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[TOOL] OBJ to M2 converter + Sources

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Putte08:

--- 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.


--- End quote ---


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

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.

Putte08:
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.

Cronic26101:
im getting dll errors

quillerk:
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

evayxdt2:
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?

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