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Author Topic: [TOOL] 3ds/OBJ to WMO  (Read 48025 times)

Gamh

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[TOOL] 3ds/OBJ to WMO
« on: February 01, 2013, 04:34:23 pm »
Heyya folks. This is the tool I made these last weeks. It took me some time and several brain attacks to get to this point but I'm kinda proud of it :)

It converts your 3ds files into WMOs v17 (so ok with 3.3.5a), implying doing houses with m2 should not be the only alternative anymore. Feel free to send me your files if something wrong happened !

A Windows 64-bit binary compiled with Qt 4.8.1 and MinGW can be found here :

DOWNLOAD THE LAST VERSION



Its homepage with everything you need to know to make working models is here, with its Git repo. Read this page, it's quite important :

DOCUMENTATION



It's coded using Qt so Mac and Linux mates shouldn't have problems compiling it.

I hope you guys will have fun with it !



______________________________________________

HOW TO HELP THE DEBUGGING



So, now that it has been released, bugs are often reported, and that shouldn't be surprising :lol:  but I don't want to let you with broken stuff, so we will try together to get everything done well !

If your model crash ingame :
Take a look at the log file : is there any warning at the end ? If yes, check the corresponding description in the tiny documentation linked above. If there are no warnings, then the converter did shit somewhere and you would be kind to give me the model (with its verbose logfile) and the textures by private message.

If you have bad texture mapping :
You probably have outranged coords (uv outside of [0, 1]), which were causing problems before rev 1.0c. Now MM should warn you about outranged coords but not fuck them anymore. I don't know if the client handle these outranged coords as known behaviour (looks like yes)

If you have weird shadows :
I'm trying different algorithms to get them well, so it may look like shit. Please provide screenshots if this happens to you !
« Last Edit: April 09, 2014, 12:40:48 am by Admin »

schlumpf

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Re: [TOOL] 3ds to WMO
« Reply #1 on: February 01, 2013, 04:39:11 pm »
Quote from: "Gam"
It's coded using Qt so Mac and Linux mates shouldn't have problems compiling it.
While I detest qmake, it compiles fine at work (SUSE Linux Enterprise Desktop 11 SP1).
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: [TOOL] 3ds to WMO
« Reply #2 on: February 01, 2013, 05:42:31 pm »
Oh man. if you will get this full woring with collsin it would be a big step for modding wow!

Will make some tests this weekend.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Serifaz

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Re: [TOOL] 3ds to WMO
« Reply #3 on: February 01, 2013, 07:58:07 pm »
WoW Gam Great work!
Very impressed.
and as steff said if this gets collision added it will be an insane step forward for the modding community :)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

sevi

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Re: [TOOL] 3ds to WMO
« Reply #4 on: February 01, 2013, 10:13:13 pm »
Very nice work.

the next step of modding can begin
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Ascathos

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Re: [TOOL] 3ds to WMO
« Reply #5 on: February 01, 2013, 11:37:41 pm »
As I stated often enough, I bow before your results. Well done.
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Will

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Re: [TOOL] 3ds to WMO
« Reply #6 on: February 05, 2013, 04:15:28 pm »
Oh, very good work. Also hate qmake, but that doesn't matter too much..

Hve you started anything on the collision?
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Gamh

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Re: [TOOL] 3ds to WMO
« Reply #7 on: February 06, 2013, 02:21:06 pm »
Thanks everyone. About qmake, well I should have done a command line tool but the average user likes better a neat GUI :p

Will : not yet, I have stuff to do right now, but that's planned !
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: [TOOL] 3ds to WMO
« Reply #8 on: February 06, 2013, 05:37:35 pm »
For such a cmd is better as you can do mass cnvert with scripts.
Best creat a lib and use this then in a cmd and the ui tool.
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Arid

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Re: [TOOL] 3ds to WMO
« Reply #9 on: February 08, 2013, 02:57:16 pm »
If you get collision I will buy you a hooker. Because this is a much needed tool
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Gamh

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Re: [TOOL] 3ds to WMO
« Reply #10 on: February 14, 2013, 12:24:54 pm »
Collisions should be working now. Yes it took me 2 weeks to add an index in a MOBR :D

There's only one leaf in the MOBN that takes every poly. Looks dirty but it works, I just wonder if the game will be ok with it with laaarge files.



Arid : I'm waiting ! ...nonono wait don't do it D:

Steff : I'll think about it
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

fearless_wind

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Re: [TOOL] 3ds to WMO
« Reply #11 on: February 14, 2013, 01:42:30 pm »
I'll try it in the evening! please keep on with other functions, like shaders, light and maps.
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Arid

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Re: [TOOL] 3ds to WMO
« Reply #12 on: February 14, 2013, 09:39:03 pm »
For a note: What version of QT is this on?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Gamh

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Re: [TOOL] 3ds to WMO
« Reply #13 on: February 15, 2013, 06:38:18 pm »
I edited my first post because it looks like it matters.

The windows binary is compiled with Qt 4.8.1 for windows. When I compile with Qt 4.8.2 for Linux, it compiles fine but the soft crash while writing the output (the import seems ok). Never happened to me before, so I'm investigating :ugeek:
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: [TOOL] 3ds to WMO
« Reply #14 on: February 15, 2013, 09:28:01 pm »
Perhaps a smale tut for stupid users like me would be good.
I gt the files converted but how to lin textures. Also i don´t get them into noggit.
If I try to import i just get nothing. Perhaps not converted right?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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