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Author Topic: noggit===> maya and maya ===> noggit , how.?  (Read 1626 times)

Stefan

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noggit===> maya and maya ===> noggit , how.?
« on: January 01, 2017, 02:52:01 pm »
Hey guys i am new to modcraft, i found the guide very good and explanatory, but i still have a question, that i believe the guides dont clarify it...

1) i want to modify maps made in noggit, import into maya (for making caves for example) and then reimport to noggit so that i can texture the map in noggit, then after i textured it and imported some .m2,   i want to reimport to maya for rest..  do you know any tutorials on how to do these steps ..? and if yes can you link them to me on this post.? (i want to use them on external program as maya for machinima creation)


google is not my friend at my question and i dnt know how to clarify it else, without asking.. thanx in advance for your answers and happy new year..
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Mr. DK

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Re: noggit===> maya and maya ===> noggit , how.?
« Reply #1 on: January 01, 2017, 05:19:06 pm »
You cann never import maps into maya and add caves. Caves is something not supported by WoW. If you want to make caves go and create a custom WMO and add it to noggit the regular way. Just like Blizzard did.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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inico

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Re: noggit===> maya and maya ===> noggit , how.?
« Reply #2 on: January 01, 2017, 09:32:58 pm »
You can import the ADT to 3Ds Max, and export it as obj to maya. However, there is no way to convert it back to ADT, and your ground textures are removed. I used this method a few times for Legion maps, don't know if it works with wotlk.
Caves are separate wmo files, they are not part of the ADT itself.

[media:ys54s6gk]https://www.youtube.com/watch?v=qVUrrq-nkjY[/media:ys54s6gk]
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skarn

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Re: noggit===> maya and maya ===> noggit , how.?
« Reply #3 on: January 02, 2017, 07:46:44 am »
Just look at custom WMO tutorials. It might not be on this website, however, you will definitely find it on google. You'll need to use Blender for conversion, though. There is no WMO plugins for Maya. But modelling in Maya would work if you prefer that.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Stefan

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Re: noggit===> maya and maya ===> noggit , how.?
« Reply #4 on: January 02, 2017, 09:56:37 pm »
Quote from: "Skarn"
Just look at custom WMO tutorials. It might not be on this website, however, you will definitely find it on google. You'll need to use Blender for conversion, though. There is no WMO plugins for Maya. But modelling in Maya would work if you prefer that.

first of all thank all of you for your replies..

2ndly i would like to clarify that there is no way to add a wmo to noggit to texture it fast right..?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

inico

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Re: noggit===> maya and maya ===> noggit , how.?
« Reply #5 on: January 02, 2017, 10:49:18 pm »
Quote from: "Stefan"
there is no way to add a wmo to noggit to texture it fast right..?

You can't texture wmos in Noggit. However, you can use the texture painting tools from blender or 3Ds Max to create a new texture. It's quite similar to the noggit painting system.
« Last Edit: January 03, 2017, 12:59:16 am by Admin »

Stefan

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Re: noggit===> maya and maya ===> noggit , how.?
« Reply #6 on: January 03, 2017, 12:41:16 am »
Quote from: "inico"
Quote from: "Stefan"
there is no way to add a wmo to noggit to texture it fast right..?

You can't texture wmos in Noggit. However, you can use the texture painting tools from blender of 3Ds Max to create a new texture. It's quite similar to the noggit painting system.

thank you
« Last Edit: January 01, 1970, 01:00:00 am by Admin »