Posted June 12, 2018 WOM Converter Tool for exporting models to WOM WOM Converter is a tool allowing conversion of Assimp-compatible formats (list here) to WOM. It was tested with dae (Collada) models and fbx, but should work with most or all listed formats as well. Benefits of WOM format are smaller file size and much faster loading. In addition, it's the only model format currently supported by DeedPlanner. Main target of this tool are Wurm Unlimited modders who can convert models to most optimal form now, but binaries are published for everyone interested to use. Running program in command line without parameters will display help. WOM Converter repository https://github.com/codeclubab/WOM-Converter WOM Converter releases https://github.com/codeclubab/WOM-Converter/releases Currently the program features: Command line interface Ability to convert Assimp-compatible formats to WOM Dev mode toggle-able with -devfilechooser parameter, allowing to quickly test the program by selecting a file with file chooser As of now converter works correctly for static models without animations, support for all models will be added soon. In addition, GUI version of the program and support of converting WOM models back to Collada/other Assimp-compatible formats is also planned. 7 Share this post Link to post Share on other sites
Posted June 13, 2018 1 hour ago, Warlander said: support for all models will be added soon. In addition, GUI version of the program and support of converting WOM models back to Collada/other Assimp-compatible formats is also planned. Thank you VERY MUCH! ? Share this post Link to post Share on other sites
Posted June 21, 2018 oh thanks...holding breath for that animated models version. Share this post Link to post Share on other sites
Posted June 21, 2018 4 hours ago, Cyndargua said: oh thanks...holding breath for that animated models version. I'm working on it... Exactly right now. I'm hoping to release it by tomorrow. 1 Share this post Link to post Share on other sites
Posted August 15, 2018 On 6/22/2018 at 6:20 AM, Warlander said: I'm working on it... Exactly right now. I'm hoping to release it by tomorrow. just curious if this is still being worked on? pretty sure tomorrow was last month Share this post Link to post Share on other sites
Posted August 16, 2018 with this wom converter tool will there way to make items that we create, for example chairs usable? or will that require coding?? thanks Share this post Link to post Share on other sites
Posted August 16, 2018 25 minutes ago, ozmods said: with this wom converter tool will there way to make items that we create, for example chairs usable? or will that require coding?? thanks This is just a converter, it's output can be used as foundation for a new item, but adding it to the game requires additional steps. (exactly the same ones as in case of Collada models) Share this post Link to post Share on other sites
Posted August 17, 2018 On 8/15/2018 at 1:34 PM, Cuddles said: just curious if this is still being worked on? pretty sure tomorrow was last month Ooops, didn't noticed this post until I checked my email. Currently it's mostly completed but stalled, there is a problem with exporting nulls that are vital for many Wurm models. (essentially all mounts, vehicles, characters and such). 1 Share this post Link to post Share on other sites
Posted August 17, 2018 Keep up the great work Warlander, definitely looking forward to the finished product! Share this post Link to post Share on other sites
Posted August 21, 2018 (edited) My breath is bated, thank you Warlander This is very much needed Edited August 21, 2018 by Ignacius Share this post Link to post Share on other sites
Posted November 21, 2018 Is there any update on this? Can the modding community help in some way? @Warlander Share this post Link to post Share on other sites
Posted November 21, 2018 Just now, Ignacius said: Is there any update on this? Can the modding community help in some way? @Warlander Exact issue that stalled development of this tool is lack of possibility to import and read null bones using Assimp, the issue is explained in this GitHub issue: https://github.com/assimp/assimp/issues/2054 It goes a bit deeper than just Assimp ignoring nulls - there is assumption that every bone is linked with any mesh, but bones not attached to any mesh are very important in case of Wurm. That being said, all models that doesn't require nulls and don't have animations will export properly using this tool right now. Share this post Link to post Share on other sites
Posted February 20, 2020 What problem is this? The exporter seems to work sometimes, sometimes not. Converting file: centaur_fem5.obj, output directory: E:\Games\Wurm\Centaur2\centaur_female Mesh name: Centaur_Centaur_Material Has tangents: true Has binormals: true Has colors: false Vertices: 8564 Faces: 5537 Triangles: 16611 Exception in Application start method java.lang.reflect.InvocationTargetException at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.sun.javafx.application.LauncherImpl.launchApplicationWithArgs(LauncherImpl.java:389) at com.sun.javafx.application.LauncherImpl.launchApplication(LauncherImpl.java:328) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at sun.launcher.LauncherHelper$FXHelper.main(Unknown Source) Caused by: java.lang.RuntimeException: Exception in Application start method at com.sun.javafx.application.LauncherImpl.launchApplication1(LauncherImpl.java:917) at com.sun.javafx.application.LauncherImpl.lambda$launchApplication$1(LauncherImpl.java:182) at java.lang.Thread.run(Unknown Source) Caused by: java.lang.IndexOutOfBoundsException at java.nio.Buffer.checkIndex(Unknown Source) at java.nio.DirectIntBufferU.get(Unknown Source) at com.wurmonline.womconverter.converters.AssimpToWOMConverter.writeMesh(AssimpToWOMConverter.java:153) at com.wurmonline.womconverter.converters.AssimpToWOMConverter.convert(AssimpToWOMConverter.java:66) at com.wurmonline.womconverter.Main.start(Main.java:121) at com.sun.javafx.application.LauncherImpl.lambda$launchApplication1$8(LauncherImpl.java:863) at com.sun.javafx.application.PlatformImpl.lambda$runAndWait$7(PlatformImpl.java:326) at com.sun.javafx.application.PlatformImpl.lambda$null$5(PlatformImpl.java:295) at java.security.AccessController.doPrivileged(Native Method) at com.sun.javafx.application.PlatformImpl.lambda$runLater$6(PlatformImpl.java:294) at com.sun.glass.ui.InvokeLaterDispatcher$Future.run(InvokeLaterDispatcher.java:95) at com.sun.glass.ui.win.WinApplication._runLoop(Native Method) at com.sun.glass.ui.win.WinApplication.lambda$null$4(WinApplication.java:186) ... 1 more Exception running application com.wurmonline.womconverter.Main Share this post Link to post Share on other sites
Posted February 20, 2020 Only static models can be converted using this tool - any models with animations won't be exported or will be exported with errors. Share this post Link to post Share on other sites
Posted February 20, 2020 Wierd. The model has no animation. Using blender, no keyframes. Exporting as obj and then wom converter. Share this post Link to post Share on other sites
Posted February 26, 2020 If I want to export an animated mesh to use in Wurm, what program should I use? Share this post Link to post Share on other sites
Posted June 14, 2020 I made some tweaks to this program: added stripping of windows paths from textures (original only stripped unix-style paths with "/") added -forcemats <file> File should contain lines likefarm.jpg=farmwurm Will cause all materials that use "farm.jpg" texture to be renamed to "farmwurm" added -matreport <file> Will generate a report on which materials/textures are used and write it to file 4a planter bed black mushroom young untended.obj - shroomMat1 -> black_mushroom.png - dirtwurm -> dirt.dds - Soil -> dirt.jpg - oakplank -> Plank_oak.dds Makes dealing with texture overrides in mappings much easier 😛 https://github.com/bdew-wurm/WOM-Converter/releases/tag/bdew-1 Can PR to the official repository if there's interest. 2 1 Share this post Link to post Share on other sites
Posted June 24, 2020 And another small update: https://github.com/bdew-wurm/WOM-Converter/releases/tag/bdew-2 print actual error if model fails to load instead of crashing with NPE added check for too many vertices in a mesh 1 1 Share this post Link to post Share on other sites
Posted November 23, 2020 looking forward to learning to do this myself. thanks. Share this post Link to post Share on other sites