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WHM Model Converter Tool

  1. #101
    mudflap
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    Let me know which model comes up like blocks. I'll check it out.

  2. #102
    Member Ronin-Sage's Avatar
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    Hey Mudflap.

    'Getting this issue(Vista SP1) where when I use the whe->ebp and whm->sgm converters. It takes about a solid 5x longer than 1.1, and my machine goes into this morse-code beeping session(the beep you would hear from holding down Shift to prompt for Sticky Keys in Windows).
    "The Wanderers have returned..."
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  3. #103
    mudflap
    Guest
    beeping is OK. I get it too on Windows XP. I haven't traced what bit of code is causing the beeps. It may be one of the memory conditions it uses to see if some data read is a float or string. The beeping shouldn't affect the file you create. Do you get a sgm file that works after all the beeping?

    After a while....

    Here is why the computer beeps.

    I use the following code to test if some data read is actually a long integer. If it is a string (like words) then is will make an integer that typically is really big. But if the data is a number that makes sense, then it will be at least smaller than the file size. Sometimes readinig of the string makes an integer that is so big that it exceeds the limits of what Python can make an integer out of using the int() function. When this happens the computer beeps. I need to come up with a different test for whether data is a string or an integer.

    Code:
                        material_namesize_test = struct.unpack('<L', g.read(4))[0]
                        material_namesize_test_int = int(material_namesize_test)
                        if material_namesize_test_int < endoffile_int:
                            start_mat = search_position
    Last edited by mudflap; 13th Jun 08 at 3:32 PM. Reason: add more explanation

  4. #104
    The_DOW_Chief
    Guest
    this is the Blocky

    what is hapenin?

  5. #105
    Moonbeam Funk fneep's Avatar
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    Smoothing groups... or lack thereof.

  6. #106
    The_DOW_Chief
    Guest
    Smoothing groups??? YOUR WORDS MEAN NOTHING!!!
    Please in English? :P

  7. #107
    mudflap
    Guest
    fneep is right, smoothing groups. Its a 3dsmax function. If you don't have 3dsmax there is nothing you can do about it other than use similar functions in the 3d application you are using.

    Here is how you do it in Blender:

    http://blenderartists.org/forum/showthread.php?t=61087


    I have been through every byte of the DOW whm files and have found no place where smoothing group data is stored. Santos 3dsmax tools dont support it either.

    I have read that a simple way to program it in is to make the vertex normals the same for all the vertexes in a smoothing group. But that is not how whm files keep the smoothing data.
    Last edited by mudflap; 16th Jun 08 at 11:10 AM. Reason: add link

  8. #108
    The_DOW_Chief
    Guest
    hmm.. i am using 3Dmax, but i guess I'll try Blender...

  9. #109
    Member Melooo's Avatar
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    whoa transforming the Initiate model from whm to sgm took quite a long time and all that beeping is quite annoying hehe, also o got a bad new.....the marshall model wont convert correctly
    -++Orks!...Burn the beast!!!...++-

  10. #110
    mudflap
    Guest
    Hi DOW_Chief,

    If you have 3dsmax then use Santos Tools.

  11. #111
    mudflap
    Guest
    OK I've been shamed into creating a quiet version of the whm to sgm converter. It also works better than the old one and can open the Dark Eldar Raider and the Sisters' Celestian. Here is the link for the new file.

    http://www.savefile.com/files/1619906

    Meloo, see if you can get the Marshal to open with it. if not, pm me or post the file so I can look at it. I did not see the Marshal in any of the DOW, WXP, DXP, or SS folders, is that file from a mod?

    As for using the new file, it works best if it is one of the first things you do when you start your computer. Its senstive to the amount of memory available will stop if too many things are going on in the background.

  12. #112
    Member Melooo's Avatar
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    hi mudflap, no luck with the new tool.....it seems to crash when converting this model for unknow reasons, hehe and no its not a vanilla model is another medes custom model for my BT mod

    here is the link for the model for download so you can test with it
    http://www.savefile.com/files/1670755

  13. #113
    mudflap
    Guest
    i'll check it out

  14. #114
    mudflap
    Guest
    Hi Meloo,

    Thanks for keeping me on my toes with this. I think I have a version now that addresses a big problem with the previous tools. Now when checking for the end of bone data in animations it checks the end against a list of the meshes in the model. Before it just stopped when 3 bytes that appeared to be text were encountered, but even random floats can sometimes yield 3 bytes of alphanumeric data. So now that is not a problem. I have updated the link on the first page of this thread and have also provided a link to the new tool below. The new tool can convert the Marshall whm correctly.

    Here is the new converter:

    http://www.savefile.com/files/1680875


    Here is your Marshall file:

    http://www.savefile.com/files/1680881

    Cheers,

    Mudflap

  15. #115
    Member Melooo's Avatar
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    youre welcome pal, and thank you for taking the time for developing such a handy tool

  16. #116
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    Mudflap - a good way of emulating a smoothing group is this:

    1 - calculate face normals for all triangles in the group. Generate a vertex list for exclusive use of the group.
    2 - step through the vertex list and for each vertex, average the nomals for triangles that contain that vertex. Store the average on the vertex in the group list.

    In short, you treat each group as a discrete mesh.

    This leads to smooth vertex interpolation on shared edges, and where there's a sharp edge (2 vertices present) the normals point in different directions so there's an edge in the shading. This does tend to show up UV seams (as that's often where there are duplicate verts rather than multiple texture coords on a single vertex).

  17. #117
    mudflap
    Guest
    Winterdyne. Thanks for the tip about normals and smoothing groups.

    The one problem is that the .whm file that has the model data has no indicators for 3dsmax smoothing groups. If what you say is true, then all vertexes in each smoothing group would have the same coordinates for the vert normal. I once tried taking the the vert normal data and sorting it in excel and found that no vert normals matched for a mesh that I knew had at least 2 smoothing groups.

    My understanding is that vert normals consist of 3 coordinates. Is there some other calc that is done with those 3 coordinates when rendering the normal?

    Are there any other clues I should look for in the whm file? Also the .whm file has no facenormal data. Is facenormal data essential for the smoothing rendering or is it just vertex normals that govern it.

    Hopefully only vert normal data is needed since facenormal data is not in the whm files.

  18. #118
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    Without having a look at the whm format myself I can't tell you. If it has discrete vertex normal already stored, I can't see the point in recalculating them (they should already be smoothed). What do you mean by no matching vertex normals? That no 2 vertices in the entire mesh have the same normal? Remember that within a smoothing group itself, the vertices will probably be merged - the only point where you should have 2 verts with the same normal is when there's a key difference in the vertex data (such as a UV seam) - 2 verts are in the same place, but have different UV's, and belong to different triangles. Ideally they should be smoothed to help hide the UV seam, but because they belong to exclusive triangle the method I mention won't catch them. From what you're describing, they're using that method, and not the actual smoothing groups from max.

  19. #119
    Member potemkis's Avatar
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    This is a great tool, but I have one major issue with it...

    It'll let me do one model (following the ReadMe), and that's it...

    Any suggestions?

  20. #120
    Member Melooo's Avatar
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    Ive been experiencing difficulties to transform eldar harlequin model from whe to sgm :S, does this happen to everyone else?

    Never mind....must have been that my pc was overloaded, it now works fine

    NO!, actually the SGM file is good what has trouble is the WHE to EBP :S
    both harlequin and marshall

    ive also troubles for converting DC force commander :S
    Last edited by Melooo; 10th Aug 08 at 1:08 PM.

  21. #121
    the whm to sgm crashes when i try to convert the webway_gate.whm and other buildings.

  22. #122
    great tool, i now have all the stuff for the new wraithlord, thanks your a "STAR"
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  23. #123
    Member Melooo's Avatar
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    Aparently the WHE->EBP tool has issue with Xrefed anims, each time i convert a file that has xrefed animations i have to Xref them again before saving the EBP/WHE.
    Last edited by Melooo; 18th Jun 09 at 9:00 AM.

  24. #124
    Deliverator
    Guest
    I am interested in using your WHM to X tool to port some units from DOW to Civilization 4 format. The problem is that the High detail versions have too high a polycount for Civ 4. It looks like the Low and Medium versions may have less. Understandably, the script was only designed for the High detail ones. When I try to run you script on a unit from WXPData-Whm-Low.sga rather than WXPData-Whm-High.sga these are the sort of errors I get:

    end of data for script at 99422
    meshcode = 39
    meshcodeaddress at 2258
    start face numbers = 99422
    materialsize = 3207411019
    Traceback (most recent call last):
    File "Mudflaps_whm_to_x_converter.py", line 424, in ?
    OverflowError: long int too large to convert to int

    end of data for script at 13935
    meshcode = 39
    meshcodeaddress at 2595
    start face numbers = 13935
    materialsize = 3199075274
    Traceback (most recent call last):
    File "Mudflaps_whm_to_x_converter.py", line 424, in ?
    OverflowError: long int too large to convert to int

    end of data for script at 9494
    meshcode = 37
    meshcodeaddress at 1162
    start face numbers = 9494
    materialsize = 1068878252
    Traceback (most recent call last):
    File "Mudflaps_whm_to_x_converter.py", line 424, in ?
    MemoryError

    end of data for script at 266256
    meshcode = 39
    meshcodeaddress at 852
    start face numbers = 266256
    materialsize = 1050663006
    Traceback (most recent call last):
    File "Mudflaps_whm_to_x_converter.py", line 424, in ?
    MemoryError

    Is there any chance that this is any easy fix to the script?

  25. #125
    loulou6031992
    Guest
    Hello all, I initiated in blender and I recently discovered that one could extract the 3d DoW for reuse, I am reaching tool Mudflap (I did not 3ds max) and the first moment I was happy with the result, however, when I converted some files like the leman russ, I feel that lack of tracks (drum and a side), worse still, When I converted a guardian or avatar, I get nothing at all.

    I downloaded version 1.0 beta (the only one I found since your links does not work currently)

    You can help me?

    Sorry for the mistakes, I am French.

  26. Forum Subscriber  #126
    excellent tool....great fun modelling DOW stuff in blender! cheers

  27. #127
    Moonbeam Funk fneep's Avatar
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    Hi all,
    I have been looking for a copy of the latest version of this too. If anyone has one, could you post it here? Thanks, fneep

  28. #128
    Member Reaper297's Avatar
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    Guess it's a good thing I kept a copy of this tool. Here you go guys.
    http://www.mediafire.com/?tn4ynroztoa

    'I am a Blood Raven, born into the sky on wings of hate. Hate for the alien and his opposition to Man. Hate for the treasons of brothers and fathers.'

  29. #129
    Probably a longshot, but heregoes.

    Trying to convert DoW ork buildings into any of the following filetypes ( LXO LWO DXF FBX 3DS GEO OBJ [DAE = COLLADA] 3DM)

    Extracted the whm/whe files I needed.

    This has been the only process that makes it seems possible is, using mudflaps WHM-X converter, using blender to open the .x file, then saving it as one of the file types I need. However I'm getting an error in blender saying it cannot open .x filetypes.

    Any advice, tips, or even converting the files for me would be much appreciated!

  30. Modding Senior Member  #130
    Always Tired Argonaut's Avatar
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    I'm really interested in getting blender files into DOW but the link to 3.0 doesn't work. Anyone got a version of 3.0 available with the tool that converts blender files into the correct format for DOW?

    [Edit] Wow! reading the post two above this one answered my own question. I'll just go and stand in the corner for an hour.
    Last edited by Argonaut; 28th Oct 10 at 7:28 AM.
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  31. #131
    Nnngg... so close to getting this working! I'm just missing one last thing - Mudflap's custom script for importing multiple .x files into blender, that was uploaded in '07 to this thread. Savefile.com no longer exists, and the file is thus unattainable. A search of the thread, site and google have revealed nothing, so the only option left is to put out a general call to anyone who has a copy of the script lying around (or knows where it is online), to post a link. Failing that, a more generic method for extracting the individual meshes from a .x file without half the vertices missing.

  32. #132
    Member Reaper297's Avatar
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    I guess it's a good thing that I had a backup of this as well. Here you are.
    http://www.mediafire.com/?6p6f2ydrjaqsdfo

    Good luck with the modeling mate.

  33. #133
    Ta. That's a big help.

    Also, for those coming after me - the multi-exporter script has the same name as the standard directX importer that comes with windows, so it won't appear in the scripts browser unless you open the script in notepad and modify the name field at the start to something different.

  34. #134
    Hi bit of a late one here but i'm wondering is there any recent news concerning these tools.. I'm new to Blender and I'm new to theses tools.. I'm not sure If I'm setting things up right or if I have missed anything but I can't seen to open the .x file in blender (I have saved it in notepad but still nothing) ..I'm not sure where to put the script file although It has successfully installed as an add-on in c:\ doc & setting\dean\app data\blender ect.ect. ..I realise this may all be long gone and over with now in 2012 but I live in hope ..I'm using the latest version of blender (obviously) and I have been trying to use the tools posted above by Reaper297 from 2008.. I expect the reason that I haven't been successful is due to that, wish I was around years ago

    Great stuff by the way
    Last edited by Deanalot; 23rd Jul 12 at 11:55 AM.

  35. #135
    Anyone have a backup of 3.0 of mudflaps' tools?
    Thank you!

  36. Modding Senior Member Dawn of War Senior Member  #136
    Father of Death Croaxleigh's Avatar
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    Post #128.
    I has a Blurb. And one of those Tweeter things.
    Quote Originally Posted by roflmao
    I'd run with a shotgun to go hijack a private airplane and fly to Belgium. Nothing interesting ever happens in Belgium, so there's definitely no zombie apocalypse there.

  37. #137
    Post #128.
    That's 2.0. I am seeking 3.0.
    Thank you!

  38. Modding Senior Member Dawn of War Senior Member  #138
    Father of Death Croaxleigh's Avatar
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    Are you sure? The file name is Mudflap_whm_and_whe_Tools_2008_III, which would seem to indicate that it's the third version. I could be wrong, of course.

  39. #139
    The readme says "Version 1.0 Beta", so I discounted that.
    The build numbers in the EXEs are 2.0 and I do get crashes when I try to convert buildings, so I figured it's the buggy 2.0 rather than 3.0 which was supposed to resolve the crashes.
    I'm not sure though. Can anyone confirm/deny?
    Thank you!

  40. #140
    Member baz443311's Avatar
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    Just a quick question here would this work with the modeling program MilkShape 3D ?

  41. #141
    Mudflaps works like a dream if you can get the correct X format....
    Any program that would make a X file will work with mudflaps.

    You can also use it to import things into file format editor to give you and animated model set.

    I've had success with this using the beaky model with FFE import over SM model....

    Edit:

    Also a success with a lot more.

    I only need a single object at a time and to import them into FFE after body sync.

    I got servo skulls done through Wings3d.
    Last edited by RT2; 24th Apr 13 at 5:11 AM.
    What have I been upto?

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  42. #142
    Member Raven Lance's Avatar
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    @ Deanalot " I can't seem to open the .x file in blender"

    You need to use Blender 2.49 with Python 2.6.2
    Then you can IMPORT the .x file you made with mudflaps tools.

    Once you have it in Blender 2.49 just save it as untitled.blend on your desktop.
    After that, Open your newest version of Blender maybe 2.66 or whatever, and Append the file from your desktop.
    You should know how to append Object Meshes, if you don't then check the tutorials here http://vimeo.com/nhirsig

    @baz443311 - Yes this tool works with Milkshape acourding to mudflaps readme.txt

    @Cucc - I can tell you this much, the older version of whm to sgm was a whopping 37kb, and the link that reaper249 posted is a whm to sgm at 39kb. so yeah its proley a third version.
    Last edited by Raven Lance; 23rd Apr 13 at 11:32 PM.
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  43. #143
    @Raven Lance
    Thanks, but how come it crashes on converting buildings?

  44. #144
    Member Raven Lance's Avatar
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    @ Cucc
    No problem, Cucc as to your last post, I just don't know.

  45. #145
    @ Cucc

    What buildings?

    I can FFE look at the models and see what the difference is.

  46. #146
    @RT2
    I you read this thread, you'll find people complaining about crashes when converting buildings - a bug that was supposedly solved in 3.0.
    That's precisely the reason why I wanted 3.0.

  47. #147
    @Cucc
    For the eldar buildings?
    I know that they crash the Tool because they call on external Components to make up the whole model.
    Like the machine cult for marines calling on external Thunderhawk.
    FFE tells me:

    Spoiler



    Does that make it any better for you guys?

    I am sorry I don't have time to read through the tread as a full time carer and also busy pushing it hard in Hex/FFE.
    Last edited by RT2; 24th Apr 13 at 5:06 PM.

  48. #148
    Member Raven Lance's Avatar
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    What is FFE? is that new?

  49. #149
    My Babbling Guide.
    File Format Editor(FFE) progress in modding... [Links]... (TOC)

    File Format Editor:
    File Format Editor v0.41 (Updated 4 Feb 12)

    So much you can do, but its not a five second thing until about a month of using FFE.

  50. #150
    Member Raven Lance's Avatar
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    Ah, righton.. now I wonder how long it will take me to learn how to use this lol. thanks again

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