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

matija168

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Re: [TOOL] 3ds to WMO
« Reply #105 on: April 09, 2013, 08:06:15 pm »
So what should I do?
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LIMEEE

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Re: [TOOL] 3ds to WMO
« Reply #106 on: April 11, 2013, 02:57:46 am »
Just wanted to share some more progress on the corridor(sorry for the horrendes colors)
Well the model is pretty much complete now and i figured i would show my progress so far, even tho there is no proper textures.








And for Gamh/Everyone else, I would like to share some things that might come in handy if you are planing on doing some large models, After almost getting ass mad of the model not having proper collision (10% of the model had collision) ingame, And i tried to export it over and over again with different settings and doing changes in 3ds, but nothing was working so i tried with having just one corridor part because i thought the exporter had problems handling a big size model and failed at applying the collision correct. ( And yes it did work 100% ingame) But i figured i would test spliting the model up instead of having it as a single mesh,(The reason why i tested this last was because when i exported my old wall model, a splited model would not work after the export as the Z axis would be all messed up for the wmo groups, and that was everything i had to do for the model to work ingame with collision Split the model in parts (wall,roof,floor,pillers etc)

Corridor Part - Works with everything as a single mesh.


Whole Corridor - Does not work as a single mesh.


Splited into part corridor (Ofc everything on the same Z axis) - Does work ingame.
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Mr. DK

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Re: [TOOL] 3ds to WMO
« Reply #107 on: April 11, 2013, 02:36:40 pm »
Reminds me of minecraft :D Just kidding! Why cant I mage such great wmos :(
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axel0099

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Re: [TOOL] 3ds to WMO
« Reply #108 on: April 11, 2013, 04:00:16 pm »
cool proggres mate
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Gamh

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Re: [TOOL] 3ds to WMO
« Reply #109 on: April 12, 2013, 09:28:17 pm »
Quote from: "matija168"
So what should I do?
No idea, sorry. Try something in the tips given before in the thread, and if it still is wrong you can consider uploading the file and i'll take a look in a few days.

Quote from: "LIMEEE"
(...)
This collision problem may come from my converter, the BSP tree is really dirty and collision was hopefully working after building a fake one... I'll try to get a good tree soon (which will improve rendering speed in the same time)

btw looks great ;)
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matija168

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Re: [TOOL] 3ds to WMO
« Reply #110 on: April 12, 2013, 09:50:33 pm »
Quote from: "Gamh"
Quote from: "matija168"
So what should I do?
No idea, sorry. Try something in the tips given before in the thread, and if it still is wrong you can consider uploading the file and i'll take a look in a few days.
Thanks.
Before I go on though, I'd like to ask if it's allowed to have the UV map larger  than the texture, as shown on the picture below.



It seems to work in blender, though I don't know how WoW handles it
« Last Edit: April 12, 2013, 09:57:26 pm by Admin »

Crumpet

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Re: [TOOL] 3ds to WMO
« Reply #111 on: April 12, 2013, 09:55:10 pm »
I'm pretty sure uv mapping like this is universal. If it works like that in blender (which it does) then it's likely to work like that ingame. Only one way to find out definately...
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matija168

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Re: [TOOL] 3ds to WMO
« Reply #112 on: April 12, 2013, 09:58:04 pm »
Well, it does work. The textures get quite messy though.
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Gamh

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Re: [TOOL] 3ds to WMO
« Reply #113 on: April 12, 2013, 10:20:27 pm »
Yeah, unlike what is written in the wiki, it is allowed for WMO (I just edited it). Some Blizzard WMOs have these large UV maps in fact.

For your problem : are you sure to have textures with a power of 2 height and width ? Like 256x256, 1024x1024. I don't know what the client does if you give it BLP that doesn't respect this size format
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matija168

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Re: [TOOL] 3ds to WMO
« Reply #114 on: April 13, 2013, 12:43:17 am »
I'm using original Blizz textures used on the ruins of lordaeron, so yeah, 256x256.
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Steff

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Re: [TOOL] 3ds to WMO
« Reply #115 on: April 13, 2013, 05:05:26 pm »
LIMEEE If you like you can send me the model and i test to get it work easyer. I have done big models and they work fine for me. Clearly II will not give this away or use it myself as long you dont wnat this :)
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LIMEEE

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Re: [TOOL] 3ds to WMO
« Reply #116 on: April 13, 2013, 05:23:58 pm »
Well Steff as i did write in my post i actually figured out how to fix the collision by spliting the model and i wrote / posted pictured explaining how to do it also, So i don't need any help with that, thanks anyway tho. ^^

Btw will post a few screens with all the textures later or in a few days.
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Steff

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Re: [TOOL] 3ds to WMO
« Reply #117 on: April 13, 2013, 11:32:40 pm »
But this way is not realy easy if you want to position the wmo also I dont know if this is very good for client performance. But if you dont wnat to , I dont to push me :)
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LIMEEE

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Re: [TOOL] 3ds to WMO
« Reply #118 on: April 14, 2013, 02:32:44 am »
Quote from: "Steff"
But this way is not realy easy if you want to position the wmo also I dont know if this is very good for client performance. But if you dont wnat to , I dont to push me :)


I don't really think you understood my post, I don't export the model as different parts, I just split it up so i have More meshes in 3ds (Aka Wmo groups) after the export, it is still a single wmo ^^
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TheBuG

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Re: [TOOL] 3ds to WMO
« Reply #119 on: April 14, 2013, 12:01:44 pm »
I gave it a try and it works. But is there any chance you could add a file converter for textures for the lazy people (a la me)? It's not a huge issue ofcourse as there are plenty of BLP converters but it'd be a nice touch.
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