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

Zim4ik

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Re: [TOOL] 3ds to WMO
« Reply #30 on: February 19, 2013, 01:15:10 pm »
Steff, just try to apply twosided material.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Gamh

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Re: [TOOL] 3ds to WMO
« Reply #31 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
« Last Edit: July 01, 2013, 04:57:57 pm by Admin »

Steff

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Re: [TOOL] 3ds to WMO
« Reply #32 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_WoWSc ... 221017.jpg
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Steff

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Re: [TOOL] 3ds to WMO
« Reply #33 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.
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Gamh

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Re: [TOOL] 3ds to WMO
« Reply #34 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
So yes you have 8 chars for the actual name and 3 for the extension.

Holes problem should be OK in Git now :)
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Steff

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Re: [TOOL] 3ds to WMO
« Reply #35 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_WoWSc ... 001056.jpg


http://imagr.eu/up/512406f17e3622_WoWSc ... 000951.jpg

The texture thing is horror. This meens renamen and relining 137 textures ...
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Gamh

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Re: [TOOL] 3ds to WMO
« Reply #36 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 !)
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Steff

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Re: [TOOL] 3ds to WMO
« Reply #37 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.
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Steff

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Re: [TOOL] 3ds to WMO
« Reply #38 on: February 21, 2013, 11:05:44 pm »
Its cave time ;)

Need much more practice. But works.


http://imagr.eu/up/51269a0d5b5894_WoWSc ... 230354.jpg
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axel0099

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Re: [TOOL] 3ds to WMO
« Reply #39 on: February 22, 2013, 03:03:49 pm »
great looking keep it up
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Insanity

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Re: [TOOL] 3ds to WMO
« Reply #40 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.
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Gamh

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Re: [TOOL] 3ds to WMO
« Reply #41 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
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 ?
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Gamh

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Re: [TOOL] 3ds to WMO
« Reply #42 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 !


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
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Insanity

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Re: [TOOL] 3ds to WMO
« Reply #43 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...
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LIMEEE

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Re: [TOOL] 3ds to WMO
« Reply #44 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,
« Last Edit: January 01, 1970, 01:00:00 am by Admin »