19, 2013, 06:52:32 pm
The "disable backface-culling" option sets the two-sided flag to every material, and in fact should be use only for debugging as I already parse this flag in the 3DS.

In the case of Steff model this isn't the problem (still some holes with the flag), I'm looking.

About these maps, there is no such thing in WMOs afaik. There is a color map (MOCV) but I don't know how to use it and you're probably not looking for this :)

EDIT : Steff, you have mapping coordinates out of the [0, 1] range
Quote
UV coordinates #0 : (0.000684297, 0.000659598)
UV coordinates #1 : (1.36932, 0.000659362)
UV coordinates #2 : (0.000684705, 1.31934)
UV coordinates #3 : (1.36932, 1.31934)
[...]

EDIT2 : k I've found why a poly is missing for each object, fixing that after dinner
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on February 19, 2013, 10:11:15 pm
Aaannnddd ? :) I want closed holes;)


Last try to get base values fitted ;)

(http://imagr.eu/up/5123ea49090c37_WoWScrnShot_021913_221017.jpg)
http://imagr.eu/up/5123ea49090c37_WoWSc ... 221017.jpg (http://imagr.eu/up/5123ea49090c37_WoWScrnShot_021913_221017.jpg" onclick="window.open(this.href);return false;)
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on February 19, 2013, 10:42:04 pm
Could it be that during converting the texture path names get cutted to a fitted size?
I have converted a big model with 115 textures and they are all only 8 chars long in the wmo.
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh on February 19, 2013, 11:29:19 pm
3ds uses a DOS filename format that is quite restrictive : http://en.wikipedia.org/wiki/8.3_filename (http://en.wikipedia.org/wiki/8.3_filename" onclick="window.open(this.href);return false;)
So yes you have 8 chars for the actual name and 3 for the extension.

Holes problem should be OK in Git now :)
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on February 20, 2013, 12:13:49 am
Yes hole are fine now :)

Now the only problem left is a shadow/normals bug on the triangle border.
You see on the images around the windows and door?

(http://imagr.eu/up/512406b9073f21_WoWScrnShot_022013_001056.jpg)
http://imagr.eu/up/512406b9073f21_WoWSc ... 001056.jpg (http://imagr.eu/up/512406b9073f21_WoWScrnShot_022013_001056.jpg" onclick="window.open(this.href);return false;)

(http://imagr.eu/up/512406f17e3622_WoWScrnShot_022013_000951.jpg)
http://imagr.eu/up/512406f17e3622_WoWSc ... 000951.jpg (http://imagr.eu/up/512406f17e3622_WoWScrnShot_022013_000951.jpg" onclick="window.open(this.href);return false;)

The texture thing is horror. This meens renamen and relining 137 textures ...
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh on February 20, 2013, 12:20:37 am
Indeed, I guess my normals aren't good enough (they're very basic). I'll look for a better algorithm. (I would like to have these files since this problem is easy to check on your model if you don't mind !)
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on February 20, 2013, 12:32:49 am
Yes I will make you a pack ;) I also did convert a bigger model and there are still holes after converting.
Not so much as in last version but some ;)
Will pack it also in the files ill send you.
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on February 21, 2013, 11:05:44 pm
Its cave time ;)

Need much more practice. But works.

(http://imagr.eu/up/51269a0d5b5894_WoWScrnShot_022113_230354.jpg)
http://imagr.eu/up/51269a0d5b5894_WoWSc ... 230354.jpg (http://imagr.eu/up/51269a0d5b5894_WoWScrnShot_022113_230354.jpg" onclick="window.open(this.href);return false;)
Title: Re: [TOOL] 3ds to WMO
Post by: axel0099 on February 22, 2013, 03:03:49 pm
great looking keep it up
Title: Re: [TOOL] 3ds to WMO
Post by: Insanity on February 22, 2013, 04:02:56 pm
Has anyone had any luck with using Blender exported 3ds files.  I’ve tried just some simple geos (a plane and then a cube) with a texture (I used the stone floor01 from undercity) .  Everything seems to convert fine but when I go to view in Modelviewer it just crashes.  The 3ds_import log does have 3 lines of "Unknown chuck skipped" in the Material section, could that be the issue?
Here is the section from the log.
Quote
--------------------
      MATERIAL #0
Material name : MaterialSton.
Material ambient RGB color parsed.
Material diffuse RGB color parsed.
Material specular RGB color parsed.
Texture map found.
Texture path : Stonef.png
Texture flags : 0
Unknown chunk skipped (id = a354, size = 10) !
Unknown chunk skipped (id = a356, size = 10) !
Unknown chunk skipped (id = a358, size = 10) !
Unknown chunk skipped (id = a35a, size = 10) !
--------------------
I just can't figure if it's me being stupid or Blender's faulty exporter.
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh on February 23, 2013, 02:23:33 am
Don't know about Blender. When the logfile complains about unknown chunk, it's usually not a problem, just information not parsed, but you can still take a look to this page : http://www.the-labs.com/Blender/3DS-details.html (http://www.the-labs.com/Blender/3DS-details.html" onclick="window.open(this.href);return false;)
It says what every chunk ID stands for.

Quote
Unknown chunk skipped (id = a354, size = 10) !
Unknown chunk skipped (id = a356, size = 10) !
Unknown chunk skipped (id = a358, size = 10) !
Unknown chunk skipped (id = a35a, size = 10) !

Quote
a354H   MAT_MAP_USCALE
a356H   MAT_MAP_VSCALE
a358H   MAT_MAP_UOFFSET
a35aH   MAT_MAP_VOFFSET

Looks like Blender uses these chunks to keep mapping coordinates instead of the usual 4140. Don't you have a warning at the end of the logfile ?
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh on February 26, 2013, 06:22:40 am
Back with a new algorithm (inspired by Assimp's one) to compute vertex normals. Let me know how satisfying this one is !

(http://ompldr.org/vaGxjaA)
Here's your lil house in the sunrise  8-) but there is a non-null chance that this is complete luck ! The normals makes models really sharp
Title: Re: [TOOL] 3ds to WMO
Post by: Insanity on February 27, 2013, 04:32:17 am
Thanks for the link, I guess I have some digging around to do.  There were no other errors noted in the log.  The last line was "1 objects have been found."  Well I guess it gives me more reason to play around with Blender...
Title: Re: [TOOL] 3ds to WMO
Post by: LIMEEE on March 02, 2013, 12:52:03 am
I just had to test this to see if it actually works because this is the thing we have been missing, And i would like to thank you very much for this and i hope you continue adding new functions and remove all future bugs,

So now for my testing, Well i made a simple model in 3ds and added a basic texture on it, i got it to work 100% in wmv and noggit, but when i try to test it ingame i just get a wow error the same sec i enter the "area" of the model. I did just as explained on the site, 3ds model/texture same folder exported to wmo, texture in sub struct of the mpq and model in wmo/walltest/wall.3ds.wmo I would like to point out that in noggit the "collision" box is bigger then the actual model it self,
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh on March 02, 2013, 01:36:52 am
If by collision box you mean the white cube's lines, that's normal that they're bigger of the model, as long that's not TOO much bigger ;)

I updated my first post for the people who are getting annoying stuff. In your case, if the log file doesn't say anything about missing mapping coordinates, you should upload me your file so I can take a look. Thanks for testing !

And a little post-note : exams are getting somewhat close, and I didn't do shit this semester (missed some class weeks to get MM done :D ) so until they're behind me I'll not be very efficient at debugging. Please be patient !
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on March 04, 2013, 12:22:26 am
Some first rock tests for my desert set.

(http://www.imagr.eu/up/5133dad81a603_WoWScrnShot_030413_001946.jpg)
http://www.imagr.eu/up/5133dad81a603_Wo ... 001946.jpg (http://www.imagr.eu/up/5133dad81a603_WoWScrnShot_030413_001946.jpg" onclick="window.open(this.href);return false;)
Title: Re: [TOOL] 3ds to WMO
Post by: schlumpf on March 04, 2013, 01:26:36 am
Rocks aren't really WMO material. The big advantage of WMOs is portals, this culling outside/inside. Even blizzard has most rocks, trees, walls as M2.
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on March 04, 2013, 02:14:12 am
Yes I know and at the point I got a working 3d Studio (what ever format) to m2 converter I will use m2s. Because i could then size them also. But every converter i tryed did not work until now. Or need so much stupid steps to get a model that it kills all creativity :) Also you got a height chance that this model can kill your adt. Got strange results during testing .

Also this are very early tests to get some skills in doing rocks and caves. And doing models that are working ingame and also look good with low poly.

(http://www.imagr.eu/up/5133f5c6576ab_WoWScrnShot_030413_021529.jpg)
http://www.imagr.eu/up/5133f5c6576ab_Wo ... 021529.jpg (http://www.imagr.eu/up/5133f5c6576ab_WoWScrnShot_030413_021529.jpg" onclick="window.open(this.href);return false;)
Title: Re: [TOOL] 3ds to WMO
Post by: LIMEEE on March 05, 2013, 02:02:07 am
Okay this is probably the biggest step up for wow edits since... well the first editor! And i want to tank you for all the Help you gave me. So here is my Models i created a long time ago for a different project. just to test this awesome exporter out!

And yes the models are created after the Human tournament models, but with a bit more details then just a texture on a flat surface!.
CLICK to make bigger.
(http://i.imgur.com/Ua1oeaZ.jpg)
(http://i.imgur.com/BEgj8Wh.jpg)
(http://i.imgur.com/R0A27XD.jpg)
Title: Re: [TOOL] 3ds to WMO
Post by: Garthog on March 05, 2013, 02:09:51 am
Impressive work ! Can't wait to see more !
Title: Re: [TOOL] 3ds to WMO
Post by: Putte08 on March 05, 2013, 10:11:34 am
WMO tools! Gotta test this out, this is freaking awesome!
Title: Re: [TOOL] 3ds to WMO
Post by: stan84 on March 05, 2013, 05:56:21 pm
Thanks for great tool!!! Working nice and smooth, just small question how to resize models? Because all cconverted by me are gigantic, covers half of azeroth :D

for example i tried this model http://thefree3dmodels.com/stuff/archit ... 1-1-0-4666 (http://thefree3dmodels.com/stuff/architecture/medieval_mercenary_castle/11-1-0-4666" onclick="window.open(this.href);return false;)
Title: Re: [TOOL] 3ds to WMO
Post by: LIMEEE on March 05, 2013, 06:32:36 pm
Quote from: "stan84"
Thanks for great tool!!! Working nice and smooth, just small question how to resize models? Because all cconverted by me are gigantic, covers half of azeroth :D

for example i tried this model http://thefree3dmodels.com/stuff/archit ... 1-1-0-4666 (http://thefree3dmodels.com/stuff/architecture/medieval_mercenary_castle/11-1-0-4666" onclick="window.open(this.href);return false;)


This Tool makes wmos and not m2's so you can't scale the models in noggit, you need to scale the models in the 3d software, Export Humanmale scale from wmv and use that as a refrence for scaling.
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on March 05, 2013, 10:52:06 pm
Simple citywall and woodway up.
Need to make texture more like the sandstone red.

(http://www.imagr.eu/up/513668b23ec23_WoWScrnShot_030513_225018.jpg)
http://www.imagr.eu/up/513668b23ec23_Wo ... 225018.jpg (http://www.imagr.eu/up/513668b23ec23_WoWScrnShot_030513_225018.jpg" onclick="window.open(this.href);return false;)
Title: Re: [TOOL] 3ds to WMO
Post by: Ascathos on March 05, 2013, 11:42:44 pm
Any chance you plan on having a reversed converter ?


Never the less. Thanks. Thanks a lot. This is a great contribution.
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh on March 06, 2013, 12:28:47 pm
Yes, I'm first looking for a good OBJ -> WMO convert process as it could be useful for some. Once it's done, it shouldn't be hard to do WMO -> OBJ, but probably not -> 3DS, too many unknown stuff on what chunk is required and where, etc.

Great work guys, gives me even more motivation ;)
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on March 06, 2013, 10:08:38 pm
Please post all yout stuff here. I will make a features blog post about this. Its a scene news worth I think. And I shold use the blog much more.
Title: Re: [TOOL] 3ds to WMO
Post by: Insanity on March 07, 2013, 03:34:18 pm
I managed to get the Blender 3ds export to work...the root of the problem lay "in chair" and not "in computer".

I just made a simple, plain, boring table for starts

http://postimage.org/image/qmo056wfb/ (http://postimage.org/image/qmo056wfb/" onclick="window.open(this.href);return false;)
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on March 08, 2013, 10:02:04 am
Some tips.

- Merge all objects to one before export.
- If you do bigger modesl slice then the model into big blocks to get sub wmos.
- Name textures only 8.3
- For 3d Studio merge all modifiers before export. You should anly have 1 editable poly on end.
- Use Optimize to get less vertics in model. If you have to much you get holes or even a full good looking model but collision make problems.
- Keep a look at your normals and do not use 2 side option.
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh 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 !
Title: Re: [TOOL] 3ds to WMO
Post by: Steff 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?
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh on March 08, 2013, 01:53:01 pm
Cromon started WmoEdit some years ago :
http://www.youtube.com/watch?v=874ejQYnEck (http://www.youtube.com/watch?v=874ejQYnEck" onclick="window.open(this.href);return false;)
but the last update is old so I don't know if he will go back on this one day.
Title: Re: [TOOL] 3ds to WMO
Post by: Steff 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.livestream.com/modcraft_steff/video?clipId=flv_e6024ebf-d5d8-41ec-b21d-34e61348a4a6" onclick="window.open(this.href);return false;)

(http://www.imagr.eu/up/513a6f9d23d79_WoWScrnShot_030813_233906.jpg)
http://www.imagr.eu/up/513a6f9d23d79_Wo ... 233906.jpg (http://www.imagr.eu/up/513a6f9d23d79_WoWScrnShot_030813_233906.jpg" onclick="window.open(this.href);return false;)

(http://www.imagr.eu/up/513a6ffe2de8f_WoWScrnShot_030813_233913.jpg)
http://www.imagr.eu/up/513a6ffe2de8f_Wo ... 233913.jpg (http://www.imagr.eu/up/513a6ffe2de8f_WoWScrnShot_030813_233913.jpg" onclick="window.open(this.href);return false;)

(http://www.imagr.eu/up/513a701cb1905_WoWScrnShot_030813_233918.jpg)
http://www.imagr.eu/up/513a701cb1905_Wo ... 233918.jpg (http://www.imagr.eu/up/513a701cb1905_WoWScrnShot_030813_233918.jpg" onclick="window.open(this.href);return false;)

(http://www.imagr.eu/up/513a703d43654_WoWScrnShot_030813_233948.jpg)
http://www.imagr.eu/up/513a703d43654_Wo ... 233948.jpg (http://www.imagr.eu/up/513a703d43654_WoWScrnShot_030813_233948.jpg" onclick="window.open(this.href);return false;)
Title: Re: [TOOL] 3ds to WMO
Post by: axel0099 on March 09, 2013, 12:51:27 am
nice!!!!
will this be used for maruum?
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on March 09, 2013, 01:48:17 am
of course ;)
But will be much bigger.
Title: Re: [TOOL] 3ds to WMO
Post by: axel0099 on March 09, 2013, 01:53:16 am
i thought that already :D
come online on messenger
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on March 09, 2013, 07:40:42 am
I was online till 2 a clock?
Title: Re: [TOOL] 3ds to WMO
Post by: axel0099 on March 09, 2013, 09:07:28 am
i was on till 5 :P
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on March 09, 2013, 08:55:41 pm
I was on till 3 in the morning ;)
Title: Re: [TOOL] 3ds to WMO
Post by: Insanity 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]
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh 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.

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 :
(http://ompldr.org/vaHIxbg)
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 !
Title: Re: [TOOL] 3ds to WMO
Post by: noc on March 15, 2013, 01:37:00 pm
What wonderful work you've done. Bravo !!
Title: Re: [TOOL] 3ds to WMO
Post by: Steff 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 ;)
Title: Re: [TOOL] 3ds to WMO
Post by: Arid on March 15, 2013, 02:38:42 pm
Good job!
Title: Re: [TOOL] 3ds to WMO
Post by: fean on March 15, 2013, 06:58:04 pm
Absolutely fantastic.
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on March 20, 2013, 11:21:17 pm
Hmm i have tried now several ways to add more then one texture to a model. If i add it the model dont show me the most vertics anymore. They are there wit collision but invisible.
I have tried multi material and just add the material over face selection. Both work in 3ds and noggit but ingame not.
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on March 24, 2013, 10:41:30 am
Hier some tests

With 2 textures on model


(http://www.imagr.eu/up/514ec8b49cce9_WoWScrnShot_032413_103414.jpg)
http://www.imagr.eu/up/514ec8b49cce9_Wo ... 103414.jpg (http://www.imagr.eu/up/514ec8b49cce9_WoWScrnShot_032413_103414.jpg" onclick="window.open(this.href);return false;)

If i clear the second texture and reconvert everything is fine again.
with one

(http://www.imagr.eu/up/514eca11d03f7_WoWScrnShot_032413_104017.jpg)
http://www.imagr.eu/up/514eca11d03f7_Wo ... 104017.jpg (http://www.imagr.eu/up/514eca11d03f7_WoWScrnShot_032413_104017.jpg" onclick="window.open(this.href);return false;)

Where 2 different model stats.
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh on March 24, 2013, 02:39:05 pm
After some hardcore testing and debugging (i'm unable to reproduce this bug at home for some reasons), the solutions to models that appear broken like Steff's one is... to use OpenGL mode.

Add :
Code: [Select]
SET gxApi "opengl"to your Config.wtf file

Of course it shouldn't be like that. My guess is that polygons in MOPY aren't sorted by the material ID (as it seems to be always the case in Blizzard's WMOs - need confirmation though)

Will work on this later.
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh on March 25, 2013, 12:27:45 am
This should be fixed now in 1.1a.

For the little story about a bug that lasts 3 or 4 days of testing :
The way I handled batches was wrong, relying on the fact that 3DS files have their faces sorted by their material index. This made the vertex start/end shorts in MOBA entries wrong, as the faces weren't refering to vertices in that range.

Where it becomes funny is when this problem never caused trouble on my setup for some unknown reason. We finally saw that forcing the client to use OpenGL was fixing the problem (again, both OpenGL and d3d rendering were working here). So it appears that OpenGL doesn't read all the batches informations unlike d3d that, I guess, uses buffers according to vertex start/end data. I should note it on the wiki but I need to think of a good way to put that :D

The fix consists in using 0 to nVertices - 1 for each batch so the buffer is large enough to not fuck with outranged indices.

Thanks to fean and Steff for your time !
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on March 25, 2013, 07:45:42 am
Will test this this evening.
And thank you for your time ;)
Title: Re: [TOOL] 3ds to WMO
Post by: Jøk3r on March 26, 2013, 09:53:20 pm
Is just tested it again with a door model (yeah i know, it would be better a m2^^) and for some reason It appears green ingame:

(http://i.imgur.com/QlHWtPW.jpg)

I've set a custom texture path to worldcustomdoodadstexturename.blp and packed everything ok oO

Tool version: 1.0c
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on March 26, 2013, 11:42:53 pm
Gamh you are the best ;)

(http://www.imagr.eu/up/5152244b9b553_WoWScrnShot_032613_234154.jpg)
http://www.imagr.eu/up/5152244b9b553_Wo ... 234154.jpg (http://www.imagr.eu/up/5152244b9b553_WoWScrnShot_032613_234154.jpg" onclick="window.open(this.href);return false;)
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on March 27, 2013, 02:20:15 am
We tested it with 4 palyers online and worked fine.

(http://www.imagr.eu/up/5152491ca85d7_WoWScrnShot_032713_021807.jpg)
http://www.imagr.eu/up/5152491ca85d7_Wo ... 021807.jpg (http://www.imagr.eu/up/5152491ca85d7_WoWScrnShot_032713_021807.jpg" onclick="window.open(this.href);return false;)
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh on March 27, 2013, 02:57:45 pm
Nice to hear !

Jok3r : try with the latest version, link in the first post as usual. Else it would go for a bad MPQ and/or path, or a broken texture. If you really can't make it work, paste the logfile or send me your model
Title: Re: [TOOL] 3ds to WMO
Post by: Skullbot on March 28, 2013, 05:02:54 am
Pretty awesome :o

Can anyone post a sample working .3ds ?
I can't even get a pyramid to get converted correctly (http://pastebin.com/kKQwqUMD (http://pastebin.com/kKQwqUMD" onclick="window.open(this.href);return false;))

Or maybe I need to UV Map it ou apply so special treatment ?
Sorry I'm not used to 3DS ^^"
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on March 28, 2013, 08:29:04 am
1. Create a model
2. Convert to editable Poly.
3. Create Standart Texture.
4. Set name to the texture path
5. Add bitmap als texture
6. Deselect real world and give 1 1 tiling
7. Add material to model
8. Add UVM map modifier and set it up. Also deselelect Real world here.
9. Merge the UVM modifier into the model
10. Export the model as .3ds
11. Convert.
12. Add with textures to patch.
Title: Re: [TOOL] 3ds to WMO
Post by: Skullbot on March 28, 2013, 09:43:39 am
Thanks Steff, I'll try that (If i can find where that stuff it is in 3DS 2013 XD)

Maybe someone should make a tutorial somewhere if got enough time ? :D
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on March 28, 2013, 01:24:06 pm
Watch this. Its realy great ;)

https://www.youtube.com/playlist?list=P ... 1271C3F81C (https://www.youtube.com/playlist?list=PL151AFF1271C3F81C" onclick="window.open(this.href);return false;)
Title: Re: [TOOL] 3ds to WMO
Post by: Skullbot on March 28, 2013, 07:17:12 pm
Hey thanks for that Steff, pretty useful !
But I still can't get it working, maybe I'm doing something wrong ? =/
Here da stuff : http://filebeam.com/54342a8a5b977b429da8b3054a8a934b (http://filebeam.com/54342a8a5b977b429da8b3054a8a934b" onclick="window.open(this.href);return false;)
Includes .max, .png, .blp and .wmo

I think that it's the material part dat i'm doing wrong (or the UVW Map thing that I don't really understand, as sometimes it affect UV Mapping, sometimes not o_O)
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on March 29, 2013, 10:53:50 am
I cant load the max file. Its corrupted.
Or to new. I use 3ds 2010.
Title: Re: [TOOL] 3ds to WMO
Post by: elarose on March 29, 2013, 11:20:08 am
Today I had a play with this ..incredible tool.

No issues getting the model in and working with textures mapped.

Just now tested it with vmaps. Vmaps also work. Simply switched out a duskwood model with mine and after rebuilding vmaps it has full los.

Nice work.

I hope you realise just what this means to the community. Most of the tool builders just 'meh' like its nothing. =P


You dont just deserve a hooker..hell have the black temple instead..full of blood elf hookers ;)


@
Quote from: "Skullbot"
   Post subject:    Re: [TOOL] 3ds to WMO    
Hey thanks for that Steff, pretty useful !
But I still can't get it working, maybe I'm doing something wrong ? =/
Here da stuff : http://filebeam.com/54342a8a5b977b429da8b3054a8a934b (http://filebeam.com/54342a8a5b977b429da8b3054a8a934b" onclick="window.open(this.href);return false;)
Includes .max, .png, .blp and .wmo

Likewise, i run max 2008, try giving us a 3ds file. Max files tend to be un-useable after 2 versions.
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on March 29, 2013, 11:56:59 am
@Skullbot: I had a look on your wmo.

1. You have added 6 textures to you model! 0 to 5
2. All textures beside 2 are empty in name and 2 is named box001

You have to NAME the texture with you plb anme with out the extention.
Title: Re: [TOOL] 3ds to WMO
Post by: Skullbot on March 29, 2013, 08:20:44 pm
Here's da 3ds file : http://filebeam.com/734e22f950e602a14a98c10552047a60 (http://filebeam.com/734e22f950e602a14a98c10552047a60" onclick="window.open(this.href);return false;)

I saw that with the WMO 010 Template, there still 6 texture with one named Box001, but I'm pretty sure that I renamed it in the material editor, and that I've only applied one texture. Only the object is named Box001 as of now.
Maybe it's because the Max standard material as some slot for specular map and such ?
Or maybe it's because I don't merge the UVW Map correctly (I click on "Collapse all")

Here's a screenshot before merging :
(http://i.imgur.com/oOqB3uq.png)

I just made a cube from a new & empty scene.

Edit : I noticed I forgot to get the Editable Mesh to Editable Poly, but anyway, it still crashes in Noggit even in Poly.
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh on March 29, 2013, 09:09:23 pm
The WMO created with this 3DS file has only collision-only polygons, which is obviously wrong. I think this is my fault, looking at it.

EDIT : your material is called "WorldWMOrock", just call it rock, and name your texture rock.blp. The file seems to be requiring the material "WorldWMOrock", but the only material you gave is called "W" and its path is "S". MM can't find the material so it apply 0xFF material which will make your model crash

And as you're french, feel free to come on IRC (server Quakenet, chan #modcraft) to ask me if you don't understand something ;)
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on March 29, 2013, 10:33:09 pm
WoW needs textures of the power of 2

128 x 128 , 256 x 256, 1024 x 1024

So resize the texture to 1024 x 1024.
Title: Re: [TOOL] 3ds to WMO
Post by: Skullbot on March 29, 2013, 11:09:20 pm
@Steff : I didn't even checked that, as I downloaded it just to have so seamless texture to test. I though it was already a x² texture -_-"

@Gamh : Why do you think I'm French, is that because of that archive name ? :D

Anyway, I'll come on IRC ;)
Title: Re: [TOOL] 3ds to WMO
Post by: Kelno on March 31, 2013, 11:57:35 pm
If it could help with debugging, about missing polygons, I noted it seemed to only appears at open edges, I fixed these one by one by correctly "closing" the model.

Often it's 2 vertices one above the other, the model then look "closed" but if you move one, you can see it's not (as shown in pics)
Title: Re: [TOOL] 3ds to WMO
Post by: elarose on April 01, 2013, 09:29:36 am
@anyone with the above issue of having vertices together. Use the 'snaps toggle'. Default 3dsmax is world grid. Change to vertex.

Also @ Gamh.

Any slight possibility of in the future having the chance to put in a area id number?  :)

Off the dev wiki

Header for the map object. 64 bytes.
'0x20    uint32       WMO/v17 ID (column 2 in WMOAreaTable.dbc)'

MOGP chunk
0x38    uint32       WMO group ID (column 4 in WMOAreaTable.dbc)

A nice clean way of being able to enter our wmo dungeons/citys with multiple 'area display'

Yes..its like you gave us this amazingly huge pot of gold..and here i am asking 'do we get cookies with that?'

Just thought i would ask, maybe you seen  a way to do that in there. Either way with or without. this tool is incredible. Atm we can use the noggit areaid paint and placing our wmo's over it, still get a rough sort of radar map display of what we are in.

Again..incredible work. =)
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh on April 01, 2013, 02:20:15 pm
I would recommand to wait for Cromon's WmoEdit to be done, as it will probably take such functions. I'll see if I can do it myself otherwise but it won't be a part of MM anyway : it may be a bit confusing to choose indoor/outdoor flags, area ID, etc, without seeing what part of the model the program is talking about, that's why a graphical one could be much easier to use.

Anyway no problems for asking, i'm always willing to hear requests ;)
Title: Re: [TOOL] 3ds to WMO
Post by: LIMEEE on April 08, 2013, 10:27:17 pm
Once again i can't thank you enough Gamh, and i wanted to post 2 new screens,
Now that i can actually import my own models i figured i would start doing a raid or 5man instance just for the fun and i created a pretty basic corridor to test out the scaling and stuff.

(http://i.imgur.com/NvbHi4Ah.jpg)
(http://i.imgur.com/yEq7V9jh.jpg)
Title: Re: [TOOL] 3ds to WMO
Post by: Bjarke on April 08, 2013, 11:16:15 pm
As LIMEEE states; This program is awesome!

And i just want Gamh to know that he did a great job with this program!  ;)
Someday i'll do something serious with it ! :)

(EDIT: Be aware; 3DS max 2013 is bugged, the *.3ds export is broken. Import your model into another program as Milkshape 3D and convert it to *.3ds! Otherwise the model will crash noggit/wow.)
Title: Re: [TOOL] 3ds to WMO
Post by: matija168 on April 08, 2013, 11:56:08 pm
Hi.

So I made a quickish model to make a test of sorts, but the textures in noggit just seem to be...wrong.
Sorry if this was explained before or is a simple thing to fix, but I'm just a newbie in model editing so I'm kind of stuck here for now.

Here's the screens.
Blender render:
(http://i.cubeupload.com/EFJEyi.jpg)

Noggit:
(http://i.cubeupload.com/UmBKSh.jpg)
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on April 08, 2013, 11:57:35 pm
wow nice work guys.

Want you perhaps do some stuff for Maruum ?

:)
Title: Re: [TOOL] 3ds to WMO
Post by: Ascathos on April 09, 2013, 12:13:14 am
Quote from: "matija168"
Hi.

So I made a quickish model to make a test of sorts, but the textures in noggit just seem to be...wrong.
Sorry if this was explained before or is a simple thing to fix, but I'm just a newbie in model editing so I'm kind of stuck here for now.

Here's the screens.
Blender render:
(http://i.cubeupload.com/EFJEyi.jpg)

Noggit:
(http://i.cubeupload.com/UmBKSh.jpg)
Seems to me as if texture coordinates are off again.
Title: Re: [TOOL] 3ds to WMO
Post by: matija168 on April 09, 2013, 08:06:15 pm
So what should I do?
Title: Re: [TOOL] 3ds to WMO
Post by: LIMEEE on April 11, 2013, 02:57:46 am
Just wanted to share some more progress on the corridor(sorry for the horrendes colors)
Well the model is pretty much complete now and i figured i would show my progress so far, even tho there is no proper textures.

(http://i.imgur.com/AQDNzClh.jpg)

(http://i.imgur.com/lQ7deAih.jpg)

(http://i.imgur.com/tGjdlIjh.jpg)


And for Gamh/Everyone else, I would like to share some things that might come in handy if you are planing on doing some large models, After almost getting ass mad of the model not having proper collision (10% of the model had collision) ingame, And i tried to export it over and over again with different settings and doing changes in 3ds, but nothing was working so i tried with having just one corridor part because i thought the exporter had problems handling a big size model and failed at applying the collision correct. ( And yes it did work 100% ingame) But i figured i would test spliting the model up instead of having it as a single mesh,(The reason why i tested this last was because when i exported my old wall model, a splited model would not work after the export as the Z axis would be all messed up for the wmo groups, and that was everything i had to do for the model to work ingame with collision Split the model in parts (wall,roof,floor,pillers etc)

Corridor Part - Works with everything as a single mesh.
(http://i.imgur.com/ILGtkM8.png) (http://imgur.com/ILGtkM8)

Whole Corridor - Does not work as a single mesh.
(http://i.imgur.com/fn0q4fb.png) (http://imgur.com/fn0q4fb)

Splited into part corridor (Ofc everything on the same Z axis) - Does work ingame.
(http://i.imgur.com/xsqgRuE.png) (http://imgur.com/xsqgRuE)
Title: Re: [TOOL] 3ds to WMO
Post by: Mr. DK on April 11, 2013, 02:36:40 pm
Reminds me of minecraft :D Just kidding! Why cant I mage such great wmos :(
Title: Re: [TOOL] 3ds to WMO
Post by: axel0099 on April 11, 2013, 04:00:16 pm
cool proggres mate
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh on April 12, 2013, 09:28:17 pm
Quote from: "matija168"
So what should I do?
No idea, sorry. Try something in the tips given before in the thread, and if it still is wrong you can consider uploading the file and i'll take a look in a few days.

Quote from: "LIMEEE"
(...)
This collision problem may come from my converter, the BSP tree is really dirty and collision was hopefully working after building a fake one... I'll try to get a good tree soon (which will improve rendering speed in the same time)

btw looks great ;)
Title: Re: [TOOL] 3ds to WMO
Post by: matija168 on April 12, 2013, 09:50:33 pm
Quote from: "Gamh"
Quote from: "matija168"
So what should I do?
No idea, sorry. Try something in the tips given before in the thread, and if it still is wrong you can consider uploading the file and i'll take a look in a few days.
Thanks.
Before I go on though, I'd like to ask if it's allowed to have the UV map larger  than the texture, as shown on the picture below.

(http://i.cubeupload.com/qy9xv2.jpg)

It seems to work in blender, though I don't know how WoW handles it
Title: Re: [TOOL] 3ds to WMO
Post by: Crumpet on April 12, 2013, 09:55:10 pm
I'm pretty sure uv mapping like this is universal. If it works like that in blender (which it does) then it's likely to work like that ingame. Only one way to find out definately...
Title: Re: [TOOL] 3ds to WMO
Post by: matija168 on April 12, 2013, 09:58:04 pm
Well, it does work. The textures get quite messy though.
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh on April 12, 2013, 10:20:27 pm
Yeah, unlike what is written in the wiki, it is allowed for WMO (I just edited it). Some Blizzard WMOs have these large UV maps in fact.

For your problem : are you sure to have textures with a power of 2 height and width ? Like 256x256, 1024x1024. I don't know what the client does if you give it BLP that doesn't respect this size format
Title: Re: [TOOL] 3ds to WMO
Post by: matija168 on April 13, 2013, 12:43:17 am
I'm using original Blizz textures used on the ruins of lordaeron, so yeah, 256x256.
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on April 13, 2013, 05:05:26 pm
LIMEEE If you like you can send me the model and i test to get it work easyer. I have done big models and they work fine for me. Clearly II will not give this away or use it myself as long you dont wnat this :)
Title: Re: [TOOL] 3ds to WMO
Post by: LIMEEE on April 13, 2013, 05:23:58 pm
Well Steff as i did write in my post i actually figured out how to fix the collision by spliting the model and i wrote / posted pictured explaining how to do it also, So i don't need any help with that, thanks anyway tho. ^^

Btw will post a few screens with all the textures later or in a few days.
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on April 13, 2013, 11:32:40 pm
But this way is not realy easy if you want to position the wmo also I dont know if this is very good for client performance. But if you dont wnat to , I dont to push me :)
Title: Re: [TOOL] 3ds to WMO
Post by: LIMEEE on April 14, 2013, 02:32:44 am
Quote from: "Steff"
But this way is not realy easy if you want to position the wmo also I dont know if this is very good for client performance. But if you dont wnat to , I dont to push me :)


I don't really think you understood my post, I don't export the model as different parts, I just split it up so i have More meshes in 3ds (Aka Wmo groups) after the export, it is still a single wmo ^^
Title: Re: [TOOL] 3ds to WMO
Post by: TheBuG on April 14, 2013, 12:01:44 pm
I gave it a try and it works. But is there any chance you could add a file converter for textures for the lazy people (a la me)? It's not a huge issue ofcourse as there are plenty of BLP converters but it'd be a nice touch.
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh on April 14, 2013, 04:45:24 pm
Quote from: "TheBuG"
I gave it a try and it works. But is there any chance you could add a file converter for textures for the lazy people (a la me)? It's not a huge issue ofcourse as there are plenty of BLP converters but it'd be a nice touch.

Not sure about what you mean. If it's about adding a BLP converter inside MM, I guess the answer is no as it just needs a click or two to convert all the textures with an external BLP converter (moreover I never even opened a BLP in an hex editor)

Here's a script (tweaked from another one on this forum) that converts every PNG to BLP (or BLP to PNG) in a directory :

Code: [Select]
echo off
SET count=1
FOR /f "tokens=*" %%G IN ('dir /b') DO (call :s_do_sums "%%G")
pause
GOTO :eof

:s_do_sums
echo %count%:%1
:: PLEASE SET THIS TO YOUR LOCATION OF BLPCONVERTER.EXE
"D:pathtoyourBLPConverter.exe" %1
set /a count+=1
GOTO :eof
pause

Paste it in a .bat file and launch it in the directory where your textures are, and don't ask me how it works because I have no idea :oops: . The BLPConverter.exe is somewhere on this forum, and I don't really want to include a soft I didn't write in the Bitbucket archive.

Is that sufficient ? ;)
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on April 14, 2013, 04:55:51 pm
meshes in 3ds (Aka Wmo groups) after the export, it is still a single wmo ^^

Every singel mesh will get an own subwmo. And having many subwmos in same place is not usefull

Ill merge all models together on end to one big poly
Then I use the split plane and cut th model into "cubes" of sme sice.
If you export them now every cube is one subwmo
Thats then the same Blizzard do it
And Cubes that are not in render directiondont get rendert.
Title: Re: [TOOL] 3ds to WMO
Post by: elarose on April 14, 2013, 09:54:32 pm
@ gamh.

Testing so far has revealed, its not the 'size' nor length' or even poly count. Its trying to use to many rounded  objects or with smoother groups on them, combined with normal boxy objects together.

Honestly i havent had any issue with it, ive handled models with 30K+ polys no problem. long models, large models, it just works totally fine. I think your right about the bsp, but on the other side of things, people also have to realise this is warcraft, and while its easier to make an object in max with tons of polys and it looks amazing, than it is to create something low poly that looks amazing, its not realistic. We arent modeling for f.e.a.r.3 or something here, and also thats the great thing about wow, its playability for older pc's due to the way its made.

(reminds me of call of duty mapping days, when a guy made a model..and didnt use texture as detail, but instead..modeled every single detail in 3d and wondered why his framerates were nearing zero)

If you want to test a rounded object smoothed collision error, create a spring, give it  many  turns, nurms smooth it. Enjoy the collision being really funky.

Dont even have to nurms smooth, just get a blizz model with lots of rounded objects, merge the mesh and voila. Again funky. Splitting it of course works.

^With this, you can create another model, same height. dimensions..poly count, just not a spring or smoothed object, and its perfectly fine.

If you want tests on any future releases of this tool  just message me by all means.  I have been a part of many total conversions in my ten years of game modifying, used 3dsmax extensively within that period, and would gladly perform mundane tasks of testing, for a tool that we so needed such as this.

Much respect.
                        -Elarose
Title: Re: [TOOL] 3ds to WMO
Post by: fearless_wind on April 29, 2013, 05:55:56 pm
I have a problem, when I start to convert my model there are an error: http://clip2net.com/s/4ZH2Q9 (http://clip2net.com/s/4ZH2Q9" onclick="window.open(this.href);return false;)
Does anybody know any solution?
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh on May 01, 2013, 12:37:47 pm
You're not using the last version (this error has been changed, private jokes are bad :D ). If it still occurs, it's thrown when an ofstream fails to open a file, so the error comes more likely from your environment than from MM. Be sure nothing is using the output file in write-mode, or try to move the file on another drive.

@elarose : thank you, I'll remember that !
Title: Re: [TOOL] 3ds to WMO
Post by: Pan21 on May 16, 2013, 02:12:29 am
Hello, Its been sometime since i have posted on these forums XD but i decided to try to convert my first Cataclysm object ((Stormwind)) for my RP server and so far i have managed to get it into 3ds and all the textures show up on that but when i convert it i simply recieve this in the Log...

Code: [Select]
C:/Users/Zach/Desktop/SW cath - Copy.max loaded.
Length : 23961600.
Unknown chunk skipped (id = cfd0, size = 2980175889) !
0 objects have been found.
WARNING : offset is not where it should !


I have no clue what im doing XD anyone know why this is occurring and how to fix it :)


PS: im amazing at noggit but suck at this XD
Title: Re: [TOOL] 3ds to WMO
Post by: phucko1 on May 16, 2013, 07:55:38 am
Dude why does it say it loaded Copy.MAX?
Title: Re: [TOOL] 3ds to WMO
Post by: Pan21 on May 16, 2013, 01:16:40 pm
Quote from: "phucko1"
Dude why does it say it loaded Copy.MAX?


Copy was just part of the File title and .max is the file type it was saved as.
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on May 16, 2013, 01:19:53 pm
Yea and the converter converts waht format?

.3ds to .WMO


No .max ;) So wrong source format.

And be4fore you run in next problem. .3ds only support texture names not longer then 8 chars for name and 3 digits extention. So you have properly to rename yours.
Title: Re: [TOOL] 3ds to WMO
Post by: Pan21 on May 16, 2013, 07:29:20 pm
When I export the model from max to 3ds I loose all textures on the model. It turns into a grey model if you open it back up in 3ds
Title: Re: [TOOL] 3ds to WMO
Post by: fearless_wind on May 16, 2013, 07:47:11 pm
Try to convert it and look at it ingame. Maybe ingame it will be normal.
Title: Re: [TOOL] 3ds to WMO
Post by: Pan21 on May 16, 2013, 07:52:10 pm
There in lies another problem I have yet to tackle....  I have 0 clue how to even get it Into noggit.
Title: Re: [TOOL] 3ds to WMO
Post by: fearless_wind on May 16, 2013, 08:00:29 pm
1) Convert
2) Put all files into your project folder
3)Add a path to the main model into imports.txt in Noggit folder
4) In Noggit: Assist - From Text File - Your model name.
Title: Re: [TOOL] 3ds to WMO
Post by: Pan21 on May 16, 2013, 08:03:52 pm
Quote from: "fearless_wind"
1) Convert
2) Put all files into your project folder
3)Add a path to the main model into imports.txt in Noggit folder
4) In Noggit: Assist - From Text File - Your model name.


I tried that but it just does not spawn.
Title: Re: [TOOL] 3ds to WMO
Post by: fearless_wind on May 18, 2013, 06:26:01 am
Gamh, can you add a support of external/internal meshes and light editor? For what it need: all the lighting in WMOs is divided into 2 types - external and internal. When you're inside a model, you can see internal light, but no external. That's like Blizzard WMOs work. Also light editor would be awesome. I mean an editor wich allows us to change the colour of light and etc. There is a test model in MPQs with all types of lighting, you can explore it and then add to your converter. As I remember, it's called lighttest.wmo
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on May 18, 2013, 10:08:36 am
You should ask this cromon to add to wmoEdit. This is an convertor ;)
Title: Re: [TOOL] 3ds to WMO
Post by: fearless_wind on May 18, 2013, 12:50:12 pm
Lighting editor - maybe. But internal/external meshes selector must be in converter because it's different flags (external/internal), so I guess they can't be changed after convertion.
Title: Re: [TOOL] 3ds to WMO
Post by: matija168 on May 18, 2013, 11:51:03 pm
Is there any chance this tool will add support for outranged coords?

Blizz uses them on their models, tho the UVmap gets screwed up when I try.

It would make editing Blizz models much easier.
Title: Re: [TOOL] 3ds to WMO
Post by: LIMEEE on May 19, 2013, 03:43:28 pm
Well i did say i was gonna post some screenshots with textures, My progress on the custom instance is pretty much zero right now as i don't want to continue when i can't get the model to work with 100% collision,

I most say it looks really empty and boring without any light and m2 groups, but i will start on that when the collision of the exporter works a bit better.
Click to make bigger:
(http://i.imgur.com/zyUKXTe.jpg) (http://imgur.com/zyUKXTe)

(http://i.imgur.com/2mCFFZH.jpg) (http://imgur.com/2mCFFZH)

(http://i.imgur.com/8M89XB9.jpg) (http://imgur.com/8M89XB9)
Title: Re: [TOOL] 3ds to WMO
Post by: fearless_wind on May 19, 2013, 04:04:57 pm
Nice. I guess there are bugs with collision on ladders, aren't there?
Title: Re: [TOOL] 3ds to WMO
Post by: LIMEEE on May 19, 2013, 04:13:17 pm
Quote from: "fearless_wind"
Nice. I guess there are bugs with collision on ladders, aren't there?
There is a collision error on the whole model, about 2 pillars have collision, so has nothing to do with the "stairs"
Even if i split the model up in 10 parts only 80% of it have collision, and that is not good enough in the long run having about 300 wmo parts is not good. I tired for about 4-5 hours yesterday to fix the collision problem i did pretty much everything i could think of that might mess it up, but i can safely say that there is nothing wrong with my model, it's the way the converter handles collision, And the corridor only has like 10-14k polys and that is nothing if you compare it to some of the models blizzard have done.
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on May 19, 2013, 04:14:56 pm
Hmm my model works full with collision. I also have pillars and stairs and many other stuff inside.
Looks very nie btw!
Title: Re: [TOOL] 3ds to WMO
Post by: LIMEEE on May 19, 2013, 04:18:00 pm
Quote from: "Steff"
Hmm my model works full with collision. I also have pillars and stairs and many other stuff inside.
Looks very nie btw!
Can you please upload a image of you're wmo i want to see the size and how much polys does it have?.
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on May 19, 2013, 05:04:15 pm
(http://www.imagr.eu/up/5198e9af832f5_ruinTest.jpg)
http://www.imagr.eu/up/5198e9af832f5_ruinTest.jpg (http://www.imagr.eu/up/5198e9af832f5_ruinTest.jpg" onclick="window.open(this.href);return false;)

By fare not so nice as your great work.;)]

Right there are the stairs and on the left bottom room you see the top of the pillars.

(http://www.imagr.eu/up/5198eaa4ccbdd_WoWScrnShot_051913_170654.jpg)

(http://www.imagr.eu/up/5198eafc91825_WoWScrnShot_051913_170831.jpg)

(http://www.imagr.eu/up/5198eb3e7c0e8_WoWScrnShot_051913_170935.jpg)
Title: Re: [TOOL] 3ds to WMO
Post by: LIMEEE on May 19, 2013, 05:08:31 pm
Thanks Steff, Well you're model is bigger then mine but mine is more complex and i have about 9-14k polys and you're has 1,5k So i guess that is the problem the converter can't handle all the polys, hopefully Gamh can fix that as 9-14k polys are nothing compared to a full blizzard raid model ^^

(http://i.imgur.com/LHHyqcC.png) (http://imgur.com/LHHyqcC)

EDIT, They can Steff i have imported plenty of blizz models to check my self some of them have over 20k depending on size, And like i said does not matter if i split the model up into parts there is still a collision issue, So it is the converter that can't handle it, Even Gmah said the "tree" is really bad and he was gonna fix it.

And if the converter can't handle more then 2k polys you can't make anything decent with it anyway, you're model is made up with squares and cylinders that works as a temp model but its not something i personally would use as a complete model.
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on May 19, 2013, 05:11:07 pm
Perhaps blizzard cant handel to much polis in a part model?
I dont think that its the convertor.
Title: Re: [TOOL] 3ds to WMO
Post by: axel0099 on May 19, 2013, 10:21:12 pm
woah great work all :)
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on May 19, 2013, 10:48:13 pm
My stuff is only testing around to find bondarys. LIMEES work is realy Impressiv ;)
Title: Re: [TOOL] 3ds to WMO
Post by: Crumpet on May 20, 2013, 02:50:23 am
Quote from: "LIMEEE"
Thanks Steff, Well you're model is bigger then mine but mine is more complex and i have about 9-14k polys and you're has 1,5k So i guess that is the problem the converter can't handle all the polys, hopefully Gamh can fix that as 9-14k polys are nothing compared to a full blizzard raid model ^^

(http://i.imgur.com/LHHyqcC.png) (http://imgur.com/LHHyqcC)

EDIT, They can Steff i have imported plenty of blizz models to check my self some of them have over 20k depending on size, And like i said does not matter if i split the model up into parts there is still a collision issue, So it is the converter that can't handle it, Even Gmah said the "tree" is really bad and he was gonna fix it.

And if the converter can't handle more then 2k polys you can't make anything decent with it anyway, you're model is made up with squares and cylinders that works as a temp model but its not something i personally would use as a complete model.

Despite whether it's the converter's issue or not your model is a little ... urm... inefficient. Theres plenty of room for a good retopologizing there, you can probably reduce your poly count by at least a quarter without loss of detail. Models of that kind of poly count only started to be commonplace in MoP, and thats when the polycount is necessary. The current engine can probably handle it, but it isn't going to work as well as it will with a model which has less polygons.
I really like the model by the way, looking good :)
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh on May 20, 2013, 03:30:08 pm
@fearless_wind : if you're talking about the indoor/outdoor flag, Cromon's WMO Editor allows you to edit them iirc. I didn't found any flag or info in the 3DS format that could be used to do it automatically. I'll take another look though.

@matija168 : it's already ok with outranged UV maps, download the last version :)

@LIMEEE : pm'd you. Glorious screenshots !
Title: Re: [TOOL] 3ds to WMO
Post by: matija168 on May 20, 2013, 10:27:46 pm
Thanks for the info. However, the converter I downloaded from bitbucket did not fix my issue.
EDIT: I found the issue, and the new version did actually fix it. Thanks for the info.
Title: Re: [TOOL] 3ds to WMO
Post by: fearless_wind on May 21, 2013, 09:31:58 pm
Converted some models from Might And Magic Heroes 6 :) Thanks for such an awesome tool)
(http://clip2net.com/clip/m217928/1369164590-clip-144kb.jpg?nocache=1)
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on May 22, 2013, 06:48:43 am
Wow looking great :-)
Even if only converted,  could look god in angame enfironment.
Title: Re: [TOOL] 3ds to WMO
Post by: fearless_wind on May 22, 2013, 12:23:08 pm
Yes, it's converted, but with some my additions, I added a bottom to a merchant wagen and now I'm adding inside part of the wagen to make it better. Also I plan to work with textures to make it look wow-style)
Title: Re: [TOOL] 3ds to WMO
Post by: ferreon on May 28, 2013, 04:53:55 pm
I have my Wmo files but noggit don't add it.
Title: Re: [TOOL] 3ds to WMO
Post by: fearless_wind on May 28, 2013, 06:52:47 pm
Describe your issue. What does Noggit do? You're clicking on import but nothing changes?
Title: Re: [TOOL] 3ds to WMO
Post by: ferreon on May 28, 2013, 07:02:06 pm
Im in a custom continent, I click on Assist>from text file, I click on my custom wmo (The path is correct), noggit stop 2 seconds (like loading the wmo) but not appear.

PD: Blizz Wmo's don't appear neither. (Of course F6/ Wmo view is on)
Title: Re: [TOOL] 3ds to WMO
Post by: fearless_wind on May 28, 2013, 08:19:49 pm
Do the modcraft tutorial and install your noggit correctly.
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on May 28, 2013, 09:55:58 pm
Have you made a patch with your model inside  and added this to your noggit wow folder?
Else noggit dont find it.
Title: Re: [TOOL] 3ds to WMO
Post by: ferreon on May 29, 2013, 12:15:49 am
My noggit is installed correctly.

WorldWmoferreon.wmo (folders inside my wow folder)

the noggit log: http://pastebin.com/Vm2QkQXt (http://pastebin.com/Vm2QkQXt" onclick="window.open(this.href);return false;)
Title: Re: [TOOL] 3ds to WMO
Post by: Steff on May 29, 2013, 07:09:21 am
Folders?  Patch!
Title: Re: [TOOL] 3ds to WMO
Post by: fearless_wind on May 29, 2013, 07:30:44 am
I always add my models into project folder and everything is normal.
Title: Re: [TOOL] 3ds to WMO
Post by: Insanity on May 29, 2013, 02:02:27 pm
Does the wmo appear in your wowmodelviewer?

And you added the wmo to a patch mpq file like this
[attachment=1:151cmr9d]Patch.jpg[/attachment:151cmr9d]

Did you also set the file path in the 3ds WMO tools
[attachment=0:151cmr9d]WMO.jpg[/attachment:151cmr9d]
Title: Re: [TOOL] 3ds to WMO
Post by: Malice on May 29, 2013, 06:09:07 pm
Insanity,what version of converter do you have?
I don't have a texture path editor
Title: Re: [TOOL] 3ds to WMO
Post by: Ascathos on May 29, 2013, 08:16:24 pm
Quote from: "Tindashi"
Insanity,what version of converter do you have?
I don't have a texture path editor
Probably the newest ?
Title: Re: [TOOL] 3ds to WMO
Post by: Malice on May 29, 2013, 09:07:05 pm
Where can i download it?
I've found only that version(
Title: Re: [TOOL] 3ds to WMO
Post by: matija168 on May 30, 2013, 12:25:32 am
It is on the bitbucket link provided.
Title: Re: [TOOL] 3ds to WMO
Post by: ferreon on May 30, 2013, 12:40:47 am
New version dont open in my computer , no errors, execute like admin but no...

Ferreon.
Title: Re: [TOOL] 3ds to WMO
Post by: fearless_wind on May 30, 2013, 10:11:06 am
I guess there are some letters in the path to .exe which are not english (I had such a problem with Russian letters in the path to exe or model)
Title: Re: [TOOL] 3ds to WMO
Post by: fearless_wind on May 30, 2013, 10:11:53 am
Give me one of your models, II try to convert it. Maybe the problem is in the model itself.
Title: Re: [TOOL] 3ds to WMO
Post by: matija168 on June 01, 2013, 12:19:38 am
Or you simply lack the DLLs which is simply fixed by adding them manually.
Title: Re: [TOOL] 3ds to WMO
Post by: Gamh on June 16, 2013, 09:22:13 pm
Some news !

Version 1.1b is now downloadable and it brings a basic OBJ import. Before you jump on it and make everything crash, be sure to read these rules (http://egamh9.net/dev/mm/index.php#obj) about what kind of OBJ files MM can read.

It may be useful for people who have problems with some 3DS Max versions, as Autodesk seems to consciously break retro-compability (yeah, adding the string "Autodesk" at the beginning of the vertex list chunk is a fucking progress) and 3ds format is getting more and more a pain to parse.

What's next ?

- I tried to get a good BSP tree but I'm not satisfied with it. And actually the game isn't satisfied either as it violently crashes on tested models. Still working though, when the motivation is there.
- Some people asked for light support. Why not, but OBJ doesn't support lights and 3DS supports them badly and without caring about groups, which is important for WMO. So I'll have to think of a solution.

Finally, thanks to the people on this thread who help when I'm not there :)

(http://egamh9.net/misc/wow/tests_wmo/obj_portal_button.jpg)
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: PhilipTNG on July 29, 2013, 03:31:28 pm
Hey Gamh, thanks a billion for the tool. you wouldn't happen to have a donation link somewhere would you?

(http://puu.sh/3OxKT.jpg)

It's a tad bit large, I'll probably rescale it later if it's not noggit compatible, still haven't tried to import it yet.]
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: Gamh on August 01, 2013, 07:21:10 pm
Hey people, it's time for another release, probably the last if there's no big problem. I'm working an another, smaller project for WMO and I'll post about it soon.

This release bring a BSP tree generator, and should help maintaining a correct collision calculation for your bigger models. If you are concerned and want to use it efficiently, READ THE FOLLOWING.

In the settings window, there are two options : a checkbox for creating a bsp tree, and a spinbox to choose an obscure "max leaf size" parameter, or something.

- If "Add collisions" is checkable and checked, MM will build a single-leaf BSP tree. For (really) tiny or simple models, it should be enough.

- If "Generate BSP tree" is checked, MM will calculate a BSP tree for the model. It's not long, but it's a complicated task and it's damn hot right here so I'm not 100% sure that what I wrote won't break soon. Sorry about that.

The BSP tree generator will take the value you gave in the settings as a maximum for the leaf evaluation. Example : you gave 100, then no leaf will have more than 100 faces referenced. Smaller values creates more complex trees.

What number should you take ? The default value (300) is sufficient for almost any model. The average Blizzard model has leaves with around 42 faces referenced. (yep, 42).
For bigger models, and if you have collision issues, you can set a higher value, like 600, 1000 or 2000. For your information, the biggest leaf found in a blizzard model contains 2155 references in a single leaf (GiantBattle.wmo). Try not to go way beyond that, or the client will have problems calculating collision.

And finally, if this release is useful for you, give a big shoutout to Tharo for being awesome at helping me with this generator. Really, he did the biggest part of this.

@AnthonysToolbox : nah, it's kind of you but i'm doing this for fun and learning (although these trees were not fun at all)
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: MR. Farrare on August 01, 2013, 08:27:19 pm
ty
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: PhilipTNG on August 05, 2013, 06:34:17 pm
@Gamh: Awww, Alrighty, no worries. anyway I did a Firelands wmo as well as a Throne of the TIdes that's not from Cata beta, still need to furnish it with gobjects but that'll come later maybe.

Firelands_Canopy


[youtube:2bf5otwi]http://www.youtube.com/watch?v=LRvTDj7Jdlc[/youtube:2bf5otwi]

Throne of The Tides (WIP) - Vlog


[youtube:2bf5otwi]http://www.youtube.com/watch?v=liA2WTDYI10[/youtube:2bf5otwi]

And something a little out of the normal spectrum


[youtube:2bf5otwi]http://www.youtube.com/watch?v=CrltitCbvGM[/youtube:2bf5otwi]
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: Steff on August 06, 2013, 10:31:13 am
Thanks to Tharo. NIce to see that finaly there is some working together profit ;)
And also big Thanks to you for the worl to :)
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: LIMEEE on August 08, 2013, 03:52:38 am
AnthonysToolbox, I also had the problem with Transparency on textures, but i had a talk with Gmah, And he found a solution for it. However it seems like he can't put it into mirrormachine, you need to manual adjust the wmo file in hex, and change the blend mode from 0 to 1. for the material with that kind of texture. As i don't have any Hex knowledge at all, i can't explain to you how to do it, but maybe Gmah can write down a short tutorial about it.
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: TheBuG on August 08, 2013, 01:55:24 pm
Quote from: "LIMEEE"
AnthonysToolbox, I also had the problem with Transparency on textures, but i had a talk with Gmah, And he found a solution for it. However it seems like he can't put it into mirrormachine, you need to manual adjust the wmo file in hex, and change the blend mode from 0 to 1. for the material with that kind of texture. As i don't have any Hex knowledge at all, i can't explain to you how to do it, but maybe Gmah can write down a short tutorial about it.

It can most likely be done using 010 Editor together with the WMO template. Should be easy enough. I'll see if I can create a quick picture guide.

Edit: Picture guide not happening. However, when you open your WMO with 010 Editor and run the WMO template you should do the following (I think).

Browse through the template to the settings of the required texture. This should be:

Code: [Select]
struct wmo_file/struct MOMT momt/Here you'll find the settings for every texture in your WMO. Just open up every "struct MOMT_Entry entry

Once you found the texture you'll have to change the vlue of "UINT32 blendMode" from "0" to "1".
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: Gamh on August 08, 2013, 03:45:05 pm
Thanks, that's it, except :
Quote from: "TheBuG"
Once you found the texture you'll have to change the vlue of "UINT32 blendMode" from "1" to "0".
You have to write 1 instead of 0 if you want textures with alpha channel to work correctly.
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: TheBuG on August 08, 2013, 06:31:23 pm
Quote from: "Gamh"
Thanks, that's it, except :
Quote from: "TheBuG"
Once you found the texture you'll have to change the vlue of "UINT32 blendMode" from "1" to "0".
You have to write 1 instead of 0 if you want textures with alpha channel to work correctly.

Ah, sorry, I'll fix it.
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: PhilipTNG on August 13, 2013, 03:03:25 am
@ LIMEEE, TheBuG, Gamh: Thankyou so much!!  I'll use/try it on my later projects when I get there and will be sure to post back here to let you guys know how it goes. ^_^

Currently trying to grab a scene from Devil May Cry 3 and Chunli's stage from Street Fighter 4.

Anyway just did a quick test and here's the alpha maps in action:

(http://puu.sh/40D3e.jpg)

before it would have a white backing to it, which made it look like a bag, and I actually liked it like that more, but this was just a test. reverting th is particular texture back now.

That picture is a snippet from this model:

(http://puu.sh/40D6X.jpg)

(http://puu.sh/41zOM)

(http://puu.sh/41CuP)
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: ProfVice on August 20, 2013, 09:22:46 pm
Ok first Thx for this awesome tool, test it a little bit with selfmade blender objects... but my skills are to low for nice buildings  :D

so i tried to convert MoP WMOs to Wotlk WMOs but i've got a problem.
When i extract the WMOs with an MPQ editor, ive got a WMO file so ists not convertable by the tool, but when i extract the WMO via modelviewer als Obj, the tool wont convert it to the Wotlk WMO.
So can anyone post a guide how to extract MoP buildings right and convert it to wotlk? I would love it to play with Pandaria Huts  ;)

hope for help and say thx
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: PhilipTNG on August 21, 2013, 03:00:51 am
Quote from: "ProfVice"
Ok first Thx for this awesome tool, test it a little bit with selfmade blender objects... but my skills are to low for nice buildings  :D

so i tried to convert MoP WMOs to Wotlk WMOs but i've got a problem.
When i extract the WMOs with an MPQ editor, ive got a WMO file so ists not convertable by the tool, but when i extract the WMO via modelviewer als Obj, the tool wont convert it to the Wotlk WMO.
So can anyone post a guide how to extract MoP buildings right and convert it to wotlk? I would love it to play with Pandaria Huts  ;)

hope for help and say thx

You have to convert the obj file into a workable obj file that the converter will accept.

View My Tutorial here, it is for people that have moved past the beginner phase, but still pretty fresh with things,  so it's over explained for that reason:

http://www.youtube.com/watch?v=5wg42fYmxNA (http://www.youtube.com/watch?v=5wg42fYmxNA" onclick="window.open(this.href);return false;)

As for Pandaria houses and such, use Machinima Studio, it's a cheap and much better model viewer/extractor than WoW ModelViewer naturally since Machinima Studio is a Trial/purchase type of software where as WMV is opensouce and free.

I use Machinma Studio.

Here's to show that I'm not just thorwing words around.
http://www.youtube.com/watch?v=3VjWlkn3CqA (http://www.youtube.com/watch?v=3VjWlkn3CqA" onclick="window.open(this.href);return false;)

(http://puu.sh/46StM.jpg)
(http://puu.sh/46Spq.jpg)
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: ProfVice on August 21, 2013, 03:20:55 pm
Thanks a lot, i will try Machinima Tools.

And a very good Video!

Edit:
Ok tried it again and got some probs...
this 2 houses were extractet with Machinima Studio Premium, all textures well placed but there is a secound hull of textureless polygones dont know why.
(https://lh5.googleusercontent.com/--5yBZf33rkY/UhT2E9F0eCI/AAAAAAAAAa0/5rfQKVEEnn4/w1588-h842-no/WoWScrnShot_082113_191400.jpg)

and this one is made with extractet model from modelfiewer, the texturebug is also in modelviewer

(https://lh3.googleusercontent.com/-GnzzKZZBmN4/UhT2Fp7_MWI/AAAAAAAAAa8/QAoDbLvmO60/w1588-h842-no/WoWScrnShot_082113_191411.jpg)

so pls can anyone help?


Edit: Problem solved... it was the collision vertice from machinima  :oops:


play a little bit with export function of Machinima Studio

A House from Warhammer online in WoW... but without indoor area

(https://lh6.googleusercontent.com/-B6eRW7syjEg/UhVzCnG2TYI/AAAAAAAAAcM/93ikQqdCrM4/w1497-h842-no/WoWScrnShot_082213_040901.jpg)

(https://lh3.googleusercontent.com/-ip4vPBl73l8/UhVzCwRIpGI/AAAAAAAAAcU/eSSSQiTc70k/w1497-h842-no/WoWScrnShot_082213_040906.jpg)

A Little tip: When you export the models and import it to blender, you must flip the normals off every mesh to get the textours to the right direction (i hope you understand this, sry my bad english)

oh and the Diner of Fallout meets WoW:

(https://lh5.googleusercontent.com/-5M17aHB08FE/UhV6_3adcGI/AAAAAAAAAdA/hs_rO6NE7Fs/w1588-h842-no/WoWScrnShot_082213_044306.jpg)
just a little problem with transparency
(https://lh6.googleusercontent.com/-sZgMRKv7CqE/UhV7AfFW2dI/AAAAAAAAAdI/ZH66DHEDjFQ/w1588-h842-no/WoWScrnShot_082213_044325.jpg)
panda nuclear bar of disaster....

Edit again: oh here the download, it include only a Pandaren Hut, the Diner, the Warhammer Building and a Warhammer Mortar. You must create your own dbc when you will place them ingame.
the directory lines for dbc and noggit input.txt

Mortar: meinewmospa_house1.wmo
Pandaren Hut: meinewmoshaus1.wmo
Warhammer house: meinewmosmerchant.wmo
Fallout 3 Diner: meinewmosdiner.wmo

Download: Here (https://mega.co.nz/#!KJRQmDqK!EWzFwlHKEGXhJzNxYbX85ABccrEw2iO70G6jiklfhAIurl)
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: nrj45 on October 20, 2013, 03:05:17 pm
Help please, what's the problem I do not understand, here's a log of conversion:

OBJ_import.log:
C:/Users/Admin/Desktop/New models/caffediner/Diner Restaurant/Diner Restaurant/Diner_Restaurant.obj loaded.
1: unknown data (#, # Blender v2.68 (sub 0) OBJ File: '')
2: unknown data (#, # http://www.blender.org) (http://www.blender.org)" onclick="window.open(this.href);return false;)
3: MATERIAL LIBRARY Diner_Restaurant.mtl required (path : C:/Users/Admin/Desktop/New models/caffediner/Diner Restaurant/Diner Restaurant/Diner_Restaurant.mtl)
4: OBJECT #0 called Diner_Restau
10419: the following faces use the material mh_dinerdetm
10420: unknown data (s, s off)
10528: the following faces use the material mh_dumbodinn
10807: the following faces use the material ks_dinermet
10814: the following faces use the material diner_doordi
10885: the following faces use the material alumoxalumox
11070: the following faces use the material dinersigndin
14075: the following faces use the material ks_dinermet1

OBJ_mtllib_import.log:
4: MATERIAL #0 : alumoxalumox
5: shininess (unused) = 92.1569
6: ambient color parsed
7: diffuse color parsed
8: specular color (unused) parsed
12: texture path : Texturealumoxalumox.png
14: MATERIAL #1 : diner_doordi
15: shininess (unused) = 92.1569
16: ambient color parsed
17: diffuse color parsed
18: specular color (unused) parsed
22: texture path : Texturediner_doordi.png
24: MATERIAL #2 : dinersigndin
25: shininess (unused) = 92.1569
26: ambient color parsed
27: diffuse color parsed
28: specular color (unused) parsed
32: texture path : Texturedinersigndin.png
34: MATERIAL #3 : ks_dinermet
35: shininess (unused) = 92.1569
36: ambient color parsed
37: diffuse color parsed
38: specular color (unused) parsed
42: texture path : Textureks_dinermet.png
44: MATERIAL #4 : ks_dinermet1
45: shininess (unused) = 92.1569
46: ambient color parsed
47: diffuse color parsed
48: specular color (unused) parsed
52: texture path : Textureks_dinermet1.png
54: MATERIAL #5 : mh_dinerdetm
55: shininess (unused) = 92.1569
56: ambient color parsed
57: diffuse color parsed
58: specular color (unused) parsed
62: texture path : Texturemh_dinerdetm.png
64: MATERIAL #6 : mh_dumbodinn
65: shininess (unused) = 92.1569
66: ambient color parsed
67: diffuse color parsed
68: specular color (unused) parsed
72: texture path : Texturemh_dumbodinn.png


Blender:
(http://f4.s.qip.ru/7FlHWylX.png)

(http://f3.s.qip.ru/7FlHWylZ.png)
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: PainSavior on October 21, 2013, 04:14:22 am
I love the program, great work man.

I do have a rather important question though.

I kind of understand what the Indoor / Outdoor check box is for, I guess it says that the certain wmo groups use indoor lighting, and aren't affected by the outside light... but how do we edit the inside light?
How can you add lighting to the WMO's?...
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: Gamh on October 21, 2013, 08:01:21 pm
Quote from: "ProfVice"
just a little problem with transparency
If you have some experience with WMO, you can fix this by switching the blendmode flag (http://www.pxr.dk/wowdev/wiki/index.php?title=WMO#MOMT_chunk) to 1 in the broken glass materials. Should work.

Quote from: "nrj45"
Help please, what's the problem I do not understand, here's a log of conversion
You didn't even asked anything, how am I supposed to know what's your problem ?

Quote from: "PainSavior"
I kind of understand what the Indoor / Outdoor check box is for, I guess it says that the certain wmo groups use indoor lighting, and aren't affected by the outside light... but how do we edit the inside light?
How can you add lighting to the WMO's?...
I'm not sure to know how to edit lights. I think outdoor uses almost only spot lights (MOLT) and to a very little extent (or not at all) vertex colors (MOCV).

Inside colors uses vertex colors, and there is no way to add it at the moment. I want to add this though.

I have a lot to do with college since september and can't work on this, I'll try to get back to it before the end of the year.
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: PainSavior on October 21, 2013, 09:58:28 pm
That's good man, kill it up in school!

Well shoot.. I knew it couldn't be something easy : P
Cause I spent hours last night searching for how it works.

It's definitely some subject in the WMO itself... I just don't see what it is in hex, cause it's not really written on the wiki either.
When you take a strictly wow WMO - > OBJ then convert back it, it doesn't have the lighting anymore I'm pretty sure.

Is there a cheap fix to this? ..
Like..  regardless checking the inside objects to inside, and leaving the shell of the building to outside...
and
Then maybe changing the M2's to have a larger light attenuation / intensity.. and placing them inside the building?

I can't really figure it out.
It doesn't seem like the m2's affect the WMO at all =/
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: Gamh on October 22, 2013, 01:19:03 am
Unfortunately no, OBJ has no clue about lighting (but anyway, so does this converter).

Setting your WMO indoor is likely to crash as the converter can't generate portals from nothing, and portals are mandatory to link indoor to outdoor parts. I thought about a system for this.
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: PainSavior on October 22, 2013, 09:55:21 pm
That's a shame man.. but you know, get to it when you can! It'd make this program a thousand times better. It doesn't seem like there's alot of other options out there. This is a major thing though, cause we can't have custom building's like WoW, with lights inside without this..

Well anyway I'm trying to figure out an alternative to verter coloring cause apparently that's not possible.. maybe something with M2s? Or hex editing..

Quote
I started a topic on it: http://modcraft.io/viewtopic.php?f=7&t=6456&view=unread#unread

If you know anything at all about the subject, and what might be a solution please post something in the topic, or on here.

Thanks Gamh.
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: Putte08 on January 28, 2014, 08:44:27 pm
I'd like to start using this tool like everyone else and go crazy with it. But I've stumbled upon this error when I try to spawn my WMO in noggit (any version), anyone have an idea what I've done wrong?

[Error] There was an exception of type "SIGSEGV"
"Invalid storage access; most frequently caused by attempting to store some value in an object pointed to by a bad pointer. (Segment violation.)".
Please excuse the inconvenience. You may want to report this error including the log to the developers.
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: Steff on January 29, 2014, 07:52:00 pm
If you use 2 clients (what you should)  then you need a patch with your model in both wow data folder.
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: Laduguer on February 21, 2014, 04:00:12 pm
Hey guys!

Having a bit of an issue here. Whenever I try to convert an .obj, it runs for a few moments before encountering an error and closing.

EDIT: Managed to fix it by disabling the 'Generate True BSP tree' option.
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: Laduguer on February 22, 2014, 03:12:53 pm
Excuse the double-post, but i'm having a little bit more trouble. The model i've imported works fine in WMV, but when I place it into Noggit it is missing all of it's textures. Any thoughts?

EDIT: Nevermind, again. Works fine ingame, just Noggit being troublesome. Awkward.
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: Laduguer on February 26, 2014, 03:46:55 pm
Quite pleased with the end result(s). Thanks for a great tool!

(http://i.imgur.com/62BEJWO.jpg)
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: Skarn on February 26, 2014, 07:40:31 pm
Where did you got that model? Looks pretty nice.
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: Laduguer on February 27, 2014, 12:54:47 am
Quote from: "Skarn"
Where did you got that model? Looks pretty nice.

Nabbed them both from Napoleon: Total War. It's a great source of models, as is Napoleonic Wars for Mount and Blade: Warband. I'll put all of my work into a 1700/1800s themed content release eventually.
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: Skarn on February 27, 2014, 03:03:47 pm
Great!
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: stan84 on February 27, 2014, 03:20:29 pm
oblivion is a good source of models too, especially castles temples statues...
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: kalamaru on March 03, 2014, 07:58:27 pm
This is an amazing tool. Works great with OBJ's saved or exported from Rhinoceros 3D. At least with what I've tried so far.

THANK YOU *bow*
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: ferreon on April 05, 2014, 03:10:14 pm
For people who can't run properly the tool. Put this dll file (provided from Gamh) in the mirrormachine.exe folder:

http://egamh9.net/dev/mm/mingwm10.dll (http://egamh9.net/dev/mm/mingwm10.dll" onclick="window.open(this.href);return false;)

Thanks, Ferreon.
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: AgeofCraft on April 17, 2014, 04:24:22 pm
I have a problem this wmo exporter work´s perfect but today i get a problem it shows on my new model always this error, yesterday i create got only the head and i tried it again only with the head but its not working anymore:
(http://i.imgur.com/foXUa8Z.png)
i export as an object
first i modify the model in 3ds max export it to blender and from blender to this object format for the exporert but its not working anymore where is the problem ?#
the first model in mv:
exported the model with test texture yesterday:
(http://i.imgur.com/xLKc48Z.png)

OBJ_import:
C:/Users/DenisHock/Desktop/moz.obj loaded.
1: unknown data (#, # Blender v2.60 (sub 0) OBJ File: '')
2: unknown data (#, # http://www.blender.org (http://www.blender.org" onclick="window.open(this.href);return false;))
3: MATERIAL LIBRARY moz.mtl required (path : C:/Users/DenisHock/Desktop/moz.mtl)
4: OBJECT #0 called Mesh_Skull.001
613: the following faces use the material Material__25.001_SkinFiles.png
614: unknown data (s, s 1)

OBJ_mtlib_import:
3: MATERIAL #0 : Material__25.001_SkinFiles.png
4: shininess (unused) = 0
5: ambient color parsed
6: diffuse color parsed
7: specular color (unused) parsed
11: texture path : SkinFiles.png

FIXED: Any Windows Update ruined this tool  :|
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: Gamh on April 24, 2014, 11:46:59 am
Quote from: "ferreon"
For people who can't run properly the tool. Put this dll file (provided from Gamh) in the mirrormachine.exe folder: [...]

Use this instead, the former domain name will expire soon : http://shgck.io/dev/mm/mingwm10.dll (http://shgck.io/dev/mm/mingwm10.dll" onclick="window.open(this.href);return false;)

Quote from: "AgeofCraft"
IFIXED: Any Windows Update ruined this tool  :|

Ah :/ sorry to hear that, sounds weird.

To anyone : this tool isn't maintained anymore, nor is the FBX version available on the same repo. I'm definitely moving to other projects (actually on other games), so I won't fix anything from now on. Sharp minds already found out that I'm too lazy to fix anything involving more than 3 loc anyway ;)

However if a file seems to cause problem, you can send it to me by PM or mail and I'll take a look when I can. But please, be sure to read the doc first, in the first post of this thread.
Title: Re: [TOOL] 3ds/OBJ to WMO
Post by: stan84 on June 11, 2014, 10:56:20 am
Could anybody check conversion of alpha WoW Stormwind please? In my case it makes always client crash (error #132). All other smaller models converts and works fine.