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[TOOL] 3ds/OBJ to WMO
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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,
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