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Author Topic: [TOOL] OBJ to M2 converter + Sources  (Read 39377 times)

Chase

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Re: [TOOL] OBJ to M2 converter + Sources
« Reply #75 on: June 12, 2014, 02:20:35 pm »
Quote from: "Ascathos"
Quote from: "Chase"
Does anyone know how to make the texture use what the DBC gives it? (Weapons for example)
Texture Types 2
Is there any way to do it with this tool?
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Alastor

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Re: [TOOL] OBJ to M2 converter + Sources
« Reply #76 on: June 12, 2014, 03:53:55 pm »
And why dont you have a look on our Tools .....

viewtopic.php?f=59&t=784
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jacburn1

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Re: [TOOL] OBJ to M2 converter + Sources
« Reply #77 on: July 16, 2014, 07:20:05 am »
I'm trying to add reflection to my models but am unsure how exactly this works. I've tried using the XP version that claims to make this easy, but the documentation in the thread only refers to the original version. That, and the XP version doesn't work well on my Windows 7 x64 here, it seems to error and just continuously types out and spams the box, causing it to become unusable.

Anyone got ideas or able to help?
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Alastor

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Re: [TOOL] OBJ to M2 converter + Sources
« Reply #78 on: July 16, 2014, 09:58:47 am »
Reflecting supported by those "ArmorReflectGold2.blp" etc ...

needs to have his Own mesh in model with options to reflecting and name of used reftecting texture

http://www.wowdev.wiki/index.php?title=M2
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jacburn1

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Re: [TOOL] OBJ to M2 converter + Sources
« Reply #79 on: July 18, 2014, 02:00:44 am »
I've tried to make sense of what to do and have done several different tries, all ending in failure. Perhaps a hint at what exactly needs to be done for this to work?
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Chase

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Re: [TOOL] OBJ to M2 converter + Sources
« Reply #80 on: July 19, 2014, 10:21:38 pm »
Quote from: "jacburn1"
I've tried to make sense of what to do and have done several different tries, all ending in failure. Perhaps a hint at what exactly needs to be done for this to work?

Same here. Really would like some guidance of what to type.
I use "ItemObjectcomponentsweaponarmorreflect3.blp"
and even if I say "y" to "Is it a reflect?" it just sets that texture as the objects texture instead of a reflect.

EDIT: Figured this out, you have to create two different render flags.
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Mjollna

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Re: [TOOL] OBJ to M2 converter + Sources
« Reply #81 on: July 31, 2014, 06:19:50 pm »
Hi there !

Thanks for the converter Garthog, it works really well :)

Some tips for people having problems/errors with 3ds max :

- Before converting, open the obj file in a text editor.
- Remove every comment (lines starting with "#")
- Remove lines starting with "s"
- Remove every empty line
- Change texture names (material used line) with the name of the actual texture without extension
- Mass replace lines starting with "v  + 2 spaces" by "v + 1 space"

Conversion should run smoothly with these settings.
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Putte08

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Re: [TOOL] OBJ to M2 converter + Sources
« Reply #82 on: October 01, 2014, 12:33:12 am »
Smoothing never works out well for me. When I export my model from 3ds Max it always ends up with no smoothing, even though it has smoothing in 3ds Max.
So what do you guys do to your models before exporting it to .obj, if anything?

Edit:
Nevermind, solved it. Changed export settings from those posted in the thread.
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Putte08

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Re: [TOOL] OBJ to M2 converter + Sources
« Reply #83 on: October 01, 2014, 11:55:05 pm »
What can I do to fix UV's that get severely distorted? I have tried most things said in the thread like detaching all verts and exporting from 3ds Max to blender and then converting to m2.

I have tried to fix this for several hours, I am on the verge of exploding with frustration. Anyone that could help out?

It's so strange, it shows up completely fine in modelviewer (as it should) but ingame it becomes wrong.

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phantomx

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Re: [TOOL] OBJ to M2 converter + Sources
« Reply #84 on: October 02, 2014, 12:26:59 am »
Quote from: "Putte08"
What can I do to fix UV's that get severely distorted? I have tried most things said in the thread like detaching all verts and exporting from 3ds Max to blender and then converting to m2.

I have tried to fix this for several hours, I am on the verge of exploding with frustration. Anyone that could help out?

It's so strange, it shows up completely fine in modelviewer (as it should) but ingame it becomes wrong.



ModelViewer and in-game are two different things... also what version of WMV are you using?
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Putte08

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Re: [TOOL] OBJ to M2 converter + Sources
« Reply #85 on: October 02, 2014, 04:14:47 pm »
Quote from: "phantomx"
Quote from: "Putte08"
What can I do to fix UV's that get severely distorted? I have tried most things said in the thread like detaching all verts and exporting from 3ds Max to blender and then converting to m2.

I have tried to fix this for several hours, I am on the verge of exploding with frustration. Anyone that could help out?

It's so strange, it shows up completely fine in modelviewer (as it should) but ingame it becomes wrong.



ModelViewer and in-game are two different things... also what version of WMV are you using?

I am using 0.7.0.1

I solved the problem but I get occasional lag spikes from this model for no reason. Dips down from stable 60fps+ to 30fps for a couple of seconds when I get close to it.

I welded all verts on the model, made sure there were no geosets and made the UV-map all in one or whatever. (It's talked about earlier in the thread how WoW can't handle multiple texture channels).

From 3ds Max I exported to .obj with the blender template
I opened the .obj in Blender and exported it to .3ds
I opened the .3ds in Blender and exported to .obj
Then .obj to .m2, then 010editor for the two sided textures and opacity.

Damn glad I found a solution eventually.
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Putte08

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Re: [TOOL] OBJ to M2 converter + Sources
« Reply #86 on: October 18, 2014, 07:28:22 pm »
Edit: Eventually found out about how to weld normals. That was the source of this problem. Works perfect now!

I just can't get past these problems that I am getting while converting my models from 3ds max. I have tried so many different things now that I simply don't know what to do anymore. I really need help by someone else.

I just end up with 3 different model variations in-game:

1* Distorted UV map but working smooth. Smooth works here because the verts are welded/merged. But the UV on this one gets screwed up because of multiple texture coordinates per vertex.
Link to image: http://i.gyazo.com/64758ef3ce48640e75bae13e514f2177.png

2* Working UV map but no smooth. Smooth doesn't work here because all the verts have been detached/broken. UV map works on this one because all the verts have been broken (edit poly, break).
Link to image: http://i.gyazo.com/18df75636d4b1efc6a0a70007561fbec.png

3* Working UV and half working smooth. The UV seams/edges doesn't smooth out and makes huge ugly lines on the model, which makes WoW to create shadows at that spot.
Link to image: http://i.gyazo.com/88f4a519d7a3f0879e58749922a5f539.png

What can I do to make it correct in-game? I can spot the problems but I have no clue what I can do to stop getting them.
The last thing I can try, together with detached/broken verts where there is no smooth, would be this one thing which is written in the OP. But I don't know how to do normals welding and I have not found anything on google about it.
"Smoothing must be done through "Normals welding" ( and not vertices welding ). This is 3DS Max option, idk about blender."

Perhaps whoever is kind enough to help me out knows how to do normals welding, maybe it could be the solution to my problems.
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Cronic26101

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Re: [TOOL] OBJ to M2 converter + Sources
« Reply #87 on: December 17, 2014, 09:30:54 am »
im getting dll errors
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quillerk

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Re: [TOOL] OBJ to M2 converter + Sources
« Reply #88 on: January 26, 2015, 08:35:09 am »
Can someone please change the source code for making it convert to Cata version model instead of LK ?
or at least... tell me what template i should work on to do it myself ?

looks like i just dont know what fields should i change ( e.g. in 010 editor)
to change the model version from LK to Cata ( we all know converters that do Cata->LK)
but in this case i need a reverse program
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evayxdt2

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Re: [TOOL] OBJ to M2 converter + Sources
« Reply #89 on: June 04, 2015, 07:55:08 am »
I failed to convert,it shows debug error,
and the command line shows that:
Unrecognized token during OBJ parsing : #
Unrecognized token during OBJ parsing : #
Unrecognized token during OBJ parsing : mtllib
Unrecognized token during OBJ parsing : #
Unrecognized token during OBJ parsing : #
Unrecognized token during OBJ parsing : #

the obj  is exported from 3dmax 2010,
anybody could help me?
« Last Edit: June 06, 2015, 01:38:28 pm by Admin »