Forum > Development and Presentation
Tîntai
<< < (13/15) > >>
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.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
|