[Archive] Blender Export Problems
[Archive] Blender Export Problems
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. ![]()
That's it. If any of you have any solutions for any of these, I'd thoroughly appreciate it.
Quote: 2 hours ago, Saukem said:First: maybe we have something wrong in the code of exporter, I'll check it.
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.
That's it. If any of you have any solutions for any of these, I'd thoroughly appreciate it.
Archived author: Supora • Posted: 2016-07-11T15:00:04+00:00
Original source
Quote: 2 hours ago, Saukem said:First: maybe we have something wrong in the code of exporter, I'll check it.
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.
That's it. If any of you have any solutions for any of these, I'd thoroughly appreciate it.
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.
Quote: 1 hour ago, Supora said:1: Thank youuu
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.
Archived author: Saukem • Posted: 2016-07-11T16:37:42+00:00
Original source
Quote: 1 hour ago, Supora said:1: Thank youuu
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.
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"
Quote: 3 hours ago, Supora said: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.
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"
Archived author: Saukem • Posted: 2016-07-11T22:52:16+00:00
Original source
Quote: 3 hours ago, Supora said: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.
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"
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
Quote: 19 minutes ago, Supora said: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.
that's because you didn't change the code of the script, I think
Archived author: Saukem • Posted: 2016-07-11T23:33:14+00:00
Original source
Quote: 19 minutes ago, Supora said: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.
that's because you didn't change the code of the script, I think
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.
Archived author: Saukem • Posted: 2016-07-13T07:49:53+00:00
Original source
It didn't work. ![]()