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Author Topic: [TOOL] 3ds/OBJ to WMO  (Read 48047 times)

fean

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Re: [TOOL] 3ds to WMO
« Reply #75 on: March 15, 2013, 06:58:04 pm »
Absolutely fantastic.
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Steff

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Re: [TOOL] 3ds to WMO
« Reply #76 on: March 20, 2013, 11:21:17 pm »
Hmm i have tried now several ways to add more then one texture to a model. If i add it the model dont show me the most vertics anymore. They are there wit collision but invisible.
I have tried multi material and just add the material over face selection. Both work in 3ds and noggit but ingame not.
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Steff

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Re: [TOOL] 3ds to WMO
« Reply #77 on: March 24, 2013, 10:41:30 am »
Hier some tests

With 2 textures on model



http://www.imagr.eu/up/514ec8b49cce9_Wo ... 103414.jpg

If i clear the second texture and reconvert everything is fine again.
with one


http://www.imagr.eu/up/514eca11d03f7_Wo ... 104017.jpg

Where 2 different model stats.
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Gamh

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Re: [TOOL] 3ds to WMO
« Reply #78 on: March 24, 2013, 02:39:05 pm »
After some hardcore testing and debugging (i'm unable to reproduce this bug at home for some reasons), the solutions to models that appear broken like Steff's one is... to use OpenGL mode.

Add :
Code: [Select]
SET gxApi "opengl"to your Config.wtf file

Of course it shouldn't be like that. My guess is that polygons in MOPY aren't sorted by the material ID (as it seems to be always the case in Blizzard's WMOs - need confirmation though)

Will work on this later.
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Gamh

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Re: [TOOL] 3ds to WMO
« Reply #79 on: March 25, 2013, 12:27:45 am »
This should be fixed now in 1.1a.

For the little story about a bug that lasts 3 or 4 days of testing :
The way I handled batches was wrong, relying on the fact that 3DS files have their faces sorted by their material index. This made the vertex start/end shorts in MOBA entries wrong, as the faces weren't refering to vertices in that range.

Where it becomes funny is when this problem never caused trouble on my setup for some unknown reason. We finally saw that forcing the client to use OpenGL was fixing the problem (again, both OpenGL and d3d rendering were working here). So it appears that OpenGL doesn't read all the batches informations unlike d3d that, I guess, uses buffers according to vertex start/end data. I should note it on the wiki but I need to think of a good way to put that :D

The fix consists in using 0 to nVertices - 1 for each batch so the buffer is large enough to not fuck with outranged indices.

Thanks to fean and Steff for your time !
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Steff

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Re: [TOOL] 3ds to WMO
« Reply #80 on: March 25, 2013, 07:45:42 am »
Will test this this evening.
And thank you for your time ;)
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Jøk3r

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Re: [TOOL] 3ds to WMO
« Reply #81 on: March 26, 2013, 09:53:20 pm »
Is just tested it again with a door model (yeah i know, it would be better a m2^^) and for some reason It appears green ingame:



I've set a custom texture path to worldcustomdoodadstexturename.blp and packed everything ok oO

Tool version: 1.0c
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
I don't like Noggit... I LOVE it :D
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Steff

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Re: [TOOL] 3ds to WMO
« Reply #82 on: March 26, 2013, 11:42:53 pm »
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Steff

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Re: [TOOL] 3ds to WMO
« Reply #83 on: March 27, 2013, 02:20:15 am »
We tested it with 4 palyers online and worked fine.


http://www.imagr.eu/up/5152491ca85d7_Wo ... 021807.jpg
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Gamh

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Re: [TOOL] 3ds to WMO
« Reply #84 on: March 27, 2013, 02:57:45 pm »
Nice to hear !

Jok3r : try with the latest version, link in the first post as usual. Else it would go for a bad MPQ and/or path, or a broken texture. If you really can't make it work, paste the logfile or send me your model
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Skullbot

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Re: [TOOL] 3ds to WMO
« Reply #85 on: March 28, 2013, 05:02:54 am »
Pretty awesome :o

Can anyone post a sample working .3ds ?
I can't even get a pyramid to get converted correctly (http://pastebin.com/kKQwqUMD)

Or maybe I need to UV Map it ou apply so special treatment ?
Sorry I'm not used to 3DS ^^"
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Steff

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Re: [TOOL] 3ds to WMO
« Reply #86 on: March 28, 2013, 08:29:04 am »
1. Create a model
2. Convert to editable Poly.
3. Create Standart Texture.
4. Set name to the texture path
5. Add bitmap als texture
6. Deselect real world and give 1 1 tiling
7. Add material to model
8. Add UVM map modifier and set it up. Also deselelect Real world here.
9. Merge the UVM modifier into the model
10. Export the model as .3ds
11. Convert.
12. Add with textures to patch.
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Skullbot

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Re: [TOOL] 3ds to WMO
« Reply #87 on: March 28, 2013, 09:43:39 am »
Thanks Steff, I'll try that (If i can find where that stuff it is in 3DS 2013 XD)

Maybe someone should make a tutorial somewhere if got enough time ? :D
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Steff

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Re: [TOOL] 3ds to WMO
« Reply #88 on: March 28, 2013, 01:24:06 pm »
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Skullbot

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Re: [TOOL] 3ds to WMO
« Reply #89 on: March 28, 2013, 07:17:12 pm »
Hey thanks for that Steff, pretty useful !
But I still can't get it working, maybe I'm doing something wrong ? =/
Here da stuff : http://filebeam.com/54342a8a5b977b429da8b3054a8a934b
Includes .max, .png, .blp and .wmo

I think that it's the material part dat i'm doing wrong (or the UVW Map thing that I don't really understand, as sometimes it affect UV Mapping, sometimes not o_O)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »