Modcraft - The community dedicated to quality WoW modding!
Content creation => Level Design => Topic started by: Chris on August 11, 2015, 07:04:16 pm
-
1. Sorry if it's in the wrong section, didn't know where to post
I extracted some of the WoD WMO's (Ashran, Human, Orc) ones, converted them using anthony's convertert .bat (setted it correctly) but in noggit they are textureless, havent checked in-game
(http://i.imgur.com/6pAclOC.jpg)
EDIT: I just noticed I don't have the .SKIN files, but my CASC explorer doesn't have them either. O_O Someone help??
-
WMO files does not have .skin files. They are just WMO's. WMO's have other WMO's files with numbers at the end of the file, for example Undercity.WMO have a lot of Undercity_01.WMO, Undercity_02.WMO etc.
And you shall be able to see the textures fine in-game. Noggit usually is not responsible to show up objects and world objects from other patches than 3.3.5.
-
WMO files does not have .skin files. They are just WMO's. WMO's have other WMO's files with numbers at the end of the file, for example Undercity.WMO have a lot of Undercity_01.WMO, Undercity_02.WMO etc.
And you shall be able to see the textures fine in-game. Noggit usually is not responsible to show up objects and world objects from other patches than 3.3.5.
Yes they do have a lot of 001 , 002, 003's and stuff.
I'll check in-game when I can.Thanks a lot kind sir!
-
Noggit can't render a lot of WMOs from other expansions properly, thats true, but in most cases there are some well displayed textures and some at least look a little bit like original ones which are to be shown. When something is just white like this, it looks more like you simply don't have their textures. I personaly have both of these WMOs, use them and they show up much better in noggit than this.
Its quite likely that you just don't have their textures. Have you extracted them as well?
Btw, about .skins and so on, retro-porting and especially retro-porting of WMOs is not something what I would really recommend to someone who is beginner. You still might try, yep, but I am not sure how far will you get.
-
Noggit can't render a lot of WMOs from other expansions properly, thats true, but in most cases there are some well displayed textures and some at least look a little bit like original ones which are to be shown. When something is just white like this, it looks more like you simply don't have their textures. I personaly have both of these WMOs, use them and they show up much better in noggit than this.
Its quite likely that you just don't have their textures. Have you extracted them as well?
Btw, about .skins and so on, retro-porting and especially retro-porting of WMOs is not something what I would really recommend to someone who is beginner. You still might try, yep, but I am not sure how far will you get.
I've ported .m2's from cata,mop,wod before and they worked just fine, they showed up completely in noggit aswell
Having issues with WMO's, though.Will have to check in-game
And as an example, I do have some files
(http://i.imgur.com/0aoeCnI.png)
-
What is that Dungeon folder doing in WMO? If it is Dungeon/Textures/.. path with textures of WMOs, it has no business in WMO folder, it should be in root directory (on the same level like world folder)
-
What is that Dungeon folder doing in WMO? If it is Dungeon/Textures/.. path with textures of WMOs, it has no business in WMO folder, it should be in root directory (on the same level like world folder)
The dungeon thingy is hellfire citadel :)
And I think it's my client.I downloaded it from warmane, and everyone's a cube. My characters are cubes, the only ones that show up are orc, draenei, belf and their textures are all mixed up (looks horrible)
(http://i.imgur.com/UEyGS9t.jpg)
EDIT: actually yes, it's the client.
I tried removing custom patches, and everyone is STILL a cube.
-
Lets make this clear (I suppose you already know that but...):
1. error cube means that model which was to be displayed could not be found. Your client's DBCs either don't contain displayID given by server, or your client's MPQs don't contain model with name and path specified in DBCs with those displayIDs.
2. green texture means that texture could not be applied, which means that its either palletzized when it should not be (palletized should be only textures applied on character models), or it has wrong size (height and width should be both > 8 and in (8, 16, 24?, 32, 40?, 48?, 56?, 64...), or it simply could not be found (texture which should be on model doesn't exist in your MPQs, is in wrong directory or was renamed).
So, open DBCs, open WMO's root file in 101 (or even HxD will do for this, even notepad) and start looking for problem.
-
Lets make this clear (I suppose you already know that but...):
1. error cube means that model which was to be displayed could not be found. Your client's DBCs either don't contain displayID given by server, or your client's MPQs don't contain model with name and path specified in DBCs with those displayIDs.
2. green texture means that texture could not be applied, which means that its either palletzized when it should not be (palletized should be only textures applied on character models), or it has wrong size (height and width should be both > 8 and in (8, 16, 24?, 32, 40?, 48?, 56?, 64...), or it simply could not be found (texture which should be on model doesn't exist in your MPQs, is in wrong directory or was renamed).
So, open DBCs, open WMO's root file in 101 (or even HxD will do for this, even notepad) and start looking for problem.
Confirmed, it's not my client all others see it green
I dunno, really, I used anthony's WMO tool to port it.
Stupid warmane, I got the client from there lol
-
--- You do have WMO ported in your client, you do NOT have its textures. ---
I don't know how many times will I have to say that.
-
--- You do have WMO ported in your client, you do NOT have its textures. ---
I don't know how many times will I have to say that.
Sorry, pretty new to this stuff, please don't get too mad at me.
So, as I have the WMO ported in my client, how do I get the textures? :?: :D
-
Exactly the same where you got the WMO files.