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Author Topic: Tîntai  (Read 18556 times)

tharo

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Re: Tîntai
« Reply #45 on: October 31, 2011, 05:09:47 pm »
Okay. My Motivation is fading but as least a did a whole bunch of bugfixes last night.



It turned out that the whole "dissapearing" is a matter of a wrong colligion handling.
WoW seems to use the colligion model in wmos for loading, preloading and unloading puposes. If you put a whole big model to a single colligion mesh it might cause that everything will just dissapear.

Plus that every colligion node have a natural "limit" of maximum surfaces. But dont ask where it is ..

In the End this seems to be the last point that is under construction atm. After handling it tintai should be ready to put various outdoor objects ingame.


Ah but here comes an other problem. It seems that many 3D programms only export coordinates for 3D textures. They will, of course, NOT work wuith Tintai ..
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TheBuG

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Re: Tîntai
« Reply #46 on: October 31, 2011, 05:42:23 pm »
Good too see you're still progressing :).

Too bad your motivation is fading :(. Though, that sounds quite familiar :P.
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Mjollna

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Re: Tîntai
« Reply #47 on: November 01, 2011, 03:51:07 pm »
Hi !
 
So I made two models, I hope it's close to what you're looking for.
I didn't feel like making something from scratch, so I chose 2 Wow models, and I exported both from Wow Model Viewer as obj.
All the edits were done in Blender 2.59. I'm not really what you can call an expert 3D modeler, I now my UV-mapping has flaws, but I did my best in a few hours.
On both models I think the texture coords are 2D, and I exported normals every time.

[center:q65fem05]http://www.mjollna.org/docs/models.rar[/center:q65fem05]

---

- The first one is pvpentrance_nightelf.
On that one, I removed the rocks that were behind the house, as well as the sides, and I added a few faces to make the edge of the house cleaner where it previously touched the rocks. I also removed a part of the inside room and made a wall instead.
It's supposed to be out of reach, half into a cliff, on a map I'm editing.

It doesn't have too many vertices, and it's supposed to be quite small... If it's not small enough I can shrink it on saving, so tell me and I'll change that.

There are 2 weird faces in the model (on the roof) I can't correct, so I've made 2 saves in case they're really buggy : with thoses faces and without those faces.
The original model has 13 meshes. I made 2 versions of each : 13 meshes and 1 big mesh.

---

- The second one is much bigger (I hope not too much), it's the famous old CoT, or actually only a small part of it (1st wmo, part 8 as far as I remember).
I've made the edit for a friend, and if you can switch it back to wmo you'll make that someone very very happy :)
The edit I made consisted in deleting a lot of the remaining pieces in order to keep only the center spiral. I had then had to add something like 8 faces and re-stretch one texture, to close properly a hole that was left by the deleted bridge at the spiral base.

You'll have several versions of it in the zip file : It indeed looked very big, so I let the original size, and I also saved the model rescaled much much smaller.
The original saving has 13 meshes. I also made 2 versions : 13 meshes and one big mesh.

---

Tell me if there's anything I can change, if I forgot something, etc.
There are lots of different saving options for obj import/export in Blender and one way may be better than the others.

My email if necessary : mjollna.wow AT gmail.com
And I'm always on irc/Quakenet.
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tharo

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Re: Tîntai
« Reply #48 on: November 04, 2011, 11:58:27 am »
Okay. Here a short Update:

- Tintai is not dead ^^ The work will continue next monday
- It seems that the reformating algo needs a major update. Sometimes just bugs happends and I dont know why. Thats odd but well, have to be done
- The BSP Code have to be done, hopefully that it will kill many weird things that still happend.

Well. Beside of that I think redoing the wmo2obj code is also a good idea. I would like to insert new flags for many things. just as "export colligion data" or "bounding boxes" or flags for different materials. In other words: make more of the "how a wmo file works" visible in the export. In worst case and as least as comments.

Quote
tintai WMO 0.2      (c)2011 Tharo Herberg
Usage: test [-options] [files...]

where options include:
   -o <???>
   -outdir <???>         to set the output direcotry
   -? -help              prints this help message
   -version              prints product version

I got bored in the office and wrote an auto generating extended argument handler.
Its odd to be not able to test anything here -.-" If this keeps going on i will extend it by an "pass all arguments via xml" handler ...

In fact the reason for doing it is, that The wmo-generator as well as the wmo-injector both need tons of additional input infomations ..
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yubiyoy

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Re: Tîntai
« Reply #49 on: November 08, 2011, 11:58:21 pm »
Just motivate yourself and keep working! This will be a great tool when its done!
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Experience is simply the name we give our mistakes.

tharo

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Re: Tîntai
« Reply #50 on: November 09, 2011, 03:26:56 pm »
Heh, thanks for your motivation your little .....

So. Whats up.
First of all: No progress. Im still in the same situation. The reason is that I noticed many new "problems" in the colligion chunks. So for example it turned out, that some formats i expected seems to be wrong. Other wow wmos seem to use a complete different notation.

fe. The Booty bay plank have a list of surfaces indexies that have to be used. Everything seems to be in a single BSP. No problem so far.

But at the other hand the wmo for a typical house (u had seen the screenshots before) dont act anything like that. The def Chunk does tiny indexies and use alot of chunks. The index list is no index list after all. It looks more like a bunch of flag def's.

So of course this have to be re-reverse engined. But as i said. I lack at motivation atm.
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tharo

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Re: Tîntai
« Reply #51 on: November 15, 2011, 03:52:53 pm »
Mjollna, your house6onemesh have dozens of errors.

You only have  939 texture pairs. But dozend of surfaces use indexies higher than that:

Quote
f 1031/844/939 1032/843/939 1033/865/939
f 1031/844/939 1032/843/939 1033/865/939
f 1031/844/939 1032/843/939 1033/865/939
f 1034/862/940 1035/864/940 1036/863/940
f 1034/862/940 1035/864/940 1036/863/940
f 1034/862/940 1035/864/940 1036/863/940
f 1037/863/941 1038/865/941 1039/862/941
f 1037/863/941 1038/865/941 1039/862/941
f 1037/863/941 1038/865/941 1039/862/941
f 1040/870/942 1041/869/942 1042/845/942
f 1040/870/942 1041/869/942 1042/845/942
f 1040/870/942 1041/869/942 1042/845/942
f 1043/850/7 1044/852/943 1045/851/8
f 1046/861/944 1047/859/944 1048/845/944
f 1046/861/944 1047/859/944 1048/845/944
f 1046/861/944 1047/859/944 1048/845/944
f 1049/873/945 1050/859/945 1051/861/945
f 1049/873/945 1050/859/945 1051/861/945
f 1049/873/945 1050/859/945 1051/861/945
f 1052/870/946 1053/845/946 1054/869/946
f 1052/870/946 1053/845/946 1054/869/946
f 1052/870/946 1053/845/946 1054/869/946
f 1055/869/947 1056/856/947 1057/846/947
f 1055/869/947 1056/856/947 1057/846/947
f 1055/869/947 1056/856/947 1057/846/947
f 1058/846/948 1059/848/948 1060/849/948
f 1058/846/948 1059/848/948 1060/849/948
f 1058/846/948 1059/848/948 1060/849/948

f.e.
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Mjollna

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Re: Tîntai
« Reply #52 on: November 15, 2011, 04:52:37 pm »
Erf, I didn't see that -_-
I'll try to fix this, I post here a soon as I get rid of the problem.
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Mjollna

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Re: Tîntai
« Reply #53 on: November 15, 2011, 05:19:58 pm »
Mmmh, should be ok with this one, I think...

Number of "vt" lines is 934, and ctrl+f in the whole file doesn't seem to have any "f" line with index > 935.

http://www.mjollna.org/docs/house6_onemesh2.rar

The other models seem to have the same problem, so if it's ok with this one tell me and I'll correct the others with the same method (Blender -> remove duplicates -> re-export).
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tharo

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Re: Tîntai
« Reply #54 on: November 15, 2011, 06:12:13 pm »
same issue .. this time with normals ...
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Mjollna

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Re: Tîntai
« Reply #55 on: November 15, 2011, 10:18:31 pm »
Mmh, then I guess I don't get what the problem is...

Here's what I understand :

In the latest model I sent, I get -->
v : 784 lines
vt : 935 lines
vn : 781 lines

Then if I get it right, it's ordered v/vt/vn in f lines.
I don't find indexes higher than 784 for v, 935 for vt and 781 for vn.

So what max number should I try to reach for vn ? Or is it because v & vn should have the exact same number of lines ?

---

Edit : just in case, I tried this directly in the obj txt file -->
- removed the last 3 vertices, so that there are 781 v & 781 vn.
- removed all the faces referencing the 3 vertices I removed.
There's a small hole on one side of the roof, but Blender seems to be still happy with the file, as well as Wings3D and Ayam and Milkshape3D. If it works that way for you I'll fix the hole later to have a nicer model.

The file : http://mjollna.org/docs/house6_onemesh_781.obj
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tharo

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Re: Tîntai
« Reply #56 on: November 16, 2011, 03:34:58 pm »
I will try it later tonight (if i can find some spare time)

Of course I think that my obj parsing code is a big weak atm. Thats just because I was to lasy to put a "checker" in that is taking care bout this shit instead of make the programm crash.
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Mjollna

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Re: Tîntai
« Reply #57 on: January 02, 2012, 04:49:54 pm »
Hi tharo !

First of all, Happy New Year to you :)

I think my question the other day ended buried in the abyssal depths of the chatbox, so I ask it again here.
I wanted to test the alpha release you made for Christmas, but I can't find any download link on the Bitbucket wiki... So sorry for that, but where is it ?

Thx !

Mjollnà
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tharo

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Re: Tîntai
« Reply #58 on: January 02, 2012, 09:33:59 pm »
Here you go:

http://filebeam.com/8f2736597934934d48891e9c70875339

Feetback is MORE than just welcome
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Mjollna

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Re: Tîntai
« Reply #59 on: January 02, 2012, 09:36:36 pm »
Yay thanks ! :)

I'll reply here when I test, in the next few days.
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