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Content creation => Modelling and Animation => Topic started by: bizzlesnaff on April 02, 2015, 03:51:04 pm
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I've Created my first own WMO in the last few days (wasn't easy btw :D ). So I export my Model as an .3ds and convert it with "MirrorMachineQT" to an .wmo. Well, worked so far and i can see my object in noggit (try to upload a picture). My first Problem is, that it doesn't accept my texture. I applied the texture in 3ds Max and everything went fine. In the render mode I can see the textur.
When I do the wmo and blp in an mpq file and spawn the object in noggit it doesnt show the texture, but it I can see my own wmo in an light grey.
When i try to see the object ingame everything went wrong. The object is there, but i can't see it. It has no texture and is absolut invisible.
If you need anything else to help me, please say which file, or...i don't know ;)
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Use blender. 3DS max eport is very messy.
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But with another Object (just a simple block) it work fine..
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I had the same problem and the problem was with the texture. If the texture size is larger than 1024p x 1024 such as it being a texture of 2024 x 1024 or anything greater than 1024, than wow doesn't read it ig. There are two ways to fix this, one way is to reload ig which will make the object appear or just change the size of the texture. If that is not the case, please tell me so and i will see what other thing could have been the problem.
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My texture is 304 x 153 so thats not the problem i think.
I don't know, what you mean with "reload" :/
ry but i'm not native english speaker :(
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Okay can you link the 3ds max file and let me try. I have converted many wmo files and i might find a way around it.
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I'm gonna go with Skarn's advice, use blender to export your OBJ file, I personally don't use blender either, HOWEVER, I do use it to generate the OBJ file since my program makes OBJ files in a way that the WMO Generator can't read properly and tend to screw up some things.
These are my export settings for blender 2.69:
(http://i.imgur.com/4rzDPuw.png)
I work in Cinema 4D, when I'm done I export my model into a filename.3ds file, and import that into blender, then directly after importing, I goto export it as an obj file, which will generate an OBJ and MTL .
The WMO Generator can read the 3ds files that Cinema 4D outputs just fine however for some reason they normals data is written improperly so I get some odd glitches ingame, which is why I use blender to make an OBJ File.
What it looks like in CInema 4D and what it looks like in Wow:
(http://puu.sh/gooPj.jpg)
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which is why I use blender to make an OBJ File.
I've only found an converter for .obj to .m2 and that wont work i guess
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which is why I use blender to make an OBJ File.
I've only found an converter for .obj to .m2 and that wont work i guess
ah.....nevermind :)
edit:
tried it with different programm versions and different files. The texture work for me now, but ingame I crash my wow version everytime I entered the area arround my custom wmo :(
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(http://i.imgur.com/JcrGYVd.jpg)
Well it worked for me. However, i don't have the texture that you have so i can't say it worked 100%. But i can see it without the texture! And also, from what i know, 3ds max's 3ds export setting is very messy and i am not sure why. However, i still use it.
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Wow nice, but how do you fix it?
When i try to export my models as .obj MirrorMaschine always told me that "the obj isn't well formed. Read MM home page for more info." But on the website i can't find anything usefull for me :/
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I just ported it in 3ds max and then exported it as another 3ds file and then just used the mirror machine's 3ds converter to change it into a wmo.
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Open your model in 010 editor and see what is wrong with the path.
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I just ported it in 3ds max and then exported it as another 3ds file and then just used the mirror machine's 3ds converter to change it into a wmo.
Which MM do u use? And Which 3ds Max Version?
Open your model in 010 editor and see what is wrong with the path.
I'm not familiar with the 010 editor, so what i'm looking for? There ist just one Path at the beginning.
"mtllib untitled.mtl" after this line there are only many many coordinates like "v -6.818900 26.903000 3.766793"
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I just ported it in 3ds max and then exported it as another 3ds file and then just used the mirror machine's 3ds converter to change it into a wmo.
Which MM do u use? And Which 3ds Max Version?
Open your model in 010 editor and see what is wrong with the path.
I'm not familiar with the 010 editor, so what i'm looking for? There ist just one Path at the beginning.
"mtllib untitled.mtl" after this line there are only many many coordinates like "v -6.818900 26.903000 3.766793"
I think what Skarn was talking about opening the m2 file in 010 and see what is wrong from there but answering what you asked, i am using MM 1.2a and 3ds max 2014.
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Thank you ;)
I'll try it with 3ds Max 2014.
The 010 Editor is just a mystery for me ;)
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(http://www.bilder-upload.eu/thumb/a73534-1428175530.png) (http://www.bilder-upload.eu/show.php?file=a73534-1428175530.png)
I don't get it. Whats wrong now? I've build this with MirrorMachine 1.2a and 3ds Max 2014...
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Just stop using improper software. 3DS max is some crap released by Autodesk which is not even able to export most models properly without loosing texture paths or even parts of geometery. Start using blender for exporting your stuff, else no one can help you resolve this issue.
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Shit :(
Take more than some hours to learn 3ds Max :(
Okay I'll try it to make everything with blender :/
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Just stop using improper software. 3DS max is some crap released by Autodesk which is not even able to export most models properly without loosing texture paths or even parts of geometery. Start using blender for exporting your stuff, else no one can help you resolve this issue.
Just wrong, The tools for converting or the users of the software are.
As you can see 3ds max and mm works fine....
(http://imagr.eu/up/52c4a6c91ab50_3ds.jpg)
(http://imagr.eu/up/52c4a8eb6b117_noggit.jpg)
This is also done in 3Ds Max by Kagul
(http://imagr.eu/up/5437eb54b8923_WoWScrnShot_100914_152814.jpg)
Add me to skype. I will tell you how it works.
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I did not tell that 3ds max does not work at all, but it is a really bugged software which is not even able to work with some formats like Wavefront OBJ properly.
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Just stop using improper software. 3DS max is some crap released by Autodesk which is not even able to export most models properly without loosing texture paths or even parts of geometery. Start using blender for exporting your stuff, else no one can help you resolve this issue.
Just wrong, The tools for converting or the users of the software are.
As you can see 3ds max and mm works fine....
(http://imagr.eu/up/52c4a6c91ab50_3ds.jpg)
(http://imagr.eu/up/52c4a8eb6b117_noggit.jpg)
This is also done in 3Ds Max by Kagul
(http://imagr.eu/up/5437eb54b8923_WoWScrnShot_100914_152814.jpg)
Add me to skype. I will tell you how it works.
3ds max for the win! Also, I personally love 3ds max and you just got to tweak the obj file that has been exported from 3ds max to make it the same as an obj that has exported from blender. Well I guess everyone has their taste. However, 3ds max works with m2 and wmo conversions with a few tweaks.
Edit: I know this is kind of topic but if I may, I have a question for Steff. Have you ever been faced with this Lighting (http://modcraft.io/viewtopic.php?f=7&t=8808) problem when exporting a 3ds file from 3ds max and converting it into a wmo. Almost all of my models have this effect and it is killing me.
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Disable vertex normals generation in MirrorMachine settings. Weird lights will be gone.
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Yes but as it is shown in the thread, it becomes way too dark and with no lights. You can barely see it at the night. Is there no way to have appropriate lighting?
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MirrorMachine is not perfect enough to create vertex ligts. That is why it happens. For now there is no way to do it.
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I see, well thanks for the reply!
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Add me to skype. I will tell you how it works.
project.modcraft is your skype name isn't it?
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is a really bugged software
So the market leading company in 3D software creats bugged software :)
MM is simple coded to work only with blenders subset OBJ export that dont support all features OBJ format has.
Thats why obj 3ds dont work. 3ds works fine but you get the 8.3 path problem.
And yes that is my Skype.