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 HOWTO: Kito's fixed WoW model exporter to Ogre

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RedEye
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PostSubject: HOWTO: Kito's fixed WoW model exporter to Ogre   Mon Apr 16, 2012 8:00 pm

HOWTO: Kito's fixed WoW model exporter to Ogre

This is the promised guide that should have been done for http://kito.forum.com.bz/t149-kito-s-fixed-wow-model-exporter-to-ogre long ago.

This is the guide that turns the viewable wow models like this:



Into this:


The following programs/downloads are needed:

It is assumed you now have these programs installed

WoW Model Viewer and Exporter
Note: This version is slightly different from the original version. Using the original version will result in jaggy animations. The might be fixed later by the original software developers.
Note: This program will not work if WoW is already running and vise-versa.

The basics
You have your search field, animations and materials as the essentials. Rest are play things mostly for us. Try them out tho.



Exporting
File -> Export Model -> Ogre XML...



Select where to save the files. I have chosen to export them to a very simple path



Hot damn, it worked



Want additional textures and textures as png instead of the size heavy tga?



Presenting the texture exporter



The .blp files are the material textures for this model. If there seems to be .blp files missing, then cycle through the materials from the first image in this guide ---> Export All To PNG



The textures are exported to the program folder. (in case you were wondering where the hell they disappeared to)



Copy them to your working folder:



And...



Open horse.material and change tga to png



Opening horse.mesh.xml



Opening horse.skeleton.xml



Back to horse.mesh.xml and collapse things by holding Alt, then press 3. This might take awhile.
The <skeletonlink name="horse.skeleton" /> means this horse.mesh will look for a horse.skeleton file for its skeleton and animation information.



Uncollapse <submeshes> to see a <submesh that uses the horse_0 material



That horse_0 will look for that material name in all material files it can find no matter if the file is called horse.material or donkey.material. It will look for 'horse_0'.
We can change 'horse_0' to 'horseChessnut_0' in the material file and the mesh.xml file to easier use different materials for different horse.mesh.xml's.



Open horse.skeleton.xml again and press Alt+3 to collapse. Again, this might take awhile.
Then collapse <bones> and <bonehierarchy> so you're left with a list of animations



Time to learn how to actually mark an animation set properly. Doing it wrong will cause you to starting it all over.
Set the blinky blinky text marker at the start of a line. You can see it is at the start of a line by looking at the bottom statusbar where it is written "Col: 1".
Now hold down SHIFT key and use ARROW DOWN. You should now have marked an animation set. If this is done right, then you can look in the statusbar again and see it is written "Col: 1"
Use backspace or Delete to remove that animation.



Right. So we need to identify the animations we need.
We need a least 4. These are: Attack1, Die, Idle, Run. These are case sensitive meaning 'run' is not the same as 'Run'.
To identify the animations are some hints:
* Die is usually the animation named Death
* Idle is usually the animation named Stand
* Run is usually the animation named Run
* Attack1 has multiple animations to it
** Attack1H's
** Attack2H's
** AttackFirst1H's
** AttackUnarmed's
** CustomSpell's
** DeathStrike
** DragonStomp
** DruidCatClaw
** DruidCatPounce
** DruidCatRake
** DruidCatRavage
** DruidCatRip
** Kick
** Special2H
** SpecialUnarmed's
** Whirlwind
Tip: Look through the animations in the model viewer and write them down.
You can use multiple attack animations!
Name them as such: Attack1, Attack2, Attack3, Attack4, Attack5..... Hope you got gist of it by now.
So, I found mine:



I named them using the description above



Convert from .xml to .mesh and .skeleton
So assuming you've done everything right so far.
Hold the windows key and press R. Enter "cmd" and run it.
A scary black hackerish window will appear! Fear it.
enter "echo I love you"
and it should write "I love you" back to you. Now see, not so scary anymore?

These are the commands I fire off:
Code:
C:\Users\Jesper Staun Hansen>cd \

C:\>cd wow-demo

C:\wow-demo>
This leaves me in the folder with my horse.
Quote :
Tip for cd:
1. Open the wow-demo folder
2. Click the locationbar (It's the part where it says something like: "> Computer > Acer (C:) > wow-demo")
3. Copy location.
4. Enter 'cd ' into the black loving window.
5. Right click and Paste (ctrl+v doesn't work here)

Next a quick check that OgreXmlConverter is available:
Code:
C:\wow-demo>C:\OgreCommandLineTools\OgreXmlConverter.exe
Results in:
Code:
OgreXMLConvert: Converts data between XML and OGRE binary formats.
Provided for OGRE by Steve Streeting

Usage: OgreXMLConverter [options] sourcefile [destfile]

Available options:
-i            = interactive mode - prompt for options
(The next 4 options are only applicable when converting XML to Mesh)
-l lodlevels  = number of LOD levels
-d loddist    = distance increment to reduce LOD
-p lodpercent  = Percentage triangle reduction amount per LOD
-f lodnumtris  = Fixed vertex reduction per LOD
-e            = DON'T generate edge lists (for stencil shadows)
-r            = DON'T reorganise vertex buffers to OGRE recommended format.
-t            = Generate tangents (for normal mapping)
-td [uvw|tangent]
          = Tangent vertex semantic destination (default tangent)
-ts [3|4]      = Tangent size (3 or 4 components, 4 includes parity, default 3)
-tm            = Split tangent vertices at UV mirror points
-tr            = Split tangent vertices where basis is rotated > 90 degrees
-o            = DON'T optimise out redundant tracks & keyframes
-d3d          = Prefer D3D packed colour formats (default on Windows)
-gl            = Prefer GL packed colour formats (default on non-Windows)
-E endian      = Set endian mode 'big' 'little' or 'native' (default)
-x num        = Generate no more than num eXtremes for every submesh (default 0
)
-q            = Quiet mode, less output
-log filename  = name of the log file (default: 'OgreXMLConverter.log')
sourcefile    = name of file to convert
destfile      = optional name of file to write to. If you don't
                specify this OGRE works it out through the extension
                and the XML contents if the source is XML. For example
                test.mesh becomes test.xml, test.xml becomes test.mesh
                if the XML document root is <mesh> etc.

This basically tells us the many ways to use this program. We just want the most simple way:
Convert the .mesh.xml
Code:
C:\wow-demo>C:\OgreCommandLineTools\OgreXmlConverter.exe horse.mesh.xml
Results in:
Code:
-- OPTIONS --
source file      = horse.mesh.xml
destination file = horse.mesh
log file        = OgreXMLConverter.log
interactive mode = false
lod levels      = none (or use existing)
Generate edge lists  = 1
Generate tangents = 0
 semantic = TANGENT
 parity = 0
 split mirror = 0
 split rotated = 0
Reorganise vertex buffers = 1
Optimise animations = 1
-- END OPTIONS --

Creating resource group General
Creating resource group Internal
Creating resource group Autodetect
Registering ResourceManager for type Mesh
Registering ResourceManager for type Material
Registering ResourceManager for type Skeleton
XMLMeshSerializer reading mesh data from horse.mesh.xml...
Reading geometry...
Geometry done...
Reading submeshes...
Submeshes done.
Skeleton: Loading horse.skeleton
Unable to load skeleton horse.skeleton for Mesh conversion. This Mesh will not b
e animated. You can ignore this message if you are using an offline tool.
Reading bone assignments...
Bone assignments done.
XMLMeshSerializer import successful.
Reorganising vertex buffers to automatic layout..
Generating edge lists....
MeshSerializer writing mesh data to horse.mesh...
File header written.
Writing mesh data...
Writing submesh...
Exporting submesh texture aliases...
Submesh texture aliases exported.
Submesh exported.
Exporting skeleton link...
Skeleton link exported.
Exporting shared geometry bone assignments...
Shared geometry bone assignments exported.
Exporting bounds information....
Bounds information exported.
Exporting submesh name table...
Submesh name table exported.
Exporting edge lists...
Edge lists exported
Mesh data exported.
MeshSerializer export successful.
Unregistering ResourceManager for type Skeleton
Unregistering ResourceManager for type Material
Unregistering ResourceManager for type Mesh
Not much of any importance here. Just tells us it was converted successfully

Convert the skeleton.xml
Code:
C:\wow-demo>C:\OgreCommandLineTools\OgreXmlConverter.exe horse.skeleton.xml
Results in:
Code:
-- OPTIONS --
source file      = horse.skeleton.xml
destination file = horse.skeleton
log file        = OgreXMLConverter.log
interactive mode = false
lod levels      = none (or use existing)
Generate edge lists  = 1
Generate tangents = 0
 semantic = TANGENT
 parity = 0
 split mirror = 0
 split rotated = 0
Reorganise vertex buffers = 1
Optimise animations = 1
-- END OPTIONS --

Creating resource group General
Creating resource group Internal
Creating resource group Autodetect
Registering ResourceManager for type Mesh
Registering ResourceManager for type Material
Registering ResourceManager for type Skeleton
XMLSkeletonSerializer: reading XML data from horse.skeleton.xml...
XMLSkeletonSerializer: Reading Bones name...
XMLSkeletonSerializer: Reading Hierarchy data...
XMLSkeletonSerializer: Reading Bones data...
XMLSkeletonSerializer: Reading Animations data...
Animation: nom: Idle et longueur: 4
Animation: nom: Attack1 et longueur: 1
Animation: nom: Die et longueur: 2.367
Animation: nom: Run et longueur: 0.8
XMLSkeletonSerializer: Finished. Running SkeletonSerializer...
Exporting bones..
Bones exported.
Exporting animations, count=4
Exporting animation: Attack1
Animation exported.
Exporting animation: Die
Animation exported.
Exporting animation: Idle
Animation exported.
Exporting animation: Run
Animation exported.
Unregistering ResourceManager for type Skeleton
Unregistering ResourceManager for type Material
Unregistering ResourceManager for type Mesh
Tells us there was 4 animations: Attack1, Die, Idle and Run.

We got files!
In wow-demo is now two new files.
horse.mesh and horse.skeleton. Which is not entirely unexpected.

If you have the Ogre Mesh Viewer program, then you'll be able to click the .mesh file and view it straight away!


Purrrtty horsie? WRONG!
To the untrained eye is this horsie maybe pretty, but it is facing the wrong way. When you open creatures will they need to stare into your soul. So we need to rotate them.

Doing some meshmagick and rotation:
The good thing about wow is that all of their creatures face in the same direction, so its relatively easy to fix once you get the hang of it.

Rotate the horse 270 degrees along the y-axis
Code:
C:\wow-demo>C:\OgreCommandLineTools\MeshMagick.exe transform -rotate=270/0/1/0 horse.mesh
Results in some more text:
Code:
Loading mesh horse.mesh...
Processing mesh...
Mesh saved as horse.mesh.
Loading skeleton horse.skeleton...
Processing skeleton...
Skeleton saved as horse.skeleton.

Open the horse.mesh again and this will stare at you:



That is basically it. Now exporting a model doesn't thing out things like transparency and particles, so you need to experiment with that.


Fixing the transparency on the horse:
You might notice something like this:


This is fixed in your horse.material inside the material pass:
Just add:
Code:
alpha_rejection greater 128
scene_blend blend



Taking a new look at the horse:




And that completes the horse


Go add it to your server (cd1.dat and cd2.dat)


Last edited by RedEye on Mon Apr 16, 2012 8:10 pm; edited 1 time in total
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Slycan



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PostSubject: Re: HOWTO: Kito's fixed WoW model exporter to Ogre   Mon Apr 16, 2012 8:05 pm

Dayum you've been busy
Fricken awesome though!
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Nesbael
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PostSubject: Re: HOWTO: Kito's fixed WoW model exporter to Ogre   Tue Apr 17, 2012 1:10 am

Lol, finally. XD
Thanks so much for the walkthru, Redeye. <3
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Slycan



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PostSubject: Re: HOWTO: Kito's fixed WoW model exporter to Ogre   Wed Apr 18, 2012 4:55 am

Helpful for Torchlight since it's an OGRE based game too x3

I'm just not sure how their copyrights are with converting mods ): I can't seem to find it.. I'm just it's alright if you not making money off them though + giving credit?
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PostSubject: Re: HOWTO: Kito's fixed WoW model exporter to Ogre   Wed Apr 18, 2012 3:37 pm

Thanks for the tutorial ^^
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PostSubject: Re: HOWTO: Kito's fixed WoW model exporter to Ogre   Sun Apr 29, 2012 7:37 pm

There's a much simpler way to convert .xml to .mesh with OgreXMLConverter...assuming you have OgreXMLConverter.exe, you can just right click the ____.mesh.xml and open it with the OgreXMLConverter and as long as ____.mesh.xml is in the same folder as OgreXMLConverter.exe; out pops .mesh file. Doing the same with the ___.skeleton.xml file will give you a .skeleton as well c:
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RedEye
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PostSubject: Re: HOWTO: Kito's fixed WoW model exporter to Ogre   Sun Apr 29, 2012 7:42 pm

Well, there is that boring option Razz
But it doesn't tell you if it error'd
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PostSubject: Re: HOWTO: Kito's fixed WoW model exporter to Ogre   Mon Apr 30, 2012 1:04 am

...So complicated. but thanks for the tut anyway.

/goes off to convert 15 models. ._.
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PostSubject: Re: HOWTO: Kito's fixed WoW model exporter to Ogre   Thu Jul 05, 2012 6:11 pm

Thanks Red, I'm just a little worried that these are like, copyrighted.
I didn't think we can just convert them and dump them in our games... o-e
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Slycan



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PostSubject: Re: HOWTO: Kito's fixed WoW model exporter to Ogre   Thu Jul 05, 2012 6:47 pm

swear this has been pointed out a few times before

http://us.blizzard.com/en-us/company/about/faq.html or http://us.blizzard.com/en-us/company/about/legal-faq.html

Think this falls under the category of Total Conversions & Mods, would suggest reading that part
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PostSubject: Re: HOWTO: Kito's fixed WoW model exporter to Ogre   Fri Jul 06, 2012 5:08 pm

Yeeup. The critters work, however the items do not
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PostSubject: Re: HOWTO: Kito's fixed WoW model exporter to Ogre   Fri Sep 21, 2012 1:35 am

Is it free...
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PostSubject: Re: HOWTO: Kito's fixed WoW model exporter to Ogre   Fri Sep 21, 2012 2:41 am

Drake23 wrote:
Is it free...

Is what free?
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PostSubject: Re: HOWTO: Kito's fixed WoW model exporter to Ogre   Thu Mar 28, 2013 8:16 am

Anazing *-* Thanks for tutorial RedEye Wink
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PostSubject: Re: HOWTO: Kito's fixed WoW model exporter to Ogre   Mon Jul 22, 2013 10:54 am

:/ It write a error Sad When i start it, WoW already downloaded Mists of Pandaria Very Happy~
Then it work but when it done it write
Fatal Error: could not read data from MPQ files.
Please make sure World Of Warcraft is not runnning.


~ It´s not running! >:U
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RedEye
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PostSubject: Re: HOWTO: Kito's fixed WoW model exporter to Ogre   Mon Jul 22, 2013 7:30 pm

Note that the backgrounder loader could be running. Also note MoP must be fully downloaded.
If needed, restart first

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PostSubject: Re: HOWTO: Kito's fixed WoW model exporter to Ogre   Mon Aug 05, 2013 3:58 am

Ok where exactly do you download "Kito's fixed WoW model exporter to Ogre"? I feel like I'm just not seeing it and it's right in front of my face.
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Komaeda Nagito
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PostSubject: Re: HOWTO: Kito's fixed WoW model exporter to Ogre   Mon Aug 05, 2013 4:51 am

PunkPredator wrote:
Ok where exactly do you download "Kito's fixed WoW model exporter to Ogre"? I feel like I'm just not seeing it and it's right in front of my face.
http://www.kitopen.com/t149-kito-s-fixed-wow-model-exporter-to-ogre
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PostSubject: Re: HOWTO: Kito's fixed WoW model exporter to Ogre   Mon Aug 05, 2013 4:53 am

Yup, it is staring you right in your face. Read the guide and find out

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PostSubject: Re: HOWTO: Kito's fixed WoW model exporter to Ogre   Mon Aug 05, 2013 5:07 am

Ah ok. Found it now. My stupidity strikes again. Anyway, awesome tutorial, and thanks for pointing out my stupidness.
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RedEye
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PostSubject: Re: HOWTO: Kito's fixed WoW model exporter to Ogre   Mon Aug 05, 2013 2:54 pm

Not stupidness. Just laziness :3

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PostSubject: Re: HOWTO: Kito's fixed WoW model exporter to Ogre   Mon Aug 05, 2013 6:37 pm

Yeah, true.
Everything is working fine with it now that I have it. Just the random shakyness in some of the animations as usual. There's one question I have. I noticed one critter that I wanted to export has an issue. Such as, he blinks. And due to that, he now always has his eyes closed after being exported. Is there any way to fix that?
Spoiler:
 
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PostSubject: Re: HOWTO: Kito's fixed WoW model exporter to Ogre   Fri Oct 25, 2013 2:18 am

I can do the exporting and everything, but i don't quit understand how to rotate.. can you explain a little more please?

Edit:i think i figured out how, but it says mesh magic is not a win 32 application...

is there someplace i can get OgreCommandLineTools for a 32 Bit?
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PostSubject: Re: HOWTO: Kito's fixed WoW model exporter to Ogre   Fri Oct 25, 2013 5:14 am

Your download was corrupt. Download again

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PostSubject: Re: HOWTO: Kito's fixed WoW model exporter to Ogre   Fri Oct 25, 2013 10:31 am

Ok I got it, but I'm still not understanding the rotating, I tried to put it in te cmd and it still says this is not a valid win 32 application but when I'd go to run it it's run just fine.
Then sometimes cmd would tell me that it wasn't a valid command or path
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