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Author Topic: [TOOL] 3ds/OBJ to WMO  (Read 48032 times)

Steff

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Re: [TOOL] 3ds to WMO
« Reply #90 on: March 29, 2013, 10:53:50 am »
I cant load the max file. Its corrupted.
Or to new. I use 3ds 2010.
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elarose

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Re: [TOOL] 3ds to WMO
« Reply #91 on: March 29, 2013, 11:20:08 am »
Today I had a play with this ..incredible tool.

No issues getting the model in and working with textures mapped.

Just now tested it with vmaps. Vmaps also work. Simply switched out a duskwood model with mine and after rebuilding vmaps it has full los.

Nice work.

I hope you realise just what this means to the community. Most of the tool builders just 'meh' like its nothing. =P


You dont just deserve a hooker..hell have the black temple instead..full of blood elf hookers ;)


@
Quote from: "Skullbot"
   Post subject:    Re: [TOOL] 3ds to WMO    
Hey thanks for that Steff, pretty useful !
But I still can't get it working, maybe I'm doing something wrong ? =/
Here da stuff : http://filebeam.com/54342a8a5b977b429da8b3054a8a934b
Includes .max, .png, .blp and .wmo

Likewise, i run max 2008, try giving us a 3ds file. Max files tend to be un-useable after 2 versions.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
To those making tools or contributing answers or help, always a big Thankyou. =)

Steff

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Re: [TOOL] 3ds to WMO
« Reply #92 on: March 29, 2013, 11:56:59 am »
@Skullbot: I had a look on your wmo.

1. You have added 6 textures to you model! 0 to 5
2. All textures beside 2 are empty in name and 2 is named box001

You have to NAME the texture with you plb anme with out the extention.
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Skullbot

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Re: [TOOL] 3ds to WMO
« Reply #93 on: March 29, 2013, 08:20:44 pm »
Here's da 3ds file : http://filebeam.com/734e22f950e602a14a98c10552047a60

I saw that with the WMO 010 Template, there still 6 texture with one named Box001, but I'm pretty sure that I renamed it in the material editor, and that I've only applied one texture. Only the object is named Box001 as of now.
Maybe it's because the Max standard material as some slot for specular map and such ?
Or maybe it's because I don't merge the UVW Map correctly (I click on "Collapse all")

Here's a screenshot before merging :


I just made a cube from a new & empty scene.

Edit : I noticed I forgot to get the Editable Mesh to Editable Poly, but anyway, it still crashes in Noggit even in Poly.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Gamh

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Re: [TOOL] 3ds to WMO
« Reply #94 on: March 29, 2013, 09:09:23 pm »
The WMO created with this 3DS file has only collision-only polygons, which is obviously wrong. I think this is my fault, looking at it.

EDIT : your material is called "WorldWMOrock", just call it rock, and name your texture rock.blp. The file seems to be requiring the material "WorldWMOrock", but the only material you gave is called "W" and its path is "S". MM can't find the material so it apply 0xFF material which will make your model crash

And as you're french, feel free to come on IRC (server Quakenet, chan #modcraft) to ask me if you don't understand something ;)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: [TOOL] 3ds to WMO
« Reply #95 on: March 29, 2013, 10:33:09 pm »
WoW needs textures of the power of 2

128 x 128 , 256 x 256, 1024 x 1024

So resize the texture to 1024 x 1024.
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Skullbot

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Re: [TOOL] 3ds to WMO
« Reply #96 on: March 29, 2013, 11:09:20 pm »
@Steff : I didn't even checked that, as I downloaded it just to have so seamless texture to test. I though it was already a x² texture -_-"

@Gamh : Why do you think I'm French, is that because of that archive name ? :D

Anyway, I'll come on IRC ;)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Kelno

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Re: [TOOL] 3ds to WMO
« Reply #97 on: March 31, 2013, 11:57:35 pm »
If it could help with debugging, about missing polygons, I noted it seemed to only appears at open edges, I fixed these one by one by correctly "closing" the model.

Often it's 2 vertices one above the other, the model then look "closed" but if you move one, you can see it's not (as shown in pics)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

elarose

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Re: [TOOL] 3ds to WMO
« Reply #98 on: April 01, 2013, 09:29:36 am »
@anyone with the above issue of having vertices together. Use the 'snaps toggle'. Default 3dsmax is world grid. Change to vertex.

Also @ Gamh.

Any slight possibility of in the future having the chance to put in a area id number?  :)

Off the dev wiki

Header for the map object. 64 bytes.
'0x20    uint32       WMO/v17 ID (column 2 in WMOAreaTable.dbc)'

MOGP chunk
0x38    uint32       WMO group ID (column 4 in WMOAreaTable.dbc)

A nice clean way of being able to enter our wmo dungeons/citys with multiple 'area display'

Yes..its like you gave us this amazingly huge pot of gold..and here i am asking 'do we get cookies with that?'

Just thought i would ask, maybe you seen  a way to do that in there. Either way with or without. this tool is incredible. Atm we can use the noggit areaid paint and placing our wmo's over it, still get a rough sort of radar map display of what we are in.

Again..incredible work. =)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
To those making tools or contributing answers or help, always a big Thankyou. =)

Gamh

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Re: [TOOL] 3ds to WMO
« Reply #99 on: April 01, 2013, 02:20:15 pm »
I would recommand to wait for Cromon's WmoEdit to be done, as it will probably take such functions. I'll see if I can do it myself otherwise but it won't be a part of MM anyway : it may be a bit confusing to choose indoor/outdoor flags, area ID, etc, without seeing what part of the model the program is talking about, that's why a graphical one could be much easier to use.

Anyway no problems for asking, i'm always willing to hear requests ;)
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LIMEEE

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Re: [TOOL] 3ds to WMO
« Reply #100 on: April 08, 2013, 10:27:17 pm »
Once again i can't thank you enough Gamh, and i wanted to post 2 new screens,
Now that i can actually import my own models i figured i would start doing a raid or 5man instance just for the fun and i created a pretty basic corridor to test out the scaling and stuff.


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Bjarke

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Re: [TOOL] 3ds to WMO
« Reply #101 on: April 08, 2013, 11:16:15 pm »
As LIMEEE states; This program is awesome!

And i just want Gamh to know that he did a great job with this program!  ;)
Someday i'll do something serious with it ! :)

(EDIT: Be aware; 3DS max 2013 is bugged, the *.3ds export is broken. Import your model into another program as Milkshape 3D and convert it to *.3ds! Otherwise the model will crash noggit/wow.)
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matija168

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Re: [TOOL] 3ds to WMO
« Reply #102 on: April 08, 2013, 11:56:08 pm »
Hi.

So I made a quickish model to make a test of sorts, but the textures in noggit just seem to be...wrong.
Sorry if this was explained before or is a simple thing to fix, but I'm just a newbie in model editing so I'm kind of stuck here for now.

Here's the screens.
Blender render:


Noggit:
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: [TOOL] 3ds to WMO
« Reply #103 on: April 08, 2013, 11:57:35 pm »
wow nice work guys.

Want you perhaps do some stuff for Maruum ?

:)
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Ascathos

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Re: [TOOL] 3ds to WMO
« Reply #104 on: April 09, 2013, 12:13:14 am »
Quote from: "matija168"
Hi.

So I made a quickish model to make a test of sorts, but the textures in noggit just seem to be...wrong.
Sorry if this was explained before or is a simple thing to fix, but I'm just a newbie in model editing so I'm kind of stuck here for now.

Here's the screens.
Blender render:


Noggit:
Seems to me as if texture coordinates are off again.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »