Forum > Resources and Tools

[TOOL] 3ds/OBJ to WMO

<< < (9/41) > >>

Insanity:
Has anyone had any luck with using Blender exported 3ds files.  I’ve tried just some simple geos (a plane and then a cube) with a texture (I used the stone floor01 from undercity) .  Everything seems to convert fine but when I go to view in Modelviewer it just crashes.  The 3ds_import log does have 3 lines of "Unknown chuck skipped" in the Material section, could that be the issue?
Here is the section from the log.

--- Quote -----------------------
      MATERIAL #0
Material name : MaterialSton.
Material ambient RGB color parsed.
Material diffuse RGB color parsed.
Material specular RGB color parsed.
Texture map found.
Texture path : Stonef.png
Texture flags : 0
Unknown chunk skipped (id = a354, size = 10) !
Unknown chunk skipped (id = a356, size = 10) !
Unknown chunk skipped (id = a358, size = 10) !
Unknown chunk skipped (id = a35a, size = 10) !
--------------------
--- End quote ---
I just can't figure if it's me being stupid or Blender's faulty exporter.

Gamh:
Don't know about Blender. When the logfile complains about unknown chunk, it's usually not a problem, just information not parsed, but you can still take a look to this page : http://www.the-labs.com/Blender/3DS-details.html
It says what every chunk ID stands for.


--- Quote ---Unknown chunk skipped (id = a354, size = 10) !
Unknown chunk skipped (id = a356, size = 10) !
Unknown chunk skipped (id = a358, size = 10) !
Unknown chunk skipped (id = a35a, size = 10) !
--- End quote ---


--- Quote ---a354H   MAT_MAP_USCALE
a356H   MAT_MAP_VSCALE
a358H   MAT_MAP_UOFFSET
a35aH   MAT_MAP_VOFFSET
--- End quote ---

Looks like Blender uses these chunks to keep mapping coordinates instead of the usual 4140. Don't you have a warning at the end of the logfile ?

Gamh:
Back with a new algorithm (inspired by Assimp's one) to compute vertex normals. Let me know how satisfying this one is !


Here's your lil house in the sunrise  8-) but there is a non-null chance that this is complete luck ! The normals makes models really sharp

Insanity:
Thanks for the link, I guess I have some digging around to do.  There were no other errors noted in the log.  The last line was "1 objects have been found."  Well I guess it gives me more reason to play around with Blender...

LIMEEE:
I just had to test this to see if it actually works because this is the thing we have been missing, And i would like to thank you very much for this and i hope you continue adding new functions and remove all future bugs,

So now for my testing, Well i made a simple model in 3ds and added a basic texture on it, i got it to work 100% in wmv and noggit, but when i try to test it ingame i just get a wow error the same sec i enter the "area" of the model. I did just as explained on the site, 3ds model/texture same folder exported to wmo, texture in sub struct of the mpq and model in wmo/walltest/wall.3ds.wmo I would like to point out that in noggit the "collision" box is bigger then the actual model it self,

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version