Wolfenstein New Order

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Wolfenstein New Order

Post by id-daemon »

Wolfenstein New Order model tool

Drag .bmd6model file into the tool. Corresponding .md6skl must be in the same dir.

Image
Image
phay007
Posts: 18
Joined: Tue Nov 07, 2017 3:01 am

Re: Wolfenstein New Order

Post by phay007 »

thank you so much!!!
amzerof6
Posts: 6
Joined: Sun Jan 25, 2015 4:36 pm

Re: Wolfenstein New Order

Post by amzerof6 »

thank U for this tool, I'm so like this game's concept.
but when I try it, it always crashed.
20180123171445.png
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Wolfenstein New Order

Post by id-daemon »

skeleton must be .md6skl
amzerof6
Posts: 6
Joined: Sun Jan 25, 2015 4:36 pm

Re: Wolfenstein New Order

Post by amzerof6 »

id-daemon wrote:skeleton must be .md6skl


thank U for your help,very. but it still can't work. I try found where am I wrong, can you help me point it?
1. first I export files, I get *.bmd6model *.md6skl(it is a folder) *.bmd6skl
2. yestoday I try put *.bmd6model and *.md6skl(it is a folder) in same folder , they're same name ,of course.
try drag *.bmd6model to "Wolf_tno_model.exe" , it crashed.

3. today I saw your reply, I think maybe *.bmd6skl should be the skeleton. so I rename extension *.bmd6skl to *.md6skl (this time it‘s a file’)
then, try drag *.bmd6model to "Wolf_tno_model.exe" , it still crashed.

I really couldn't found where were wrong, can you help?

anyway, help or not , I'm very thank U for your working, so many great tools to export game assets ,that's help me a lot.
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Wolfenstein New Order

Post by id-daemon »

Clear "read-only" from files.
Doctor Loboto
Posts: 376
Joined: Sun May 31, 2015 2:23 am

Re: Wolfenstein New Order

Post by Doctor Loboto »

Yeah I'm having the same problems. Nothing is set to read-only, but no matter what I do it just crashes with the 'has stopped working' error.
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Wolfenstein New Order

Post by id-daemon »

no its not the same problem. his problem was read-only files

check filenames
skeleton must correspond to model
Doctor Loboto
Posts: 376
Joined: Sun May 31, 2015 2:23 am

Re: Wolfenstein New Order

Post by Doctor Loboto »

Got it working, finally. But uh...when will we be able to extract textures? Kind of hard to use the models for anything without proper textures, haha...
Andrakann
Posts: 13
Joined: Fri Aug 12, 2016 1:18 pm

Re: Wolfenstein New Order

Post by Andrakann »

id-daemon wrote:Image

Shading looks completely broken, normals is autogovnerated i guess?..
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Wolfenstein New Order

Post by id-daemon »

No, normals are original and properly extracted.

Its blender SMD importer failing to load them from SMD
Andrakann
Posts: 13
Joined: Fri Aug 12, 2016 1:18 pm

Re: Wolfenstein New Order

Post by Andrakann »

SMD importer doesn't work with normals data?
So, i need to use some converter (Noesis?), if i need accurate normals?
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Wolfenstein New Order

Post by id-daemon »

maybe theres a way to load it in blender, but not sure how
for now, yes, use noesis or something else
Andrakann
Posts: 13
Joined: Fri Aug 12, 2016 1:18 pm

Re: Wolfenstein New Order

Post by Andrakann »

Looks like a big problem with SMD-format itself: https://steamcommunity.com/groups/Blend ... 021748065/
All triangles is stored separated, and you have 2 bad options for import - autoweld vertices with loosing explicit normals data or leave all trianges disconnected from each other with lots of double vertices... :(
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Wolfenstein New Order

Post by id-daemon »

Its only a problem for blender SMD importer
noesis and other programs work fine with that
Andrakann
Posts: 13
Joined: Fri Aug 12, 2016 1:18 pm

Re: Wolfenstein New Order

Post by Andrakann »

Tried everything i have..

Noesis (Valve SMD):
Image Image
Normals are flipped, shading is broken. F4 didn't help much.

3dsmax9 (Valve SMD):
Image Image
"Rebuild smoothing normals" option on, then off - both fails, for second one normals is flipped and no smooth at all.

3dsmax9 (Half-Life2 SMD (by Cannonfodder)):
Image Image
"Rebuild smoothing groups" option on, then off - both fails.

And Blender (found this tuto, want to give it a try, but..):
Latest blender_source_tools_2.10.2 doesn't have a option for preserving normals at all, reinstalled to blender_source_tools_2.9.1, enabed this option and get this:
Image
There's nothing to preserve or everything fails to read normals :(

Test model attached.
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Wolfenstein New Order

Post by id-daemon »

ok normals are not flipped, faces are flipped.
try this new version
Andrakann
Posts: 13
Joined: Fri Aug 12, 2016 1:18 pm

Re: Wolfenstein New Order

Post by Andrakann »

id-daemon wrote:ok normals are not flipped, faces are flipped.
try this new version

Body faces ok, windows now one-sided from interior, shading same broken.
Noesis:
Image

And this is the best i can get in attempt to fix shading with most advanced script i have for this "Weighted normals":
Image Image
Looks better, but still very far from accurate shaded model.
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Wolfenstein New Order

Post by id-daemon »

There is no problem in the tool. As I said before, all normals are original and properly extracted.

ID Tech makes their shading different from all others. Ask other people who worked with ID tech games how to work with them.
Doctor Loboto
Posts: 376
Joined: Sun May 31, 2015 2:23 am

Re: Wolfenstein New Order

Post by Doctor Loboto »

So uhm, any progress on the texture converter? I mean it's cool to have the models but it's kinda of limited in use without textures.