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Topics - Gamh

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Software Development / [TOOL] PyWMO - Python lib to import / export WMO
« on: August 08, 2013, 07:43:44 pm »
Hey guys, I wrote a small lib in Python to import and export WMO. It's very simple and doesn't have OOP features to keep it simple, as it's mostly aimed on scripting and testing stuff. Some functions or an OOP wrapper should be totally doable anyway.

Please note it's the first thing with 1k+ loc I wrote in Python so there may be a lot of design flaws. I'm open (and willing) to any suggestions or even contributions as long as they fit the kiss philosophy of the module.

Also, note that it's _raw_ import and export ! Give it a file, it gives you the parsed data. Give it data, it gives you a file. It won't perform any check on the data semantic, won't rebuild your BSP tree, won't even check if there are MOHD.num_groups WmoGroup objects. You're warned.

It's available here. There are some examples available if needed.

Bonus : PyWMO + 10 free mins :

2
Resources and Tools / [TOOL] 3ds/OBJ to WMO
« on: February 01, 2013, 04:34:23 pm »
Heyya folks. This is the tool I made these last weeks. It took me some time and several brain attacks to get to this point but I'm kinda proud of it :)

It converts your 3ds files into WMOs v17 (so ok with 3.3.5a), implying doing houses with m2 should not be the only alternative anymore. Feel free to send me your files if something wrong happened !

A Windows 64-bit binary compiled with Qt 4.8.1 and MinGW can be found here :

DOWNLOAD THE LAST VERSION



Its homepage with everything you need to know to make working models is here, with its Git repo. Read this page, it's quite important :

DOCUMENTATION



It's coded using Qt so Mac and Linux mates shouldn't have problems compiling it.

I hope you guys will have fun with it !



______________________________________________

HOW TO HELP THE DEBUGGING



So, now that it has been released, bugs are often reported, and that shouldn't be surprising :lol:  but I don't want to let you with broken stuff, so we will try together to get everything done well !

If your model crash ingame :
Take a look at the log file : is there any warning at the end ? If yes, check the corresponding description in the tiny documentation linked above. If there are no warnings, then the converter did shit somewhere and you would be kind to give me the model (with its verbose logfile) and the textures by private message.

If you have bad texture mapping :
You probably have outranged coords (uv outside of [0, 1]), which were causing problems before rev 1.0c. Now MM should warn you about outranged coords but not fuck them anymore. I don't know if the client handle these outranged coords as known behaviour (looks like yes)

If you have weird shadows :
I'm trying different algorithms to get them well, so it may look like shit. Please provide screenshots if this happens to you !

3
Resources and Tools / [TOOL] GruulMe - a new WDT editor
« on: April 12, 2012, 03:59:28 am »
Hello everyone !

I was working last week on a little program because i'm tired of wdt editors bugged (wdt Editor and its checkboxes, wowme that is completly outdated, etc)

GruulMe handle every known information in a WDT :
- MPHD flags
- ADT table (handle the flag 0x2 for fake water)
- all WMO information when needed

You can find downloads there :

I will listen to your requests or problems here if you want <!-- s:) -->:)<!-- s:) -->
Please note that it is really a program for learning c++ and Qt !

have fun !

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