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

Malice

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Re: [TOOL] 3ds to WMO
« Reply #165 on: May 29, 2013, 09:07:05 pm »
Where can i download it?
I've found only that version(
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matija168

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Re: [TOOL] 3ds to WMO
« Reply #166 on: May 30, 2013, 12:25:32 am »
It is on the bitbucket link provided.
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ferreon

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Re: [TOOL] 3ds to WMO
« Reply #167 on: May 30, 2013, 12:40:47 am »
New version dont open in my computer , no errors, execute like admin but no...

Ferreon.
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fearless_wind

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Re: [TOOL] 3ds to WMO
« Reply #168 on: May 30, 2013, 10:11:06 am »
I guess there are some letters in the path to .exe which are not english (I had such a problem with Russian letters in the path to exe or model)
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fearless_wind

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Re: [TOOL] 3ds to WMO
« Reply #169 on: May 30, 2013, 10:11:53 am »
Give me one of your models, II try to convert it. Maybe the problem is in the model itself.
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matija168

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Re: [TOOL] 3ds to WMO
« Reply #170 on: June 01, 2013, 12:19:38 am »
Or you simply lack the DLLs which is simply fixed by adding them manually.
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Gamh

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Re: [TOOL] 3ds to WMO
« Reply #171 on: June 16, 2013, 09:22:13 pm »
Some news !

Version 1.1b is now downloadable and it brings a basic OBJ import. Before you jump on it and make everything crash, be sure to read these rules about what kind of OBJ files MM can read.

It may be useful for people who have problems with some 3DS Max versions, as Autodesk seems to consciously break retro-compability (yeah, adding the string "Autodesk" at the beginning of the vertex list chunk is a fucking progress) and 3ds format is getting more and more a pain to parse.

What's next ?

- I tried to get a good BSP tree but I'm not satisfied with it. And actually the game isn't satisfied either as it violently crashes on tested models. Still working though, when the motivation is there.
- Some people asked for light support. Why not, but OBJ doesn't support lights and 3DS supports them badly and without caring about groups, which is important for WMO. So I'll have to think of a solution.

Finally, thanks to the people on this thread who help when I'm not there :)

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PhilipTNG

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Re: [TOOL] 3ds/OBJ to WMO
« Reply #172 on: July 29, 2013, 03:31:28 pm »
Hey Gamh, thanks a billion for the tool. you wouldn't happen to have a donation link somewhere would you?



It's a tad bit large, I'll probably rescale it later if it's not noggit compatible, still haven't tried to import it yet.]
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Gamh

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Re: [TOOL] 3ds/OBJ to WMO
« Reply #173 on: August 01, 2013, 07:21:10 pm »
Hey people, it's time for another release, probably the last if there's no big problem. I'm working an another, smaller project for WMO and I'll post about it soon.

This release bring a BSP tree generator, and should help maintaining a correct collision calculation for your bigger models. If you are concerned and want to use it efficiently, READ THE FOLLOWING.

In the settings window, there are two options : a checkbox for creating a bsp tree, and a spinbox to choose an obscure "max leaf size" parameter, or something.

- If "Add collisions" is checkable and checked, MM will build a single-leaf BSP tree. For (really) tiny or simple models, it should be enough.

- If "Generate BSP tree" is checked, MM will calculate a BSP tree for the model. It's not long, but it's a complicated task and it's damn hot right here so I'm not 100% sure that what I wrote won't break soon. Sorry about that.

The BSP tree generator will take the value you gave in the settings as a maximum for the leaf evaluation. Example : you gave 100, then no leaf will have more than 100 faces referenced. Smaller values creates more complex trees.

What number should you take ? The default value (300) is sufficient for almost any model. The average Blizzard model has leaves with around 42 faces referenced. (yep, 42).
For bigger models, and if you have collision issues, you can set a higher value, like 600, 1000 or 2000. For your information, the biggest leaf found in a blizzard model contains 2155 references in a single leaf (GiantBattle.wmo). Try not to go way beyond that, or the client will have problems calculating collision.

And finally, if this release is useful for you, give a big shoutout to Tharo for being awesome at helping me with this generator. Really, he did the biggest part of this.

@AnthonysToolbox : nah, it's kind of you but i'm doing this for fun and learning (although these trees were not fun at all)
« Last Edit: August 04, 2013, 10:46:46 pm by Admin »

MR. Farrare

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Re: [TOOL] 3ds/OBJ to WMO
« Reply #174 on: August 01, 2013, 08:27:19 pm »
ty
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PhilipTNG

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Re: [TOOL] 3ds/OBJ to WMO
« Reply #175 on: August 05, 2013, 06:34:17 pm »
@Gamh: Awww, Alrighty, no worries. anyway I did a Firelands wmo as well as a Throne of the TIdes that's not from Cata beta, still need to furnish it with gobjects but that'll come later maybe.

Firelands_Canopy


[youtube:2bf5otwi]http://www.youtube.com/watch?v=LRvTDj7Jdlc[/youtube:2bf5otwi]

Throne of The Tides (WIP) - Vlog


[youtube:2bf5otwi]http://www.youtube.com/watch?v=liA2WTDYI10[/youtube:2bf5otwi]

And something a little out of the normal spectrum


[youtube:2bf5otwi]http://www.youtube.com/watch?v=CrltitCbvGM[/youtube:2bf5otwi]
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Steff

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Re: [TOOL] 3ds/OBJ to WMO
« Reply #176 on: August 06, 2013, 10:31:13 am »
Thanks to Tharo. NIce to see that finaly there is some working together profit ;)
And also big Thanks to you for the worl to :)
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LIMEEE

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Re: [TOOL] 3ds/OBJ to WMO
« Reply #177 on: August 08, 2013, 03:52:38 am »
AnthonysToolbox, I also had the problem with Transparency on textures, but i had a talk with Gmah, And he found a solution for it. However it seems like he can't put it into mirrormachine, you need to manual adjust the wmo file in hex, and change the blend mode from 0 to 1. for the material with that kind of texture. As i don't have any Hex knowledge at all, i can't explain to you how to do it, but maybe Gmah can write down a short tutorial about it.
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TheBuG

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Re: [TOOL] 3ds/OBJ to WMO
« Reply #178 on: August 08, 2013, 01:55:24 pm »
Quote from: "LIMEEE"
AnthonysToolbox, I also had the problem with Transparency on textures, but i had a talk with Gmah, And he found a solution for it. However it seems like he can't put it into mirrormachine, you need to manual adjust the wmo file in hex, and change the blend mode from 0 to 1. for the material with that kind of texture. As i don't have any Hex knowledge at all, i can't explain to you how to do it, but maybe Gmah can write down a short tutorial about it.

It can most likely be done using 010 Editor together with the WMO template. Should be easy enough. I'll see if I can create a quick picture guide.

Edit: Picture guide not happening. However, when you open your WMO with 010 Editor and run the WMO template you should do the following (I think).

Browse through the template to the settings of the required texture. This should be:

Code: [Select]
struct wmo_file/struct MOMT momt/Here you'll find the settings for every texture in your WMO. Just open up every "struct MOMT_Entry entry
  • " you find the one you need.


Once you found the texture you'll have to change the vlue of "UINT32 blendMode" from "0" to "1".
« Last Edit: August 08, 2013, 06:31:42 pm by Admin »

Gamh

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Re: [TOOL] 3ds/OBJ to WMO
« Reply #179 on: August 08, 2013, 03:45:05 pm »
Thanks, that's it, except :
Quote from: "TheBuG"
Once you found the texture you'll have to change the vlue of "UINT32 blendMode" from "1" to "0".
You have to write 1 instead of 0 if you want textures with alpha channel to work correctly.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »