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[TOOL] 3ds/OBJ to WMO
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nrj45:
Help please, what's the problem I do not understand, here's a log of conversion:
OBJ_import.log: C:/Users/Admin/Desktop/New models/caffediner/Diner Restaurant/Diner Restaurant/Diner_Restaurant.obj loaded. 1: unknown data (#, # Blender v2.68 (sub 0) OBJ File: '') 2: unknown data (#, # http://www.blender.org) 3: MATERIAL LIBRARY Diner_Restaurant.mtl required (path : C:/Users/Admin/Desktop/New models/caffediner/Diner Restaurant/Diner Restaurant/Diner_Restaurant.mtl) 4: OBJECT #0 called Diner_Restau 10419: the following faces use the material mh_dinerdetm 10420: unknown data (s, s off) 10528: the following faces use the material mh_dumbodinn 10807: the following faces use the material ks_dinermet 10814: the following faces use the material diner_doordi 10885: the following faces use the material alumoxalumox 11070: the following faces use the material dinersigndin 14075: the following faces use the material ks_dinermet1
OBJ_mtllib_import.log: 4: MATERIAL #0 : alumoxalumox 5: shininess (unused) = 92.1569 6: ambient color parsed 7: diffuse color parsed 8: specular color (unused) parsed 12: texture path : Texturealumoxalumox.png 14: MATERIAL #1 : diner_doordi 15: shininess (unused) = 92.1569 16: ambient color parsed 17: diffuse color parsed 18: specular color (unused) parsed 22: texture path : Texturediner_doordi.png 24: MATERIAL #2 : dinersigndin 25: shininess (unused) = 92.1569 26: ambient color parsed 27: diffuse color parsed 28: specular color (unused) parsed 32: texture path : Texturedinersigndin.png 34: MATERIAL #3 : ks_dinermet 35: shininess (unused) = 92.1569 36: ambient color parsed 37: diffuse color parsed 38: specular color (unused) parsed 42: texture path : Textureks_dinermet.png 44: MATERIAL #4 : ks_dinermet1 45: shininess (unused) = 92.1569 46: ambient color parsed 47: diffuse color parsed 48: specular color (unused) parsed 52: texture path : Textureks_dinermet1.png 54: MATERIAL #5 : mh_dinerdetm 55: shininess (unused) = 92.1569 56: ambient color parsed 57: diffuse color parsed 58: specular color (unused) parsed 62: texture path : Texturemh_dinerdetm.png 64: MATERIAL #6 : mh_dumbodinn 65: shininess (unused) = 92.1569 66: ambient color parsed 67: diffuse color parsed 68: specular color (unused) parsed 72: texture path : Texturemh_dumbodinn.png
Blender:
PainSavior:
I love the program, great work man.
I do have a rather important question though.
I kind of understand what the Indoor / Outdoor check box is for, I guess it says that the certain wmo groups use indoor lighting, and aren't affected by the outside light... but how do we edit the inside light? How can you add lighting to the WMO's?...
Gamh:
--- Quote from: "ProfVice" ---just a little problem with transparency --- End quote --- If you have some experience with WMO, you can fix this by switching the blendmode flag to 1 in the broken glass materials. Should work.
--- Quote from: "nrj45" ---Help please, what's the problem I do not understand, here's a log of conversion --- End quote --- You didn't even asked anything, how am I supposed to know what's your problem ?
--- Quote from: "PainSavior" ---I kind of understand what the Indoor / Outdoor check box is for, I guess it says that the certain wmo groups use indoor lighting, and aren't affected by the outside light... but how do we edit the inside light? How can you add lighting to the WMO's?... --- End quote --- I'm not sure to know how to edit lights. I think outdoor uses almost only spot lights (MOLT) and to a very little extent (or not at all) vertex colors (MOCV).
Inside colors uses vertex colors, and there is no way to add it at the moment. I want to add this though.
I have a lot to do with college since september and can't work on this, I'll try to get back to it before the end of the year.
PainSavior:
That's good man, kill it up in school!
Well shoot.. I knew it couldn't be something easy : P Cause I spent hours last night searching for how it works.
It's definitely some subject in the WMO itself... I just don't see what it is in hex, cause it's not really written on the wiki either. When you take a strictly wow WMO - > OBJ then convert back it, it doesn't have the lighting anymore I'm pretty sure.
Is there a cheap fix to this? .. Like.. regardless checking the inside objects to inside, and leaving the shell of the building to outside... and Then maybe changing the M2's to have a larger light attenuation / intensity.. and placing them inside the building?
I can't really figure it out. It doesn't seem like the m2's affect the WMO at all =/
Gamh:
Unfortunately no, OBJ has no clue about lighting (but anyway, so does this converter).
Setting your WMO indoor is likely to crash as the converter can't generate portals from nothing, and portals are mandatory to link indoor to outdoor parts. I thought about a system for this.
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