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Tîntai

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tharo:
They should both work 100% acurate. Please convert your testmodel using it and report bugs/errors.

Ah and yes. it WONT work with uvw texture coordinates.

Steff:
It would be very nice if everyone with 3D converting knowledge would test this. And as soon as possible.

And that means yesterday :) So Tharo gets feedback and can go on in development.

TheBuG:
I don't have much knowledge about 3d modelling and programming, even though I know how to create models, so I'll give it a shot and see how it works.

Edit: Small update, I exported a WMO and converted it to .obj (Which worked perfectly), however when I opened it in 3ds max the model was rotated a 90 degrees on the X-axis (in 3ds max atleast).

Giving another model a try tomorrow, bit sleepy at the moment.

Steff:
Just rotate, edit and rotate back....

Laniax:

--- Quote from: "TheBuG" ---I don't have much knowledge about 3d modelling and programming, even though I know how to create models, so I'll give it a shot and see how it works.

Edit: Small update, I exported a WMO and converted it to .obj (Which worked perfectly), however when I opened it in 3ds max the model was rotated a 90 degrees on the X-axis (in 3ds max atleast).

Giving another model a try tomorrow, bit sleepy at the moment.
--- End quote ---

I noticed this with more models i exported out of WoW (using a self made extractor that convert to lightwave(.lwo) and then to .3ds. I just wrote a piece of maxscript that'd rotate it back to default rotation when used.

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