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Author Topic: [TOOL] 3ds/OBJ to WMO  (Read 48044 times)

Gamh

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Re: [TOOL] 3ds to WMO
« Reply #45 on: March 02, 2013, 01:36:52 am »
If by collision box you mean the white cube's lines, that's normal that they're bigger of the model, as long that's not TOO much bigger ;)

I updated my first post for the people who are getting annoying stuff. In your case, if the log file doesn't say anything about missing mapping coordinates, you should upload me your file so I can take a look. Thanks for testing !

And a little post-note : exams are getting somewhat close, and I didn't do shit this semester (missed some class weeks to get MM done :D ) so until they're behind me I'll not be very efficient at debugging. Please be patient !
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: [TOOL] 3ds to WMO
« Reply #46 on: March 04, 2013, 12:22:26 am »
Some first rock tests for my desert set.


http://www.imagr.eu/up/5133dad81a603_Wo ... 001946.jpg
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schlumpf

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Re: [TOOL] 3ds to WMO
« Reply #47 on: March 04, 2013, 01:26:36 am »
Rocks aren't really WMO material. The big advantage of WMOs is portals, this culling outside/inside. Even blizzard has most rocks, trees, walls as M2.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: [TOOL] 3ds to WMO
« Reply #48 on: March 04, 2013, 02:14:12 am »
Yes I know and at the point I got a working 3d Studio (what ever format) to m2 converter I will use m2s. Because i could then size them also. But every converter i tryed did not work until now. Or need so much stupid steps to get a model that it kills all creativity :) Also you got a height chance that this model can kill your adt. Got strange results during testing .

Also this are very early tests to get some skills in doing rocks and caves. And doing models that are working ingame and also look good with low poly.


http://www.imagr.eu/up/5133f5c6576ab_Wo ... 021529.jpg
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LIMEEE

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Re: [TOOL] 3ds to WMO
« Reply #49 on: March 05, 2013, 02:02:07 am »
Okay this is probably the biggest step up for wow edits since... well the first editor! And i want to tank you for all the Help you gave me. So here is my Models i created a long time ago for a different project. just to test this awesome exporter out!

And yes the models are created after the Human tournament models, but with a bit more details then just a texture on a flat surface!.
CLICK to make bigger.


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Garthog

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Re: [TOOL] 3ds to WMO
« Reply #50 on: March 05, 2013, 02:09:51 am »
Impressive work ! Can't wait to see more !
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Putte08

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Re: [TOOL] 3ds to WMO
« Reply #51 on: March 05, 2013, 10:11:34 am »
WMO tools! Gotta test this out, this is freaking awesome!
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stan84

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Re: [TOOL] 3ds to WMO
« Reply #52 on: March 05, 2013, 05:56:21 pm »
Thanks for great tool!!! Working nice and smooth, just small question how to resize models? Because all cconverted by me are gigantic, covers half of azeroth :D

for example i tried this model http://thefree3dmodels.com/stuff/archit ... 1-1-0-4666
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

LIMEEE

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Re: [TOOL] 3ds to WMO
« Reply #53 on: March 05, 2013, 06:32:36 pm »
Quote from: "stan84"
Thanks for great tool!!! Working nice and smooth, just small question how to resize models? Because all cconverted by me are gigantic, covers half of azeroth :D

for example i tried this model http://thefree3dmodels.com/stuff/archit ... 1-1-0-4666


This Tool makes wmos and not m2's so you can't scale the models in noggit, you need to scale the models in the 3d software, Export Humanmale scale from wmv and use that as a refrence for scaling.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: [TOOL] 3ds to WMO
« Reply #54 on: March 05, 2013, 10:52:06 pm »
Simple citywall and woodway up.
Need to make texture more like the sandstone red.


http://www.imagr.eu/up/513668b23ec23_Wo ... 225018.jpg
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Ascathos

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Re: [TOOL] 3ds to WMO
« Reply #55 on: March 05, 2013, 11:42:44 pm »
Any chance you plan on having a reversed converter ?


Never the less. Thanks. Thanks a lot. This is a great contribution.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Gamh

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Re: [TOOL] 3ds to WMO
« Reply #56 on: March 06, 2013, 12:28:47 pm »
Yes, I'm first looking for a good OBJ -> WMO convert process as it could be useful for some. Once it's done, it shouldn't be hard to do WMO -> OBJ, but probably not -> 3DS, too many unknown stuff on what chunk is required and where, etc.

Great work guys, gives me even more motivation ;)
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Steff

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Re: [TOOL] 3ds to WMO
« Reply #57 on: March 06, 2013, 10:08:38 pm »
Please post all yout stuff here. I will make a features blog post about this. Its a scene news worth I think. And I shold use the blog much more.
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Insanity

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Re: [TOOL] 3ds to WMO
« Reply #58 on: March 07, 2013, 03:34:18 pm »
I managed to get the Blender 3ds export to work...the root of the problem lay "in chair" and not "in computer".

I just made a simple, plain, boring table for starts

http://postimage.org/image/qmo056wfb/
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Steff

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Re: [TOOL] 3ds to WMO
« Reply #59 on: March 08, 2013, 10:02:04 am »
Some tips.

- Merge all objects to one before export.
- If you do bigger modesl slice then the model into big blocks to get sub wmos.
- Name textures only 8.3
- For 3d Studio merge all modifiers before export. You should anly have 1 editable poly on end.
- Use Optimize to get less vertics in model. If you have to much you get holes or even a full good looking model but collision make problems.
- Keep a look at your normals and do not use 2 side option.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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