SkaceKamen / wot-model-converter

Converts World of Tanks models to wavefront obj format.
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c++ version, licensing? #7

Open Oleg3DCoat opened 7 years ago

Oleg3DCoat commented 7 years ago

Hello! We are the team of 3D-Coat developers. We are interested in developing special version of 3D-Coat intended for WOT modding. You made the convetrer of wot models using Python, so maybe you have c++ code for this to include in our project? If you have, what are terms of usage? Or possibly you have some information about wot files format?

atacms commented 7 years ago

i don't have c++ code. since wot mods are compiled using python i find it more convenient to use python for the converter. Besides skacekamen's original work is also coded in python. BigWorld primitives format is not difficult to understand. read through the code and you should get the idea. Unfortunately I didn't prepare a document for the format specification. What exactly is 3D-coat?

SkaceKamen commented 7 years ago

As said by atacms, there is no c++ code. This is not official tool, it's community built tool and it is based upon old Visual Basic code (by Coffee_), rewritten to python from ground up.

If you want to know how the format works, look into wot/ModelReader.py which contains logic for reading the wot format.

Oleg3DCoat commented 7 years ago

Thanks for your answer. 3D-Coat is program for 3D modelling (3dcoat.com). Maybe you have a document for the format specification?

2017-11-29 19:36 GMT+02:00 Jan Zípek notifications@github.com:

As said by atacms, there is no c++ code. This is not official tool, it's community built tool and it is based upon old Visual Basic code (by Coffee_), rewritten to python from group up.

— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/SkaceKamen/wot-model-converter/issues/7#issuecomment-347937121, or mute the thread https://github.com/notifications/unsubscribe-auth/AfjhtPGfvx4QogbdIbGKvroFkZbwRWCgks5s7ZY7gaJpZM4Qu7H3 .

-- С уважением, Олег (+38050-582-13-87)

atacms commented 7 years ago

looks like substancePainter. Really, if you are the official personal from 3D-coat that probably means you plan to incorporate it to your commercial product instead of a client-made plugin. That means you are going to need to obtain permission and support from WG (for using their slightly altered format and most importantly, the render), or contact BigWorld to obtain the specification/permission of the base format.

I worked WoT model with substancePainter and the major issue is that they have a different pbr shader. Whatever you see in sp it will be different in game. I had to intentionally offset the color and metallic parameters so it will look ugly in sp but correct in WoT. SP could define a customized shader but I do not have access to WG's shader sourcecode. And didn't bother to reverse one as it's just a hobby, not a job.

Oleg3DCoat commented 7 years ago

We plan to make low priced version for WOT modding. We already made (but not published) it for CS:GO. There is no problem to modify shaders for compatibility with WOT. We got permission from WOT team to make this app, but we may not distribute WOT files, we allowed to unpack, modify, pack back. So, if you may help with making converter wot files -> obj or fbx and back that will be really good. We are ready to pay for this job if it will be made using c++ to include directly in our code.

2017-11-30 4:07 GMT+02:00 atacms notifications@github.com:

looks like substancePainter. Really, if you are the official personal from 3D-coat that probably means you plan to incorporate it to your commercial product instead of a client-made plugin. That means you are going to need to obtain permission and support from WG (for using their slightly altered format and most importantly, the render), or contact BigWorld to obtain the specification/permission of the base format.

I worked WoT model with substancePainter and the major issue is that they have a different pbr shader. Whatever you see in sp it will be different in game. I had to intentionally offset the color and metallic parameters so it will look ugly in sp but correct in WoT. SP could define a customized shader but I do not have access to WG's shader sourcecode. And didn't bother to reverse one as it's just a hobby, not a job.

— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/SkaceKamen/wot-model-converter/issues/7#issuecomment-348059760, or mute the thread https://github.com/notifications/unsubscribe-auth/AfjhtCcFbIMUryrxbU3jzV_jMGWugB2nks5s7g3KgaJpZM4Qu7H3 .

atacms commented 7 years ago

Pack obj back into bigworld primitives makes no sense as obj doesn't support skinned parts. i'm not familiar with fbx, how about collada dae?

I also do not understand the requirement to pack back. I thought your software is used to compile texture set, why bother to output the model file? Material info is registered in visual file which is a plaintext xml.