ADT Import takes a very long time #21
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I honestly have no idea why it is -that- slow. I'll look into it for the next update of the Blender plugin but no promises it'll improve, sorry. :( |
I have noticed it only seems to occur if I already have an ADT imported. ;o
So importing them one at a time into blender is faster. Not by much mind
you, waiting 15-25 minutes per ADT...
If you're wondering I'm attempting to export the city of Gilneas. ;p
My one worry is how I'm going to position them in Unity, since I already ported Zul'Farrak just fine by combining them into a single FBX in Blender to keep positioning. Dx
…On Mon, 14 May 2018, 19:59 Martin Benjamins, ***@***.***> wrote:
I honestly have no idea why it is -that- slow. I'll look into it for the
next update of the Blender plugin but no promises it'll improve, sorry. :(
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Yeah, I think someone was working on a Unity plugin so the Blender step can be skipped but I'm not sure what the status of that is. Would be nice to skip Blender entirely. |
I agree it'd be nice to skip Blender entirely if possible. :o
Another thing I have noticed: Importing the ADT as a raw OBJ is perfectly
fine speeds, which makes it feel like the issue is with the importing of
the included WMOs? :o
P.S. This is just question but: why does the 16k option split the files?
Can PNG not support 16k res?
…On Mon, May 14, 2018 at 9:10 PM, Martin Benjamins ***@***.***> wrote:
Yeah, I think someone was working on a Unity plugin so the Blender step
can be skipped but I'm not sure what the status of that is. Would be nice
to skip Blender entirely.
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I'll have a look at the WMO importer. As for PNG, while it can easily handle that, it is not widely enough supported to have textures on GPU of that size yet, which is how I generate them. |
Would it be possible to have 16k split into larger files, then? A big issue
I have is with the sheer amount of unique materials in the models using up
all my RAM. :p
Two 8k files maybe? :o
…On Mon, May 14, 2018 at 10:30 PM, Martin Benjamins ***@***.*** > wrote:
I'll have a look at the WMO importer. As for PNG, while it can easily
handle that, it is not widely enough supported to have textures on GPU of
that size yet, which is how I generate them.
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It'd be possible, but that'd just be another improvement that only improves it for a few people depending on their use case. I'm looking into better ways of exporting the textures, but I know that some are working on importing files into Blender directly from WoWs files which might just end up being the better option to switch to instead of spending more time on the exporter. Stay tuned for that. |
The main thing for me is importing full map tiles with textures and WMOs,
so if I'll keep an eye out. :3
…On Mon, 14 May 2018, 23:08 Martin Benjamins, ***@***.***> wrote:
It'd be possible, but that'd just be another improvement that only
improves it for a few people depending on their use case. I'm looking into
better ways of exporting the textures, but I know that some are working on
importing files into Blender directly from WoWs files which might just end
up being the better option to switch to instead of spending more time on
the exporter. Stay tuned for that.
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Yeah, @skarnproject is working on an all-in-one tool for WoW formats in Blender, it's not quite there yet for this usecase but it is definitely planned in the future. |
Thanks for the info! :3
Would still be nice if this bug could potentially get fixed either way. I
can deal with the texture issues by just exporting at 8k. :p
…On Tue, 15 May 2018, 10:34 Martin Benjamins, ***@***.***> wrote:
Yeah, @skarnproject <https://github.com/skarnproject> is working on an
all-in-one tool for WoW formats in Blender, it's not quite there yet for
this usecase but it is definitely planned in the future.
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So the newest release has a new plugin that should import ADTs significantly faster. If you're still experiencing these issues I suggest you try that. |
Blender sits using a full core, the commit and RAM usage very very slowly increase (we're talking a few KB every couple seconds) and the disk usage is literally 0. If I wait long enough, it eventually works fine. Why does it take so long, though? Is it not possible to speed it up somehow? D;
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