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Author Topic: [TOOL] 3ds/OBJ to WMO  (Read 48029 times)

Gamh

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Re: [TOOL] 3ds to WMO
« Reply #15 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.
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Zim4ik

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Re: [TOOL] 3ds to WMO
« Reply #16 on: February 16, 2013, 08:43:26 am »
maybe obj or fbx?)
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MoD

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Re: [TOOL] 3ds to WMO
« Reply #17 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!
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Gamh

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Re: [TOOL] 3ds to WMO
« Reply #18 on: February 16, 2013, 02:13:45 pm »
From you, that means a lot to me ;) thanks for the support !

Zim4ik : maybe OBJ.
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hyakkimaru

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Re: [TOOL] 3ds to WMO
« Reply #19 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 !
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Ascathos

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Re: [TOOL] 3ds to WMO
« Reply #20 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.
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fean

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Re: [TOOL] 3ds to WMO
« Reply #21 on: February 16, 2013, 05:47:06 pm »
Fantastic tool Gamh :)
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Gamh

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Re: [TOOL] 3ds to WMO
« Reply #22 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.
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Steff

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Re: [TOOL] 3ds to WMO
« Reply #23 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

Ingame


http://imagr.eu/up/5122b812764f72_WoWSc ... 002325.jpg


http://imagr.eu/up/5122b862c017d1_WoWSc ... 002508.jpg

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_WoWSc ... 005800.jpg
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Zim4ik

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Re: [TOOL] 3ds to WMO
« Reply #24 on: February 19, 2013, 06:04:00 am »
Steff, i guess, twosided flag on the material can fix that.
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Steff

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Re: [TOOL] 3ds to WMO
« Reply #25 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.
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schlumpf

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Re: [TOOL] 3ds to WMO
« Reply #26 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.
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Steff

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Re: [TOOL] 3ds to WMO
« Reply #27 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?
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Crumpet

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Re: [TOOL] 3ds to WMO
« Reply #28 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...
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Steff

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Re: [TOOL] 3ds to WMO
« Reply #29 on: February 19, 2013, 01:07:23 pm »
Yes asking the developer ;) What I did.
Ok reflection yes bump no.
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