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Author Topic: Delete Me ---- How to Compile and Use Will's ADT Converter  (Read 7391 times)

fearless_wind

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Re: Anyone want to know how to get Will's ADT Converter Work
« Reply #15 on: July 31, 2013, 12:35:28 pm »
No problem)
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davidfaca

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Re: Anyone want to know how to get Will's ADT Converter Work
« Reply #16 on: July 31, 2013, 12:54:19 pm »
Quote from: "fearless_wind"
Actually, there are the way to convert WMOs. Mop WMOs don't differ much from Cata ones. So, we can use this method for Cata WMOs too. We need to export WMO via WoWModelViewer to a format wich supports texture export. Then convert it to 3ds using a tool you like (I recommend 3dobjectconverter 4.10). And then just use Gamh's MirrorMachineQT to make it WMO again. Sadly, but some models can't be exported with normal UV map (have broken textures).


I've tried to do it that way but when saving with 3d object converter there are a lot of formats, I've tried with 3D Environment Program Complex (*.3DS) which gives a format error in MirrorMachineQT and 3D Studio Binary Mesh (*.3DS) which is converted but has only a grey texture.
The thing is, could you tell which is the correct format to export?
Thanks.
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fearless_wind

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Re: Anyone want to know how to get Will's ADT Converter Work
« Reply #17 on: July 31, 2013, 02:55:38 pm »
3D Object converter - 3D Studio (.3ds)
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davidfaca

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Re: Anyone want to know how to get Will's ADT Converter Work
« Reply #18 on: July 31, 2013, 03:17:25 pm »
Quote from: "fearless_wind"
3D Object converter - 3D Studio (.3ds)

I'm sorry, but I'm afraid that option is not on the list



These are the only formats with 3D studio in my list and I've tried on several versions from 4.0 to 5.0 Gold (unfortunately I haven't been able to find 4.10, maybe that format only appears on that version?)

Thanks for your time.
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fearless_wind

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Re: [VIDEO][TOOL] How to Compile and Use Will's ADT Converte
« Reply #19 on: July 31, 2013, 04:45:30 pm »
3D Studio Binary Mesh
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davidfaca

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Re: [VIDEO][TOOL] How to Compile and Use Will's ADT Converte
« Reply #20 on: July 31, 2013, 05:46:36 pm »
Quote from: "fearless_wind"
3D Studio Binary Mesh

Well, after a lot of trying I got my model converted with textures just to find that they are really bugged ingame. But at least I tried, thanks anyway!
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kroyi

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Re: [VIDEO][TOOL] How to Compile and Use Will's ADT Converte
« Reply #21 on: September 06, 2013, 06:12:51 pm »
it work on cata?
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fearless_wind

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Re: [VIDEO][TOOL] How to Compile and Use Will's ADT Converte
« Reply #22 on: September 15, 2013, 08:31:05 am »
Guys, how can I make these adts work in noggit? No need in dodads - only terrain and texture. (I used Anthony's compiled version)
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ferreon

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Re: [VIDEO][TOOL] How to Compile and Use Will's ADT Converte
« Reply #23 on: September 20, 2013, 05:52:56 pm »
Thanks for the tutorial Anthony ¡¡

PD: Any way to fix the texture problem that have some maps? (I don't know if is problem of the ADT or maybe the textures). Map: CataclysmCTF (TwinPeaks BG)

PD2: Problem solved.
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PhilipTNG

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Re: [VIDEO][TOOL] How to Compile and Use Will's ADT Converte
« Reply #24 on: September 21, 2013, 11:23:08 am »
Quote from: "ferreon"
Thanks for the tutorial Anthony ¡¡

PD: Any way to fix the texture problem that have some maps? (I don't know if is problem of the ADT or maybe the textures). Map: CataclysmCTF (TwinPeaks BG)

PD2: Problem solved.

And what did you do to solve it?
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tote93

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Re: [VIDEO][TOOL] How to Compile and Use Will's ADT Converte
« Reply #25 on: September 21, 2013, 12:40:13 pm »
i dont know how you do, to convert the maps easily.
I tried a lot of times, the last yesterday, i convert the .wmos that appears in to the .adt of ShadopanArena, i convert the .adt with your converter, and put 4E into the WDT, in-noggit(older) i can see the map without textures, but i can see. In most recent noggit it close.
And in-game, it have wow error, in the middle of loading screen. and it are all maps that i try to convert.

I have to do something more to can see the maps ingame? I convert .adt, change 4E in .wdt, and see and converts the .wmos that appears into .adt, (m2 and textures have all).

Regards and incredible job anthony.
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PhilipTNG

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Re: [VIDEO][TOOL] How to Compile and Use Will's ADT Converte
« Reply #26 on: September 21, 2013, 01:42:46 pm »
Quote from: "tote93"
i dont know how you do, to convert the maps easily.
I tried a lot of times, the last yesterday, i convert the .wmos that appears in to the .adt of ShadopanArena, i convert the .adt with your converter, and put 4E into the WDT, in-noggit(older) i can see the map without textures, but i can see. In most recent noggit it close.
And in-game, it have wow error, in the middle of loading screen. and it are all maps that i try to convert.

I have to do something more to can see the maps ingame? I convert .adt, change 4E in .wdt, and see and converts the .wmos that appears into .adt, (m2 and textures have all).

Regards and incredible job anthony.

I'm sure you heard of the common phrase, take it one step at a time... not 72 steps at once.  lol.

If you are doing the ADT Converts, make sure you use Beta MoP files. not normal retail files.  Secondly if you are doing it with WMO's. meaning you do not have the WMO output set to 0 as shown in the tutorial, then you must have every single wmo that the adt's look for converted and working.  If you re missing just one single wmo, you will get a wow error.  Sometimes the WDL file will look for wmo's as well so you must grab those too.

So if you want to do a simpler test, convert the adt's without any wmo(set the wmo output to 0 in source code) and use those as your Map.  then make a second convert with the wmo enabled(not 0 on wmo output, make a second compile) and then just put in one ADT that has wmo's inside of your patch that has the doodad only files.  This way you can practice on only small amount of WMOs rather than a huge handful of them.  Look at the adt file to see what wmo that file uses then get them and convert them, put all the wmo's into your patch, go ingame and hopefully it loads without any errors.
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ferreon

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Re: [VIDEO][TOOL] How to Compile and Use Will's ADT Converte
« Reply #27 on: September 21, 2013, 03:20:58 pm »
Quote from: "AnthonysToolbox"
Quote from: "ferreon"
Thanks for the tutorial Anthony ¡¡

PD: Any way to fix the texture problem that have some maps? (I don't know if is problem of the ADT or maybe the textures). Map: CataclysmCTF (TwinPeaks BG)

PD2: Problem solved.

And what did you do to solve it?

If you are having problems with textures (shadows) like me, only change the options that I show you in the second pic. I didn't remember the option in "video" settings so I thought that was a bug T.T

1: http://gyazo.com/28fa29fb7eb07a69d17603863b2b619b
2: http://gyazo.com/07f2b51ba97574146b94ab565365f2f2
3: http://gyazo.com/a181188c1f0080ee3cf6be986407993c

PD: Wmo doesn't appeared, your edited converter allows to have wmo or I have to edit the original converter?

Thanks and sorry my english.
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tote93

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Re: [VIDEO][TOOL] How to Compile and Use Will's ADT Converte
« Reply #28 on: September 21, 2013, 04:41:40 pm »
HI anthony, i can pass the same map that you pass.
I pass the .WMO too, Abyssal_Maw.wmo, i compiled adt_converter, and now i can see the .wmo, but i have a problem, i know that you fix it, and if you could say how fix this "textures" error:
http://imgur.com/Ju3pKQF

Ferreon, the anthony converter, dont read .wmo, you need to compilate a adt_converter. You dont need to modify anything in the original converter.
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ferreon

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Re: [VIDEO][TOOL] How to Compile and Use Will's ADT Converte
« Reply #29 on: September 21, 2013, 06:31:01 pm »
Ok I compile the Will's Adt converter without modify. I have converted my adts I enter ingame and I have error cause the client didn't find .wmo files. Ok, I have converted all the .wmo related to the adts and now I have this error.

http://gyazo.com/68233976bb0dc0e37f583ca9f2f4f60f

If someone want to try...

ADT-Development (TwinPeaksBG) 8.3mb: https://mega.co.nz/#!XsBBlAaB!B3IDVENYz ... VCQYX8zTOY
Wmo Files (All converted) 8.1mb: https://mega.co.nz/#!b54BjLBB!OAFbEBmvR ... ZUZXFqJ_9o

Noggit Log:
http://gyazo.com/9f492e5d6a25360e27c542709bc9001c
« Last Edit: January 01, 1970, 01:00:00 am by Admin »