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Author Topic: [TOOL] M2i blender plugin (Import\export)  (Read 16909 times)

PhilipTNG

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Re: [TOOL] M2i blender plugin (Import\export)
« Reply #15 on: November 15, 2013, 04:35:59 am »
Quote from: "Valium"
Is there a poly limit?

As far as I'm aware, from my tests, wow can only render 20,000 polgyons from each individual m2 file, though that may just be per geoset... since in my tests, all of my custom models have been all in one geoset layer.
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Valium

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Re: [TOOL] M2i blender plugin (Import\export)
« Reply #16 on: November 15, 2013, 11:25:41 am »
Well, I am up to 13.354 polys in that particular mesh, however that is including quads so I'm probably well over 20,000 when it gets triangulated.  Looking in 010 I have 15,824 verts.  I believe this may be the issue then.  I guess I need to simplify the model a bit.

Thanks Anthony.  (Sweet Lambo BTW, been using it since you released it, my buddy Simping showed it to me.  It's the very reason I decided to start messing with models and not just terrain.)
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Steff

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Re: [TOOL] M2i blender plugin (Import\export)
« Reply #17 on: November 15, 2013, 01:13:36 pm »
Looks like not 2sided and normals on wrong side?
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phucko1

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Re: [TOOL] M2i blender plugin (Import\export)
« Reply #18 on: November 15, 2013, 01:31:22 pm »
Besides, just increasing the polycount of the race models won't help you get anywhere. The textures and animations will also need refining if it is going to look anything close to good.
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Elinora

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Re: [TOOL] M2i blender plugin (Import\export)
« Reply #19 on: November 15, 2013, 01:34:11 pm »
Quote from: "phucko1"
Besides, just increasing the polycount of the race models won't help you get anywhere. The textures and animations will also need refining if it is going to look anything close to good.


In most cases (especially in wow) the level of texture quality can make a bigger difference than the polygon count.


Using 15k polygons for a race is 3 times as many polygons as the revamped models of Warlords of Draenor. Now that makes the demand to quality really really high.

if it's not the same level, no point in adding extra polygons, as game design is all about undercutting the polycount to make the game smoother yet beautiful.
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phucko1

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Re: [TOOL] M2i blender plugin (Import\export)
« Reply #20 on: November 15, 2013, 01:38:38 pm »
I am aware, the golden rule of modelling: Don't create polygons that does not create a shape.
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Valium

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Re: [TOOL] M2i blender plugin (Import\export)
« Reply #21 on: November 16, 2013, 12:38:20 pm »
Quote from: "Elinora"
Quote from: "phucko1"
Besides, just increasing the polycount of the race models won't help you get anywhere. The textures and animations will also need refining if it is going to look anything close to good.


In most cases (especially in wow) the level of texture quality can make a bigger difference than the polygon count.


Using 15k polygons for a race is 3 times as many polygons as the revamped models of Warlords of Draenor. Now that makes the demand to quality really really high.

if it's not the same level, no point in adding extra polygons, as game design is all about undercutting the polycount to make the game smoother yet beautiful.

I'll be retexturing as well.  I should note that I'm not really doing this in a game design sort of way.  I'm just seeing what I can do with the models, not that hey are something one should actually use in a game.  With the camera at a normal playing distance the differences are not noticeable.
Quote from: "Elinora"
In most cases (especially in wow) the level of texture quality can make a bigger difference than the polygon count.
I completely agree.
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MR. Farrare

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Re: [TOOL] M2i blender plugin (Import\export)
« Reply #22 on: March 15, 2014, 09:51:29 pm »
[attachment=0:2nvjicrg]Untitled.png[/attachment:2nvjicrg]
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Epicurus

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Re: [TOOL] M2i blender plugin (Import\export)
« Reply #23 on: March 15, 2014, 10:02:47 pm »
I'm having a similar problem as Raeef, only I receive a notice. I have attached both a screen shot of the problem, and the M2 + skins that I'm using.
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phucko1

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Re: [TOOL] M2i blender plugin (Import\export)
« Reply #24 on: March 15, 2014, 11:06:39 pm »
Eh the big problem probably is you're trying to use Cataclysm/MoP models in a program for WOTLK Models..
Try with the M2Mod4 instead?
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Epicurus

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Re: [TOOL] M2i blender plugin (Import\export)
« Reply #25 on: March 15, 2014, 11:27:38 pm »
Hi phucko1,

Thanks for the reply. I'm using M2Mod4 (4.5 to be exact). flagg78 had and older version of M2Mod4 (v4.05) which he was kind enough to share with me, it too didn't work for me unfortunately - displaying the same problem as shown above.

I did various internet searches and followed multiple guides, but the problem persists. For some, upgrading adobe flash player fixed the problem, but I'm already up to date. For others, booting into safe mode fixed the problem, but it follows me even into safe mode. Switching from Windows to Linux was no use either, as the program is not supported by Linux (even with wine or running it via the terminal).

Was anyone else able to successfully open the M2s I provided in my previoius reply using M2Mod4?

Epicurus
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PhilipTNG

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Re: [TOOL] M2i blender plugin (Import\export)
« Reply #26 on: March 16, 2014, 02:09:56 am »
Quote from: "Epicurus"
Hi phucko1,

Thanks for the reply. I'm using M2Mod4 (4.5 to be exact). flagg78 had and older version of M2Mod4 (v4.05) which he was kind enough to share with me, it too didn't work for me unfortunately - displaying the same problem as shown above.

I did various internet searches and followed multiple guides, but the problem persists. For some, upgrading adobe flash player fixed the problem, but I'm already up to date. For others, booting into safe mode fixed the problem, but it follows me even into safe mode. Switching from Windows to Linux was no use either, as the program is not supported by Linux (even with wine or running it via the terminal).

Was anyone else able to successfully open the M2s I provided in my previoius reply using M2Mod4?

Epicurus

The Hozen's can't be correctly read or parsed with M2Mod4.x .  The most you'll get is the basic model, but no bone or hierarchical structures at all.  I know what you're thinking, I've thought of it too but it won't work with M2Mod4 so that's kind of out of the question.

The guy that got Hozen's to work said he just did 010 Editor modding, but wouldn't share anything further as I wouldn't do an information trade with him as at the time he wanted specific information from me that I wasn't publicly teaching yet.

But thinking about it now in retrospect, seeing as how M2Mod4.x can't parse the boning data, I'm going to go out on a limb and say that the guy fixed the Bones on the M2 File via 010 Editor.  Also I've managed to make some models look like this when I re-aligned the wrong bones through 010 Editor.  Though tinkiering on someone's part would be needed if they wanted to figure it out.
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Epicurus

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Re: [TOOL] M2i blender plugin (Import\export)
« Reply #27 on: March 16, 2014, 04:26:29 am »
I suspected that he was digging for information from me, since I was part of the way to a working model already. I was pretty sure the m2i lead was bad, given that Skarn stated explicitly that some MoP models can't be converted. I guess I was hoping that someone knew how to modify the M2s in such a way that they could be converted with M2Mod.

The problem with the submeshes is you can't simply null out one submesh and see a result. You need to null out multiple meshes en-tandem before the model starts to clear up. But you are preventing information from being read, and this destroys other models defined in the M2. If your goal is to have a single working Hozen model, then that's enough. But if you want real Hozen, it just wont work.
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flagg78

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Re: [TOOL] M2i blender plugin (Import\export)
« Reply #28 on: March 16, 2014, 04:48:33 am »
Ok i have Hozen for my server. I did it some time ago. I was thinking you were all crazy lol but i went and tried it again myself and found it did not work quite how i thought it should. what i did to get the hozen apparently was to run it through m2mod4. it wont spit out bones or anything but it does spit out the meshes. I then imported the ones i needed into the HozuMonkey_Low01.M2 which does work for m2mod4. it looks like i had to fix some of the bone issues (bone numbers were not all quite the same) but this way did work. I know the hozen problem was not the main issue but I wanted you to know i was not purposefully trying to mislead anyone. Its just been a while since i did that model. sorry.
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Epicurus

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Re: [TOOL] M2i blender plugin (Import\export)
« Reply #29 on: March 16, 2014, 05:14:28 am »
It takes a lot to come out and say that, flagg. I accept your apology. No harm done. I, too, played with the low Hozu a bit, but I was not successful in creating fully working hozen (i.e., Hozen models that have armor, like shoulder pieces, on). I suspect that the WoD models will all have this problem; I also suspect that it's no fluke that some MoP models appear this way.

I've actually been doing some modeling on the MoP client too. I have a feeling that the WoD models will not render correctly on MoP either. As for those individuals withholding information (we all know who you are), the best you can hope to accomplish is spend several days converting models, releasing them to your players, and having the modding community rip them right out of your patches. Withholding information benefits no one, not even you.

Epicurus
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