Forum > Resources and Tools
[TOOL] 3ds/OBJ to WMO
<< < (10/41) > >>
Gamh:
If by collision box you mean the white cube's lines, that's normal that they're bigger of the model, as long that's not TOO much bigger ;)
I updated my first post for the people who are getting annoying stuff. In your case, if the log file doesn't say anything about missing mapping coordinates, you should upload me your file so I can take a look. Thanks for testing !
And a little post-note : exams are getting somewhat close, and I didn't do shit this semester (missed some class weeks to get MM done :D ) so until they're behind me I'll not be very efficient at debugging. Please be patient !
Steff:
Some first rock tests for my desert set.
http://www.imagr.eu/up/5133dad81a603_Wo ... 001946.jpg
schlumpf:
Rocks aren't really WMO material. The big advantage of WMOs is portals, this culling outside/inside. Even blizzard has most rocks, trees, walls as M2.
Steff:
Yes I know and at the point I got a working 3d Studio (what ever format) to m2 converter I will use m2s. Because i could then size them also. But every converter i tryed did not work until now. Or need so much stupid steps to get a model that it kills all creativity :) Also you got a height chance that this model can kill your adt. Got strange results during testing .
Also this are very early tests to get some skills in doing rocks and caves. And doing models that are working ingame and also look good with low poly.
http://www.imagr.eu/up/5133f5c6576ab_Wo ... 021529.jpg
LIMEEE:
Okay this is probably the biggest step up for wow edits since... well the first editor! And i want to tank you for all the Help you gave me. So here is my Models i created a long time ago for a different project. just to test this awesome exporter out!
And yes the models are created after the Human tournament models, but with a bit more details then just a texture on a flat surface!. CLICK to make bigger.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
|