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[Archive] Blender Export Problems

[Archive] Blender Export Problems

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rektbyfaith
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07-11-2016, 12:38 PM
#1
Archived author: Saukem • Posted: 2016-07-11T12:38:17+00:00
Original source

Hello friends.

I've recently stumbled on the blender scripts for working with Wmos and they're absolutely amazing. It's really rekindled my love for working with custom models because of how easy it makes the whole "getting it to work" process. I've figured mostly everything out and can quite easily get models working in-game now without much hassle.

HOWEVER (there's always something).

There's some things that are just not working no matter how much I fiddle around with it in Blender.

Here's the list:

- NightGlow breaks the export and gives me an error. I'd really like NightGlow because it gives such a great atmosphere at night. I tried Skarn's 101Editor script for adding NightGlow but it doesn't seem to work either; the windows are still dark at night.

- Smooth Shading. The shading on my custom models is really sharp and blocky, making it easy to distinguish a custom model from a native Blizzard one. A big shame!

- There's rain and other weather effects inside my custom Wmos! I made sure the "inside" checkbox is checked, so it's not that. Rain just falls straight through the roof. This is the dealbreaker, really. I can live without NightGlow and smooth shading, but rain inside the buildings is just too annoying. [Image: biggrin.png]

That's it. If any of you have any solutions for any of these, I'd thoroughly appreciate it.
rektbyfaith
07-11-2016, 12:38 PM #1

Archived author: Saukem • Posted: 2016-07-11T12:38:17+00:00
Original source

Hello friends.

I've recently stumbled on the blender scripts for working with Wmos and they're absolutely amazing. It's really rekindled my love for working with custom models because of how easy it makes the whole "getting it to work" process. I've figured mostly everything out and can quite easily get models working in-game now without much hassle.

HOWEVER (there's always something).

There's some things that are just not working no matter how much I fiddle around with it in Blender.

Here's the list:

- NightGlow breaks the export and gives me an error. I'd really like NightGlow because it gives such a great atmosphere at night. I tried Skarn's 101Editor script for adding NightGlow but it doesn't seem to work either; the windows are still dark at night.

- Smooth Shading. The shading on my custom models is really sharp and blocky, making it easy to distinguish a custom model from a native Blizzard one. A big shame!

- There's rain and other weather effects inside my custom Wmos! I made sure the "inside" checkbox is checked, so it's not that. Rain just falls straight through the roof. This is the dealbreaker, really. I can live without NightGlow and smooth shading, but rain inside the buildings is just too annoying. [Image: biggrin.png]

That's it. If any of you have any solutions for any of these, I'd thoroughly appreciate it.

rektbyfaith
Administrator
0
07-11-2016, 03:00 PM
#2
Archived author: Supora • Posted: 2016-07-11T15:00:04+00:00
Original source

Quote: 2 hours ago, Saukem said:

Hello friends.

I've recently stumbled on the blender scripts for working with Wmos and they're absolutely amazing. It's really rekindled my love for working with custom models because of how easy it makes the whole "getting it to work" process. I've figured mostly everything out and can quite easily get models working in-game now without much hassle.

HOWEVER (there's always something).

There's some things that are just not working no matter how much I fiddle around with it in Blender.

Here's the list:

- NightGlow breaks the export and gives me an error. I'd really like NightGlow because it gives such a great atmosphere at night. I tried Skarn's 101Editor script for adding NightGlow but it doesn't seem to work either; the windows are still dark at night.

- Smooth Shading. The shading on my custom models is really sharp and blocky, making it easy to distinguish a custom model from a native Blizzard one. A big shame!

- There's rain and other weather effects inside my custom Wmos! I made sure the "inside" checkbox is checked, so it's not that. Rain just falls straight through the roof. This is the dealbreaker, really. I can live without NightGlow and smooth shading, but rain inside the buildings is just too annoying. [Image: biggrin.png]

That's it. If any of you have any solutions for any of these, I'd thoroughly appreciate it.
First: maybe we have something wrong in the code of exporter, I'll check it.

Second: thats because of blender itself, but we can hack this thing. In the original script I just deleted that part of code that make triangulation because it does this in edit mode, but every time when we go to edit mode all of the normals get recalculated. So if we delete this part of code you need to triangulate your faces by your self, then duplicate all of the wmo group files, join those duplicated meshes to one and remove doubles here. Then you need to transfer normals from this global mesh to all of your groups and only after this export your model.

Third: do not kwow about this.
rektbyfaith
07-11-2016, 03:00 PM #2

Archived author: Supora • Posted: 2016-07-11T15:00:04+00:00
Original source

Quote: 2 hours ago, Saukem said:

Hello friends.

I've recently stumbled on the blender scripts for working with Wmos and they're absolutely amazing. It's really rekindled my love for working with custom models because of how easy it makes the whole "getting it to work" process. I've figured mostly everything out and can quite easily get models working in-game now without much hassle.

HOWEVER (there's always something).

There's some things that are just not working no matter how much I fiddle around with it in Blender.

Here's the list:

- NightGlow breaks the export and gives me an error. I'd really like NightGlow because it gives such a great atmosphere at night. I tried Skarn's 101Editor script for adding NightGlow but it doesn't seem to work either; the windows are still dark at night.

- Smooth Shading. The shading on my custom models is really sharp and blocky, making it easy to distinguish a custom model from a native Blizzard one. A big shame!

- There's rain and other weather effects inside my custom Wmos! I made sure the "inside" checkbox is checked, so it's not that. Rain just falls straight through the roof. This is the dealbreaker, really. I can live without NightGlow and smooth shading, but rain inside the buildings is just too annoying. [Image: biggrin.png]

That's it. If any of you have any solutions for any of these, I'd thoroughly appreciate it.
First: maybe we have something wrong in the code of exporter, I'll check it.

Second: thats because of blender itself, but we can hack this thing. In the original script I just deleted that part of code that make triangulation because it does this in edit mode, but every time when we go to edit mode all of the normals get recalculated. So if we delete this part of code you need to triangulate your faces by your self, then duplicate all of the wmo group files, join those duplicated meshes to one and remove doubles here. Then you need to transfer normals from this global mesh to all of your groups and only after this export your model.

Third: do not kwow about this.

rektbyfaith
Administrator
0
07-11-2016, 04:35 PM
#3
Archived author: Skarn • Posted: 2016-07-11T16:35:16+00:00
Original source

The thing you are talking about can in theory be automated. We just need to know how.
rektbyfaith
07-11-2016, 04:35 PM #3

Archived author: Skarn • Posted: 2016-07-11T16:35:16+00:00
Original source

The thing you are talking about can in theory be automated. We just need to know how.

rektbyfaith
Administrator
0
07-11-2016, 04:37 PM
#4
Archived author: Saukem • Posted: 2016-07-11T16:37:42+00:00
Original source

Quote: 1 hour ago, Supora said:

First: maybe we have something wrong in the code of exporter, I'll check it.

Second: thats because of blender itself, but we can hack this thing. In the original script I just deleted that part of code that make triangulation because it does this in edit mode, but every time when we go to edit mode all of the normals get recalculated. So if we delete this part of code you need to triangulate your faces by your self, then duplicate all of the wmo group files, join those duplicated meshes to one and remove doubles here. Then you need to transfer normals from this global mesh to all of your groups and only after this export your model.

Third: do not kwow about this.
1: Thank youuu [Image: ohmy.png] I really do appreciate the effort

2; I was with you until the transferring normals part. I don't know how to do that. [Image: sad.png]

3; It's cool, I'm already happy enough that you're helping me with the other two. [Image: biggrin.png]  I'll keep fiddling around with this, if I can figure it out I'll let everyone know what the problem was and how I fixed it.
rektbyfaith
07-11-2016, 04:37 PM #4

Archived author: Saukem • Posted: 2016-07-11T16:37:42+00:00
Original source

Quote: 1 hour ago, Supora said:

First: maybe we have something wrong in the code of exporter, I'll check it.

Second: thats because of blender itself, but we can hack this thing. In the original script I just deleted that part of code that make triangulation because it does this in edit mode, but every time when we go to edit mode all of the normals get recalculated. So if we delete this part of code you need to triangulate your faces by your self, then duplicate all of the wmo group files, join those duplicated meshes to one and remove doubles here. Then you need to transfer normals from this global mesh to all of your groups and only after this export your model.

Third: do not kwow about this.
1: Thank youuu [Image: ohmy.png] I really do appreciate the effort

2; I was with you until the transferring normals part. I don't know how to do that. [Image: sad.png]

3; It's cool, I'm already happy enough that you're helping me with the other two. [Image: biggrin.png]  I'll keep fiddling around with this, if I can figure it out I'll let everyone know what the problem was and how I fixed it.

rektbyfaith
Administrator
0
07-11-2016, 07:27 PM
#5
Archived author: Supora • Posted: 2016-07-11T19:27:47+00:00
Original source

for transfering normals you need to select all of the group parts and then select global mesh and press ctrl+shift+T as I remember correctly and then select something like "Custom Normals"
rektbyfaith
07-11-2016, 07:27 PM #5

Archived author: Supora • Posted: 2016-07-11T19:27:47+00:00
Original source

for transfering normals you need to select all of the group parts and then select global mesh and press ctrl+shift+T as I remember correctly and then select something like "Custom Normals"

rektbyfaith
Administrator
0
07-11-2016, 10:52 PM
#6
Archived author: Saukem • Posted: 2016-07-11T22:52:16+00:00
Original source

Quote: 3 hours ago, Supora said:

for transfering normals you need to select all of the group parts and then select global mesh and press ctrl+shift+T as I remember correctly and then select something like "Custom Normals"
I think I'm missing a step somewhere or something. It all looks good in Blender after following your steps, I can definitely tell a difference in shading in blender. However in-game it still looks the same. [Image: sad.png]
rektbyfaith
07-11-2016, 10:52 PM #6

Archived author: Saukem • Posted: 2016-07-11T22:52:16+00:00
Original source

Quote: 3 hours ago, Supora said:

for transfering normals you need to select all of the group parts and then select global mesh and press ctrl+shift+T as I remember correctly and then select something like "Custom Normals"
I think I'm missing a step somewhere or something. It all looks good in Blender after following your steps, I can definitely tell a difference in shading in blender. However in-game it still looks the same. [Image: sad.png]

rektbyfaith
Administrator
0
07-11-2016, 11:12 PM
#7
Archived author: Supora • Posted: 2016-07-11T23:12:54+00:00
Original source

that's because you didn't change the code of the script, I think
rektbyfaith
07-11-2016, 11:12 PM #7

Archived author: Supora • Posted: 2016-07-11T23:12:54+00:00
Original source

that's because you didn't change the code of the script, I think

rektbyfaith
Administrator
0
07-11-2016, 11:33 PM
#8
Archived author: Saukem • Posted: 2016-07-11T23:33:14+00:00
Original source

Quote: 19 minutes ago, Supora said:

that's because you didn't change the code of the script, I think
Oooh right. Unfortunately I don't know anything about code so I think I'm stuck with the hard shading. It's not the end of the world. [Image: biggrin.png]
rektbyfaith
07-11-2016, 11:33 PM #8

Archived author: Saukem • Posted: 2016-07-11T23:33:14+00:00
Original source

Quote: 19 minutes ago, Supora said:

that's because you didn't change the code of the script, I think
Oooh right. Unfortunately I don't know anything about code so I think I'm stuck with the hard shading. It's not the end of the world. [Image: biggrin.png]

rektbyfaith
Administrator
0
07-12-2016, 01:29 PM
#9
Archived author: Supora • Posted: 2016-07-12T13:29:16+00:00
Original source

you can search for those lines in wmo_group.py:

bpy.context.scene.objects.active = obj
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.quads_convert_to_tris()
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.mode_set(mode='OBJECT')

and then delete them. But after this you need to be sure that all of your faces are triangles before exporting.
rektbyfaith
07-12-2016, 01:29 PM #9

Archived author: Supora • Posted: 2016-07-12T13:29:16+00:00
Original source

you can search for those lines in wmo_group.py:

bpy.context.scene.objects.active = obj
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.quads_convert_to_tris()
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.mode_set(mode='OBJECT')

and then delete them. But after this you need to be sure that all of your faces are triangles before exporting.

rektbyfaith
Administrator
0
07-13-2016, 07:49 AM
#10
Archived author: Saukem • Posted: 2016-07-13T07:49:53+00:00
Original source

It didn't work. [Image: sad.png]
rektbyfaith
07-13-2016, 07:49 AM #10

Archived author: Saukem • Posted: 2016-07-13T07:49:53+00:00
Original source

It didn't work. [Image: sad.png]

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