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Author Topic: [TOOL] 3ds/OBJ to WMO  (Read 48134 times)

Steff

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Re: [TOOL] 3ds to WMO
« Reply #135 on: May 18, 2013, 10:08:36 am »
You should ask this cromon to add to wmoEdit. This is an convertor ;)
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fearless_wind

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Re: [TOOL] 3ds to WMO
« Reply #136 on: May 18, 2013, 12:50:12 pm »
Lighting editor - maybe. But internal/external meshes selector must be in converter because it's different flags (external/internal), so I guess they can't be changed after convertion.
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matija168

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Re: [TOOL] 3ds to WMO
« Reply #137 on: May 18, 2013, 11:51:03 pm »
Is there any chance this tool will add support for outranged coords?

Blizz uses them on their models, tho the UVmap gets screwed up when I try.

It would make editing Blizz models much easier.
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LIMEEE

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Re: [TOOL] 3ds to WMO
« Reply #138 on: May 19, 2013, 03:43:28 pm »
Well i did say i was gonna post some screenshots with textures, My progress on the custom instance is pretty much zero right now as i don't want to continue when i can't get the model to work with 100% collision,

I most say it looks really empty and boring without any light and m2 groups, but i will start on that when the collision of the exporter works a bit better.
Click to make bigger:




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fearless_wind

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Re: [TOOL] 3ds to WMO
« Reply #139 on: May 19, 2013, 04:04:57 pm »
Nice. I guess there are bugs with collision on ladders, aren't there?
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LIMEEE

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Re: [TOOL] 3ds to WMO
« Reply #140 on: May 19, 2013, 04:13:17 pm »
Quote from: "fearless_wind"
Nice. I guess there are bugs with collision on ladders, aren't there?
There is a collision error on the whole model, about 2 pillars have collision, so has nothing to do with the "stairs"
Even if i split the model up in 10 parts only 80% of it have collision, and that is not good enough in the long run having about 300 wmo parts is not good. I tired for about 4-5 hours yesterday to fix the collision problem i did pretty much everything i could think of that might mess it up, but i can safely say that there is nothing wrong with my model, it's the way the converter handles collision, And the corridor only has like 10-14k polys and that is nothing if you compare it to some of the models blizzard have done.
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Steff

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Re: [TOOL] 3ds to WMO
« Reply #141 on: May 19, 2013, 04:14:56 pm »
Hmm my model works full with collision. I also have pillars and stairs and many other stuff inside.
Looks very nie btw!
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LIMEEE

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Re: [TOOL] 3ds to WMO
« Reply #142 on: May 19, 2013, 04:18:00 pm »
Quote from: "Steff"
Hmm my model works full with collision. I also have pillars and stairs and many other stuff inside.
Looks very nie btw!
Can you please upload a image of you're wmo i want to see the size and how much polys does it have?.
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Steff

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Re: [TOOL] 3ds to WMO
« Reply #143 on: May 19, 2013, 05:04:15 pm »

http://www.imagr.eu/up/5198e9af832f5_ruinTest.jpg

By fare not so nice as your great work.;)]

Right there are the stairs and on the left bottom room you see the top of the pillars.





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LIMEEE

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Re: [TOOL] 3ds to WMO
« Reply #144 on: May 19, 2013, 05:08:31 pm »
Thanks Steff, Well you're model is bigger then mine but mine is more complex and i have about 9-14k polys and you're has 1,5k So i guess that is the problem the converter can't handle all the polys, hopefully Gamh can fix that as 9-14k polys are nothing compared to a full blizzard raid model ^^



EDIT, They can Steff i have imported plenty of blizz models to check my self some of them have over 20k depending on size, And like i said does not matter if i split the model up into parts there is still a collision issue, So it is the converter that can't handle it, Even Gmah said the "tree" is really bad and he was gonna fix it.

And if the converter can't handle more then 2k polys you can't make anything decent with it anyway, you're model is made up with squares and cylinders that works as a temp model but its not something i personally would use as a complete model.
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Steff

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Re: [TOOL] 3ds to WMO
« Reply #145 on: May 19, 2013, 05:11:07 pm »
Perhaps blizzard cant handel to much polis in a part model?
I dont think that its the convertor.
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axel0099

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Re: [TOOL] 3ds to WMO
« Reply #146 on: May 19, 2013, 10:21:12 pm »
woah great work all :)
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Steff

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Re: [TOOL] 3ds to WMO
« Reply #147 on: May 19, 2013, 10:48:13 pm »
My stuff is only testing around to find bondarys. LIMEES work is realy Impressiv ;)
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Crumpet

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Re: [TOOL] 3ds to WMO
« Reply #148 on: May 20, 2013, 02:50:23 am »
Quote from: "LIMEEE"
Thanks Steff, Well you're model is bigger then mine but mine is more complex and i have about 9-14k polys and you're has 1,5k So i guess that is the problem the converter can't handle all the polys, hopefully Gamh can fix that as 9-14k polys are nothing compared to a full blizzard raid model ^^



EDIT, They can Steff i have imported plenty of blizz models to check my self some of them have over 20k depending on size, And like i said does not matter if i split the model up into parts there is still a collision issue, So it is the converter that can't handle it, Even Gmah said the "tree" is really bad and he was gonna fix it.

And if the converter can't handle more then 2k polys you can't make anything decent with it anyway, you're model is made up with squares and cylinders that works as a temp model but its not something i personally would use as a complete model.

Despite whether it's the converter's issue or not your model is a little ... urm... inefficient. Theres plenty of room for a good retopologizing there, you can probably reduce your poly count by at least a quarter without loss of detail. Models of that kind of poly count only started to be commonplace in MoP, and thats when the polycount is necessary. The current engine can probably handle it, but it isn't going to work as well as it will with a model which has less polygons.
I really like the model by the way, looking good :)
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Gamh

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Re: [TOOL] 3ds to WMO
« Reply #149 on: May 20, 2013, 03:30:08 pm »
@fearless_wind : if you're talking about the indoor/outdoor flag, Cromon's WMO Editor allows you to edit them iirc. I didn't found any flag or info in the 3DS format that could be used to do it automatically. I'll take another look though.

@matija168 : it's already ok with outranged UV maps, download the last version :)

@LIMEEE : pm'd you. Glorious screenshots !
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