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[TOOL] 3ds/OBJ to WMO

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fean:
Absolutely fantastic.

Steff:
Hmm i have tried now several ways to add more then one texture to a model. If i add it the model dont show me the most vertics anymore. They are there wit collision but invisible.
I have tried multi material and just add the material over face selection. Both work in 3ds and noggit but ingame not.

Steff:
Hier some tests

With 2 textures on model



http://www.imagr.eu/up/514ec8b49cce9_Wo ... 103414.jpg

If i clear the second texture and reconvert everything is fine again.
with one


http://www.imagr.eu/up/514eca11d03f7_Wo ... 104017.jpg

Where 2 different model stats.

Gamh:
After some hardcore testing and debugging (i'm unable to reproduce this bug at home for some reasons), the solutions to models that appear broken like Steff's one is... to use OpenGL mode.

Add :

--- Code: ---SET gxApi "opengl"
--- End code ---
to your Config.wtf file

Of course it shouldn't be like that. My guess is that polygons in MOPY aren't sorted by the material ID (as it seems to be always the case in Blizzard's WMOs - need confirmation though)

Will work on this later.

Gamh:
This should be fixed now in 1.1a.

For the little story about a bug that lasts 3 or 4 days of testing :
The way I handled batches was wrong, relying on the fact that 3DS files have their faces sorted by their material index. This made the vertex start/end shorts in MOBA entries wrong, as the faces weren't refering to vertices in that range.

Where it becomes funny is when this problem never caused trouble on my setup for some unknown reason. We finally saw that forcing the client to use OpenGL was fixing the problem (again, both OpenGL and d3d rendering were working here). So it appears that OpenGL doesn't read all the batches informations unlike d3d that, I guess, uses buffers according to vertex start/end data. I should note it on the wiki but I need to think of a good way to put that :D

The fix consists in using 0 to nVertices - 1 for each batch so the buffer is large enough to not fuck with outranged indices.

Thanks to fean and Steff for your time !

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