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[TOOL] 3ds/OBJ to WMO

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matija168:
Or you simply lack the DLLs which is simply fixed by adding them manually.

Gamh:
Some news !

Version 1.1b is now downloadable and it brings a basic OBJ import. Before you jump on it and make everything crash, be sure to read these rules about what kind of OBJ files MM can read.

It may be useful for people who have problems with some 3DS Max versions, as Autodesk seems to consciously break retro-compability (yeah, adding the string "Autodesk" at the beginning of the vertex list chunk is a fucking progress) and 3ds format is getting more and more a pain to parse.

What's next ?

- I tried to get a good BSP tree but I'm not satisfied with it. And actually the game isn't satisfied either as it violently crashes on tested models. Still working though, when the motivation is there.
- Some people asked for light support. Why not, but OBJ doesn't support lights and 3DS supports them badly and without caring about groups, which is important for WMO. So I'll have to think of a solution.

Finally, thanks to the people on this thread who help when I'm not there :)

PhilipTNG:
Hey Gamh, thanks a billion for the tool. you wouldn't happen to have a donation link somewhere would you?



It's a tad bit large, I'll probably rescale it later if it's not noggit compatible, still haven't tried to import it yet.]

Gamh:
Hey people, it's time for another release, probably the last if there's no big problem. I'm working an another, smaller project for WMO and I'll post about it soon.

This release bring a BSP tree generator, and should help maintaining a correct collision calculation for your bigger models. If you are concerned and want to use it efficiently, READ THE FOLLOWING.

In the settings window, there are two options : a checkbox for creating a bsp tree, and a spinbox to choose an obscure "max leaf size" parameter, or something.

- If "Add collisions" is checkable and checked, MM will build a single-leaf BSP tree. For (really) tiny or simple models, it should be enough.

- If "Generate BSP tree" is checked, MM will calculate a BSP tree for the model. It's not long, but it's a complicated task and it's damn hot right here so I'm not 100% sure that what I wrote won't break soon. Sorry about that.

The BSP tree generator will take the value you gave in the settings as a maximum for the leaf evaluation. Example : you gave 100, then no leaf will have more than 100 faces referenced. Smaller values creates more complex trees.

What number should you take ? The default value (300) is sufficient for almost any model. The average Blizzard model has leaves with around 42 faces referenced. (yep, 42).
For bigger models, and if you have collision issues, you can set a higher value, like 600, 1000 or 2000. For your information, the biggest leaf found in a blizzard model contains 2155 references in a single leaf (GiantBattle.wmo). Try not to go way beyond that, or the client will have problems calculating collision.

And finally, if this release is useful for you, give a big shoutout to Tharo for being awesome at helping me with this generator. Really, he did the biggest part of this.

@AnthonysToolbox : nah, it's kind of you but i'm doing this for fun and learning (although these trees were not fun at all)

MR. Farrare:
ty

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