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Content creation => Modelling and Animation => Topic started by: Met@ on April 16, 2014, 09:41:30 pm
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Hello Modcraft.
Since yesterday, I thought about using vertex painting to put shadows and lights in my custom WMOs with blender.
(http://img11.hostingpics.net/pics/527539vertexpaint.jpg)
But the .obj format doesn't retain vertex painting informations. I wanted to know if anyone knows how to keep these informations (in .3ds format, may be) or if you know another technique to put lights and shadows in a custom WMO.
Gnomically, Meta.
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WMO creation in the modding is still pretty young and has a lot of quirks and issues like this. You might have better luck attaching lamps to M2s and placing them in the WMO as part of a doodad set or directly spawning them in Noggit. It’s more work but the upside to this method is that light will precisely radiate from your lamp/torch/etc model, potentially giving a more realistic effect than manually painted vertex lighting.
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or directly spawning them in Noggit.
Don't. Always do as doodad set. M2s within WMOs are almost always bugged as the culling is weird.
Also, if you know or can contact the person who wrote the converter, hint at MOCV, which is equivalent to what blender does.
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Thanks for your help.
Do you know how to add a doodad set in custom WMOs ? WMOeditor doesn't work with custom models, and there is no other program to do that.