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

TheBuG

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Re: [TOOL] 3ds/OBJ to WMO
« Reply #180 on: August 08, 2013, 06:31:23 pm »
Quote from: "Gamh"
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.

Ah, sorry, I'll fix it.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

PhilipTNG

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Re: [TOOL] 3ds/OBJ to WMO
« Reply #181 on: August 13, 2013, 03:03:25 am »
@ LIMEEE, TheBuG, Gamh: Thankyou so much!!  I'll use/try it on my later projects when I get there and will be sure to post back here to let you guys know how it goes. ^_^

Currently trying to grab a scene from Devil May Cry 3 and Chunli's stage from Street Fighter 4.

Anyway just did a quick test and here's the alpha maps in action:



before it would have a white backing to it, which made it look like a bag, and I actually liked it like that more, but this was just a test. reverting th is particular texture back now.

That picture is a snippet from this model:





« Last Edit: January 01, 1970, 01:00:00 am by Admin »

ProfVice

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Re: [TOOL] 3ds/OBJ to WMO
« Reply #182 on: August 20, 2013, 09:22:46 pm »
Ok first Thx for this awesome tool, test it a little bit with selfmade blender objects... but my skills are to low for nice buildings  :D

so i tried to convert MoP WMOs to Wotlk WMOs but i've got a problem.
When i extract the WMOs with an MPQ editor, ive got a WMO file so ists not convertable by the tool, but when i extract the WMO via modelviewer als Obj, the tool wont convert it to the Wotlk WMO.
So can anyone post a guide how to extract MoP buildings right and convert it to wotlk? I would love it to play with Pandaria Huts  ;)

hope for help and say thx
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

PhilipTNG

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Re: [TOOL] 3ds/OBJ to WMO
« Reply #183 on: August 21, 2013, 03:00:51 am »
Quote from: "ProfVice"
Ok first Thx for this awesome tool, test it a little bit with selfmade blender objects... but my skills are to low for nice buildings  :D

so i tried to convert MoP WMOs to Wotlk WMOs but i've got a problem.
When i extract the WMOs with an MPQ editor, ive got a WMO file so ists not convertable by the tool, but when i extract the WMO via modelviewer als Obj, the tool wont convert it to the Wotlk WMO.
So can anyone post a guide how to extract MoP buildings right and convert it to wotlk? I would love it to play with Pandaria Huts  ;)

hope for help and say thx

You have to convert the obj file into a workable obj file that the converter will accept.

View My Tutorial here, it is for people that have moved past the beginner phase, but still pretty fresh with things,  so it's over explained for that reason:



As for Pandaria houses and such, use Machinima Studio, it's a cheap and much better model viewer/extractor than WoW ModelViewer naturally since Machinima Studio is a Trial/purchase type of software where as WMV is opensouce and free.

I use Machinma Studio.

Here's to show that I'm not just thorwing words around.



« Last Edit: January 01, 1970, 01:00:00 am by Admin »

ProfVice

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Re: [TOOL] 3ds/OBJ to WMO
« Reply #184 on: August 21, 2013, 03:20:55 pm »
Thanks a lot, i will try Machinima Tools.

And a very good Video!

Edit:
Ok tried it again and got some probs...
this 2 houses were extractet with Machinima Studio Premium, all textures well placed but there is a secound hull of textureless polygones dont know why.


and this one is made with extractet model from modelfiewer, the texturebug is also in modelviewer



so pls can anyone help?


Edit: Problem solved... it was the collision vertice from machinima  :oops:


play a little bit with export function of Machinima Studio

A House from Warhammer online in WoW... but without indoor area





A Little tip: When you export the models and import it to blender, you must flip the normals off every mesh to get the textours to the right direction (i hope you understand this, sry my bad english)

oh and the Diner of Fallout meets WoW:


just a little problem with transparency

panda nuclear bar of disaster....

Edit again: oh here the download, it include only a Pandaren Hut, the Diner, the Warhammer Building and a Warhammer Mortar. You must create your own dbc when you will place them ingame.
the directory lines for dbc and noggit input.txt

Mortar: meinewmospa_house1.wmo
Pandaren Hut: meinewmoshaus1.wmo
Warhammer house: meinewmosmerchant.wmo
Fallout 3 Diner: meinewmosdiner.wmo

Download: Here
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

nrj45

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Re: [TOOL] 3ds/OBJ to WMO
« Reply #185 on: October 20, 2013, 03:05:17 pm »
Help please, what's the problem I do not understand, here's a log of conversion:

OBJ_import.log:
C:/Users/Admin/Desktop/New models/caffediner/Diner Restaurant/Diner Restaurant/Diner_Restaurant.obj loaded.
1: unknown data (#, # Blender v2.68 (sub 0) OBJ File: '')
2: unknown data (#, # http://www.blender.org)
3: MATERIAL LIBRARY Diner_Restaurant.mtl required (path : C:/Users/Admin/Desktop/New models/caffediner/Diner Restaurant/Diner Restaurant/Diner_Restaurant.mtl)
4: OBJECT #0 called Diner_Restau
10419: the following faces use the material mh_dinerdetm
10420: unknown data (s, s off)
10528: the following faces use the material mh_dumbodinn
10807: the following faces use the material ks_dinermet
10814: the following faces use the material diner_doordi
10885: the following faces use the material alumoxalumox
11070: the following faces use the material dinersigndin
14075: the following faces use the material ks_dinermet1

OBJ_mtllib_import.log:
4: MATERIAL #0 : alumoxalumox
5: shininess (unused) = 92.1569
6: ambient color parsed
7: diffuse color parsed
8: specular color (unused) parsed
12: texture path : Texturealumoxalumox.png
14: MATERIAL #1 : diner_doordi
15: shininess (unused) = 92.1569
16: ambient color parsed
17: diffuse color parsed
18: specular color (unused) parsed
22: texture path : Texturediner_doordi.png
24: MATERIAL #2 : dinersigndin
25: shininess (unused) = 92.1569
26: ambient color parsed
27: diffuse color parsed
28: specular color (unused) parsed
32: texture path : Texturedinersigndin.png
34: MATERIAL #3 : ks_dinermet
35: shininess (unused) = 92.1569
36: ambient color parsed
37: diffuse color parsed
38: specular color (unused) parsed
42: texture path : Textureks_dinermet.png
44: MATERIAL #4 : ks_dinermet1
45: shininess (unused) = 92.1569
46: ambient color parsed
47: diffuse color parsed
48: specular color (unused) parsed
52: texture path : Textureks_dinermet1.png
54: MATERIAL #5 : mh_dinerdetm
55: shininess (unused) = 92.1569
56: ambient color parsed
57: diffuse color parsed
58: specular color (unused) parsed
62: texture path : Texturemh_dinerdetm.png
64: MATERIAL #6 : mh_dumbodinn
65: shininess (unused) = 92.1569
66: ambient color parsed
67: diffuse color parsed
68: specular color (unused) parsed
72: texture path : Texturemh_dumbodinn.png


Blender:


« Last Edit: January 01, 1970, 01:00:00 am by Admin »

PainSavior

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Re: [TOOL] 3ds/OBJ to WMO
« Reply #186 on: October 21, 2013, 04:14:22 am »
I love the program, great work man.

I do have a rather important question though.

I kind of understand what the Indoor / Outdoor check box is for, I guess it says that the certain wmo groups use indoor lighting, and aren't affected by the outside light... but how do we edit the inside light?
How can you add lighting to the WMO's?...
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Gamh

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Re: [TOOL] 3ds/OBJ to WMO
« Reply #187 on: October 21, 2013, 08:01:21 pm »
Quote from: "ProfVice"
just a little problem with transparency
If you have some experience with WMO, you can fix this by switching the blendmode flag to 1 in the broken glass materials. Should work.

Quote from: "nrj45"
Help please, what's the problem I do not understand, here's a log of conversion
You didn't even asked anything, how am I supposed to know what's your problem ?

Quote from: "PainSavior"
I kind of understand what the Indoor / Outdoor check box is for, I guess it says that the certain wmo groups use indoor lighting, and aren't affected by the outside light... but how do we edit the inside light?
How can you add lighting to the WMO's?...
I'm not sure to know how to edit lights. I think outdoor uses almost only spot lights (MOLT) and to a very little extent (or not at all) vertex colors (MOCV).

Inside colors uses vertex colors, and there is no way to add it at the moment. I want to add this though.

I have a lot to do with college since september and can't work on this, I'll try to get back to it before the end of the year.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

PainSavior

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Re: [TOOL] 3ds/OBJ to WMO
« Reply #188 on: October 21, 2013, 09:58:28 pm »
That's good man, kill it up in school!

Well shoot.. I knew it couldn't be something easy : P
Cause I spent hours last night searching for how it works.

It's definitely some subject in the WMO itself... I just don't see what it is in hex, cause it's not really written on the wiki either.
When you take a strictly wow WMO - > OBJ then convert back it, it doesn't have the lighting anymore I'm pretty sure.

Is there a cheap fix to this? ..
Like..  regardless checking the inside objects to inside, and leaving the shell of the building to outside...
and
Then maybe changing the M2's to have a larger light attenuation / intensity.. and placing them inside the building?

I can't really figure it out.
It doesn't seem like the m2's affect the WMO at all =/
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Gamh

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Re: [TOOL] 3ds/OBJ to WMO
« Reply #189 on: October 22, 2013, 01:19:03 am »
Unfortunately no, OBJ has no clue about lighting (but anyway, so does this converter).

Setting your WMO indoor is likely to crash as the converter can't generate portals from nothing, and portals are mandatory to link indoor to outdoor parts. I thought about a system for this.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

PainSavior

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Re: [TOOL] 3ds/OBJ to WMO
« Reply #190 on: October 22, 2013, 09:55:21 pm »
That's a shame man.. but you know, get to it when you can! It'd make this program a thousand times better. It doesn't seem like there's alot of other options out there. This is a major thing though, cause we can't have custom building's like WoW, with lights inside without this..

Well anyway I'm trying to figure out an alternative to verter coloring cause apparently that's not possible.. maybe something with M2s? Or hex editing..

Quote
I started a topic on it: http://modcraft.io/viewtopic.php?f=7&t=6456&view=unread#unread

If you know anything at all about the subject, and what might be a solution please post something in the topic, or on here.

Thanks Gamh.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Putte08

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Re: [TOOL] 3ds/OBJ to WMO
« Reply #191 on: January 28, 2014, 08:44:27 pm »
I'd like to start using this tool like everyone else and go crazy with it. But I've stumbled upon this error when I try to spawn my WMO in noggit (any version), anyone have an idea what I've done wrong?

[Error] There was an exception of type "SIGSEGV"
"Invalid storage access; most frequently caused by attempting to store some value in an object pointed to by a bad pointer. (Segment violation.)".
Please excuse the inconvenience. You may want to report this error including the log to the developers.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: [TOOL] 3ds/OBJ to WMO
« Reply #192 on: January 29, 2014, 07:52:00 pm »
If you use 2 clients (what you should)  then you need a patch with your model in both wow data folder.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Laduguer

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Re: [TOOL] 3ds/OBJ to WMO
« Reply #193 on: February 21, 2014, 04:00:12 pm »
Hey guys!

Having a bit of an issue here. Whenever I try to convert an .obj, it runs for a few moments before encountering an error and closing.

EDIT: Managed to fix it by disabling the 'Generate True BSP tree' option.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Laduguer

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Re: [TOOL] 3ds/OBJ to WMO
« Reply #194 on: February 22, 2014, 03:12:53 pm »
Excuse the double-post, but i'm having a little bit more trouble. The model i've imported works fine in WMV, but when I place it into Noggit it is missing all of it's textures. Any thoughts?

EDIT: Nevermind, again. Works fine ingame, just Noggit being troublesome. Awkward.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »