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[TOOL] 3ds/OBJ to WMO

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Zim4ik:
Steff, just try to apply twosided material.

Gamh:
The "disable backface-culling" option sets the two-sided flag to every material, and in fact should be use only for debugging as I already parse this flag in the 3DS.

In the case of Steff model this isn't the problem (still some holes with the flag), I'm looking.

About these maps, there is no such thing in WMOs afaik. There is a color map (MOCV) but I don't know how to use it and you're probably not looking for this :)

EDIT : Steff, you have mapping coordinates out of the [0, 1] range

--- Quote ---UV coordinates #0 : (0.000684297, 0.000659598)
UV coordinates #1 : (1.36932, 0.000659362)
UV coordinates #2 : (0.000684705, 1.31934)
UV coordinates #3 : (1.36932, 1.31934)
[...]
--- End quote ---

EDIT2 : k I've found why a poly is missing for each object, fixing that after dinner

Steff:
Aaannnddd ? :) I want closed holes;)


Last try to get base values fitted ;)


http://imagr.eu/up/5123ea49090c37_WoWSc ... 221017.jpg

Steff:
Could it be that during converting the texture path names get cutted to a fitted size?
I have converted a big model with 115 textures and they are all only 8 chars long in the wmo.

Gamh:
3ds uses a DOS filename format that is quite restrictive : http://en.wikipedia.org/wiki/8.3_filename
So yes you have 8 chars for the actual name and 3 for the extension.

Holes problem should be OK in Git now :)

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