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[TOOL] Blender 2.5+ WMO import/export script

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Skarn:
I think you shoud not make the doodadset import function. You just have to somehow preserve this data to get it converted back. You also should keep all the sections to make exported WMOs working in Cromon's editor. Anyway, this plugin is awesome.

iindigo:
I hate to be contrarian here, but I would love to see fully working doodad import. Just implement it as an option that’s turned off by default.

The feature isn’t very useful for WoW modding, but it’s excellent for doing fully rendered machinima, cutscenes, etc in Blender.

Skarn:
If this feature will exist the plugin will be very very inconvinient for WoW modding because the model will be full of useless doodad placeholders. And it will be nearly impossible to combine both .m2 and .wmo file formats in the one plugin. So, don't expect much. Machinima Studio can render fully working .wmos along with a doodadsets. We're not a machinima community and the goal is development. Sorry for a bit rude post, but I'm in a bad mood today. ;)
However, the plugin should preserve all these sections or create the new ones if they're missing to make Cromon's WMO doodadset editor compatible with exported models.

Steff:
If blender support layers.  You could create a layer for every doodadset and import the m2 in there.
Then name them with full mpq path if possible.
Now people could move them around.  Dont knkw how to handle size.
During export you fetch the layers by name and create again the sets,  calculate the doodad positon and add them to set.  Then an import m2 funtion added and it is perfect.  We can then even add another doodad group by addin a new layer with correct name.  And machinima guys have full model.

happyhack:

--- Quote from: "Skarn" ---If this feature will exist the plugin will be very very inconvinient for WoW modding because the model will be full of useless doodad placeholders.
--- End quote ---

Select => by type => empty => H key.

Is it that annoying really?  :roll:

Then thats up to u if u want to keep them or not, but people (like me...) may want to at least, preserve doodads during import => export


--- Quote from: "Steff" ---If blender support layers. You could create a layer for every doodadset and import the m2 in there.
Then name them with full mpq path if possible.
Now people could move them around. Dont knkw how to handle size.
During export you fetch the layers by name and create again the sets, calculate the doodad positon and add them to set. Then an import m2 funtion added and it is perfect. We can then even add another doodad group by addin a new layer with correct name. And machinima guys have full model.
--- End quote ---

yep thats it, but im thinking of groups instead of layers. U could even import m2 models, hide them in an other layer, but still make the empties display the m2 at their position, so u can rotate and position doodads perfectly, then export them.
Just need an m2 import script, but if i remember correctly, there is already one somewhere...

anyway I added basic export. Does support geometry and materials. Doesnt export collision. I also removed liquid import for now...
Seems to work correctly.
/! - Mesh must be triangulated before export
- Vertices must have only 1 uv coordinate, else the result is unpredictable  :? if u have to deal with seams just separate mesh parts in 3d view

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