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Messages - happyhack

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1
Modelling and Animation / Re: [QUESTION] MLIQ of WMO
« on: September 10, 2016, 06:15:51 pm »
yo,
I did a lot of test about that stuff a long time ago, had made a txt file with all test reports and info I found out but in the end I didnt found the time to put it into the wiki... my bad. Im pretty sure i deleted that file now.
Anyway, if memory serves me well, the type was some kind of bit field.
I think the only effect i discovered were some bit was about hidding the vertice (thus each triangle including it was hidden). It was used when the liquid plane need not to be a square.
There were other flags used in blizzards WMO which didnt seem to have any effect.

Better check that though, was a long time ago, good luck !

2
Miscellaneous / Re: SCM to WoW through EXE
« on: July 16, 2014, 05:40:54 pm »
Two possibilities :
- Send message through the socket the client is listening on (dont know if its feasible, just try to mimic what servers do by looking at their code)
or :
- Inject a dll
- communicate with that dll through cross process communications (pipe, socket, events, whatever)
- when u receive signal, call the lua function or underlying c++ function.
You have to use some kind of synchronisation since u re using multiple threads. Either find the object Wow uses for LUA synchronisation if there is one, or the one of the underlying c++ function. If there is none then those functions are not supposed to be called from different threads, then u have a serious problem.
- In the external application just connect to the dll through cross process communication and send signal to print messages.

edit :
why do you want an external application anyway? LUA can do whatever you want, just go with it.

3
Miscellaneous / Re: [QUESTION] Recolor Water
« on: July 09, 2014, 05:21:56 pm »
heya,
water animation is a sequence of blp file.
This can be achieved through shader modification too, with the advantage of allowing deeper modifications (although it can necessite client changes if the shader need more data) i did this some time ago.
Until cataclysm bls content is just compiled shader bytecode, for directX take a look at D3DDisassemble, that gives u shader asm code, then use D3DXAssembleShader to recompile. Dont know for openGL. As far as i know windows version use directX while mac use openGL. So if u want to distribute it u should modify both shaders.

Result is really ugly, but it does work.

4
working on a VS extension to add compiled c++ code directly into exe and override or add functions  8-)

5
Resources and Tools / Re: [TOOL] Blender 2.5+ WMO import/export script
« on: April 18, 2014, 02:30:04 am »
Quote from: "derass"
I have this bug to export wmo.
Why ?
because i wrote 'h' instead of 'H'... updated

Quote from: "Helnesis"
Hi, i have problem. I installing the script with Blender 2.62, i try import WMO i have error
what the hell did u do? u broke everything u bad boy

6
Resources and Tools / Re: [TOOL] Blender 2.5+ WMO import/export script
« on: April 13, 2014, 09:51:13 pm »
Seems many people have problems to know where panels are located so I updated first post with more informations.

7
Resources and Tools / Re: [TOOL] Blender 2.5+ WMO import/export script
« on: April 13, 2014, 03:57:22 pm »
Quote from: "Supora"
How many group files can we import with this script? It seems that we can't load big wmo's such as stormwind, undercity and etc.

it works here :


it has something like 1M triangles and 600+ lights. It can be long to load...

Quote from: "Supora"
Also when I imported pirate ship, delete the sails and export, game freezes when I look at this wmo.

portals doesnt work. When u import something there is a panel in Object properties which gives informations about "indoor"/"outdoor". If u set everything to outdoor u can export without portal, else it will crash. Can be many other reason, like bsp bug, and other things... I didnt try bsp export on big object, but it will probably crash with default parameters, resulting in the exported wmo being corrupted.

8
Resources and Tools / Re: [TOOL] Blender 2.5+ WMO import/export script
« on: April 09, 2014, 02:03:33 am »
I realize implementing bsp tree and collision in python is madness but well... got no choice. So it can be a bit long, and even make blender crash because of recursivity limit so be carefull when playin with node max size. From my tests i found 150 was a good limit but if u wanna change it u can

Quote from: "Supora"
Having an error

thx for feedback, fixed it, as well as various other errors

Quote from: "Gamh"
Can't test it, how you're supposed to install that plugin ?

just copy io_scene_wmo to C:Program FilesBlender FoundationBlender<blender version>scriptsaddons

9
Resources and Tools / Re: [TOOL] Blender 2.5+ WMO import/export script
« on: April 07, 2014, 08:38:10 pm »
Added collision. Im not 100% sure what kind of algorithm blizzard use, but it seems to work. Tell me if u find any bug.
Collision panel is in Propertie view => Data
If some faces use a material which has Wow material panel disabled, its exported without material and therefore wont be rendered. If u have to export simplified mesh, do it this way.

10
Resources and Tools / Re: [TOOL] Blender 2.5+ WMO import/export script
« on: March 31, 2014, 09:28:25 pm »
Quote from: "Skarn"
If this feature will exist the plugin will be very very inconvinient for WoW modding because the model will be full of useless doodad placeholders.

Select => by type => empty => H key.

Is it that annoying really?  :roll:

Then thats up to u if u want to keep them or not, but people (like me...) may want to at least, preserve doodads during import => export

Quote from: "Steff"
If blender support layers. You could create a layer for every doodadset and import the m2 in there.
Then name them with full mpq path if possible.
Now people could move them around. Dont knkw how to handle size.
During export you fetch the layers by name and create again the sets, calculate the doodad positon and add them to set. Then an import m2 funtion added and it is perfect. We can then even add another doodad group by addin a new layer with correct name. And machinima guys have full model.

yep thats it, but im thinking of groups instead of layers. U could even import m2 models, hide them in an other layer, but still make the empties display the m2 at their position, so u can rotate and position doodads perfectly, then export them.
Just need an m2 import script, but if i remember correctly, there is already one somewhere...

anyway I added basic export. Does support geometry and materials. Doesnt export collision. I also removed liquid import for now...
Seems to work correctly.
/! - Mesh must be triangulated before export
- Vertices must have only 1 uv coordinate, else the result is unpredictable  :? if u have to deal with seams just separate mesh parts in 3d view


11
Resources and Tools / Re: [TOOL] Blender 2.5+ WMO import/export script
« on: March 28, 2014, 11:26:00 pm »
Quote
BTW it works not fine
yea... i know :S Im trying to find a way to manage these data. Theres no point in importing it as a mesh if i cant export it properly. Import is easy, but i dont know how the hell i gonna export liquids. Blender has no way to force an object to stay a grid, and... pffff... seriously dont know...
I though about projecting a grid from above and exporting coordinates like that but it wont be accurate, what if liquids on differents WMO have to match exactly (like the ones in stormwind)... guess its the best way to go though

Quote
Domt care aboit m2. That is the job for an extra rool.
hmmm... u mean importing and editing? sure i wont make an importer... But im tired to see 36 differents tools to do the same job. When exporting the WMO must be FULLY working. So i have to find a way to position and define doodads inside WMO. Gonna do it with empties i guess, will be easier than liquids  :P

12
Resources and Tools / Re: [TOOL] Blender 2.5+ WMO import/export script
« on: March 28, 2014, 04:57:31 pm »
Added light and liquid import, vertex color now work correctly.
But hey WTF lights are not even used in game?  :shock: seems its only done through vertex color, m2 lights and dbc lights.

13
Resources and Tools / Re: [TOOL] Blender 2.5+ WMO import/export script
« on: March 27, 2014, 06:51:33 pm »
Nop, export doesnt work, there is yet some things to do before working on export (importing liquids, lights, collision meshes, and doodads)

14
Resources and Tools / [TOOL] Blender 2.5+ WMO import/export script
« on: March 26, 2014, 01:38:54 pm »
plop,
i looked around a bit and it seems theres no proper import/export WMO script for blender 2.5+
Well there was an old script for 2.4x but this version is pretty old now and it didnt support export anyway.
So i started one



can just import materials and geometry for now.

edit : Updated

problems facing :
- Since blender doesnt support texture format plugin, textures have to be png files and be in wmo's directory for them to display correctly
- M2 doodads inside wmo gonna be the hard part, I still dont know how to get this work.

/! Should work for 2.5+ but only tested under 2.7

Feel free to help, just tell me so we can organize

https://www.dropbox.com/s/62k5rul2mj7o3 ... n.rar?dl=1

Informations

Options related to wmo are given through custom panels in the properties window. Each has the name "Wow <something>" and can be enabled or disabled.

There is currently 4 panels available.



Wow WMO group panel is in Object properties, it shows options relative to wmo groups.
Group name/desc are optionnal and are just referenced from inside wmo, seems to have no effect.
This panel MUST be enabled when exporting, else export will fail.

Wow material panel is in Material properties, it shows options relative to wmo shader. The only options that are exported are shown in this panel (blender materials / texture are not exported)
Materials are displayed on faces assigned to this material.
If the panel is disabled, the material is not exported and assigned faces will not be visible in game (it can still collide though)

Wow collision panel is in Data properties and are only visible when selecting a mesh. It shows options relative to wmo collisions. "collision vertex group" specifies the vertex group whose faces will be allowed to collide.

Wow light panel is in Data properties and are only visible when selecting a lamp. It shows options relative to wmo lights. This panel will probably change later.
Lights are not exported for now.

UV
Only the active UV layer is exported. UV data imported are stored in "UVmap" layer.

Vertex color
Only the active Vertex Color layer is exported. Vertex color data imported are stored in "Col" layer.

15
Modelling and Animation / Re: [QUESTION] Broken Model
« on: March 24, 2014, 12:27:20 am »
cmon a computer is not some kind of haunted house  :roll:
.m2 contains attachments (weapons positions) and vertices.
.skin contains geosets and triangles. So its probably a .skin problem.
Just copy ALL the .skin files. Dont know how wow knows which one to use either, but they are referenced in .m2 (the number of view tell the number of .skin files avaibles)

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