Saukem Posted July 11, 2016 Share Posted July 11, 2016 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. Link to comment Share on other sites More sharing options...
Supora Posted July 11, 2016 Share Posted July 11, 2016 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. 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. Link to comment Share on other sites More sharing options...
Skarn Posted July 11, 2016 Share Posted July 11, 2016 The thing you are talking about can in theory be automated. We just need to know how. Link to comment Share on other sites More sharing options...
Saukem Posted July 11, 2016 Author Share Posted July 11, 2016 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 I really do appreciate the effort 2; I was with you until the transferring normals part. I don't know how to do that. 3; It's cool, I'm already happy enough that you're helping me with the other two. 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. Link to comment Share on other sites More sharing options...
Supora Posted July 11, 2016 Share Posted July 11, 2016 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" Link to comment Share on other sites More sharing options...
Saukem Posted July 11, 2016 Author Share Posted July 11, 2016 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. Link to comment Share on other sites More sharing options...
Supora Posted July 11, 2016 Share Posted July 11, 2016 that's because you didn't change the code of the script, I think Link to comment Share on other sites More sharing options...
Saukem Posted July 11, 2016 Author Share Posted July 11, 2016 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. Link to comment Share on other sites More sharing options...
Supora Posted July 12, 2016 Share Posted July 12, 2016 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. Link to comment Share on other sites More sharing options...
Saukem Posted July 13, 2016 Author Share Posted July 13, 2016 It didn't work. Link to comment Share on other sites More sharing options...
Saukem Posted July 17, 2016 Author Share Posted July 17, 2016 After a few days of trying and nothing working, I'm lost. Smooth shading just doesn't work. This is all the steps I take, in order: - Switch to edit mode - Select all faces -> Ctrl T to triangulate - Switch to object mode - Copy my meshes - Merge copied meshes into one - Edit mode: select all faces: remove doubles - Object mode - Select all meshes with the merged one last - Ctrl Shift T -> Custom Normals - I can see the shading in Blender change to the smoothed version - Export - It doesn't work in-game. Link to comment Share on other sites More sharing options...
Blender Export Problems
By Saukemin Modeling
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