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Author Topic: [TOOL] OBJ to M2 converter + Sources  (Read 39370 times)

fearless_wind

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Re: [TOOL] OBJ to M2 converter
« Reply #15 on: August 17, 2013, 03:33:25 am »
Just awesome! First stable converter for static models)) Do you plan to make smth with other formats supporting animations?
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Arid

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Re: [TOOL] OBJ to M2 converter
« Reply #16 on: August 17, 2013, 08:40:55 am »
Haven't worked on the texture but with the converter I've done a statue of one of my characters I roleplay on in D-X (They won't let me back on their modding team for SOME odd reason)


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Garthog

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Re: [TOOL] OBJ to M2 converter
« Reply #17 on: August 17, 2013, 02:38:30 pm »
Quote from: "fearless_wind"
Just awesome! First stable converter for static models)) Do you plan to make smth with other formats supporting animations?

Yeah, I plan to work on FBX format !
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fearless_wind

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Re: [TOOL] OBJ to M2 converter
« Reply #18 on: August 17, 2013, 03:00:35 pm »
Realy good news) So, you need to know that about 15% of  on wowdev wiki about m2 animation sections is wrong. Also one section with bone memory is unexplained at all. Now not  even one converter can convert animations rightly, even the Tigurius' one.
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Eliphas

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Re: [TOOL] OBJ to M2 converter
« Reply #19 on: August 17, 2013, 05:54:28 pm »
Excellent. Thank you.
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PhilipTNG

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Re: [TOOL] OBJ to M2 converter
« Reply #20 on: August 18, 2013, 06:14:53 am »
Quote from: "Garthog"
Quote from: "fearless_wind"
Just awesome! First stable converter for static models)) Do you plan to make smth with other formats supporting animations?

Yeah, I plan to work on FBX format !

That'd be cool!!  Though there are a few different variants of it, which program are you using that generates fbx files?  3DS Max 2014 I reckon?
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Steff

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Re: [TOOL] OBJ to M2 converter
« Reply #21 on: August 18, 2013, 10:16:40 am »
If someone know that dev wiki is wrong,  and even know how ots right.  Make an account and correct it.  This will help coders to do tools.
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fearless_wind

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Re: [TOOL] OBJ to M2 converter
« Reply #22 on: August 18, 2013, 06:44:59 pm »
Vel told me some information aboutr wrong information on wowdev. Sadly, he doesn't want to contribute to smth except his project. All I know is that one section about bone memory is unexplained on wiki and 15% of animation sections is wrong on wiki.
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Steff

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Re: [TOOL] OBJ to M2 converter
« Reply #23 on: August 19, 2013, 06:46:11 am »
I know that Vel is not realy a teamplayer.  Make an account and write down what you know ;-)

 it will help to male this tool happen.  We will only get forward if we work all together.
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fearless_wind

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Re: [TOOL] OBJ to M2 converter
« Reply #24 on: August 19, 2013, 07:09:09 am »
It's not needed anymore because as I know, Vel yesterday agreed to help Garthog with the tool)
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Steff

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Re: [TOOL] OBJ to M2 converter
« Reply #25 on: August 19, 2013, 12:17:30 pm »
But still it should be documented for the future.
It is always needed.
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LIMEEE

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Re: [TOOL] OBJ to M2 converter
« Reply #26 on: August 19, 2013, 12:59:11 pm »
Quote from: "Steff"
it will help to male this tool happen.  We will only get forward if we work all together.

I am sorry Steff, but you really did serve me this one, if you say he should update the docs to help "everyone" out, maybe you should make noggit open soruce so actually people that want to add features / fix bugs, can do so, like you said, "We will only get forward if we work all together"
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PhilipTNG

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Re: [TOOL] OBJ to M2 converter
« Reply #27 on: August 19, 2013, 01:34:04 pm »
Alrighty had some free time so I tried this out, Door's UV's are messed up but I'm gonna delete the door anyway so no biggie.

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Garthog

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Re: [TOOL] OBJ to M2 converter
« Reply #28 on: August 19, 2013, 02:28:04 pm »
Anthony : this issue might be caused by texture coord not being set per vertex. Meaning multiple texture coords for only one vertice ( which is possible in 3DS / any tool, but not in wow. For WoW, one vertex must have only one texture coord )

one solution might be to convert to save to .3DS, then convert 3DS to OBJ with any tool ( not 3ds max ) and use the obj generated.

Another solution someone told me, is using two-sided renderflag ( dunno if it actually corrects it )

Last solution i got, is to detach all vertice
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PhilipTNG

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Re: [TOOL] OBJ to M2 converter
« Reply #29 on: August 19, 2013, 03:18:08 pm »
Quote from: "Garthog"
Anthony : this issue might be caused by texture coord not being set per vertex. Meaning multiple texture coords for only one vertice ( which is possible in 3DS / any tool, but not in wow. For WoW, one vertex must have only one texture coord )

one solution might be to convert to save to .3DS, then convert 3DS to OBJ with any tool ( not 3ds max ) and use the obj generated.

Another solution someone told me, is using two-sided renderflag ( dunno if it actually corrects it )

Last solution i got, is to detach all vertice

Thanks for the reply, anyway I went and the 3ds thing as you mentioned..... and exported to obj through Max, then imported it into Blender 2.6, exported out as a 3ds, re-imported the 3ds it into blender, re-assigned the texture, export to obj and used your converter, all was well after that.



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