This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

Menu

Author Topic: [Turtorial] Mdlvis and Convertion  (Read 14131 times)

phucko1

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 523
    • View Profile
[Turtorial] Mdlvis and Convertion
« on: January 21, 2012, 09:14:12 pm »
Hello, Modcraft. For once I would like to contribute and not just ask for help so I am going to write a turtorial on how to get stuff to show up in Mdlvis and convert it back to .m2. So first off make sure you have following tools:

MdlxConverter. (mdx to mdl).
M2Converter_Lazy.
Mdlvis.
Ladik's MPQ Editor.
Python M2 Resizer.
BLP2PNG
WoWModelViewer.
Obj/3ds to mdx.

You also need this: http://filebeam.com/9217ab94e2dd009d379a304e98cbd535(Nullmodel.rar)

Okey, hope you have these now. This turtorial will let you even mod 3.3.5 and Cata models and not just TBC models as you maybe have been told are the only ones you can edit in Mdlvis.

1. If you want to mod a model from TBC (Not a model added in TBC but you have 3.3.5 have to be from TBC Client.) just export it with Ladik's and open in Mdlvis. But if you want to mod a 3.3.5 or Cata simply open your WoWModelViewer go to Item > Whatever > Select your model.
When you have the model you want go File > Export > Export to .3ds. Now  convert your .3ds file to .mdx with the Obj/3ds to mdx converter you should now have a .mdx.

2. Use the mdx to mdl format (3.3.5 and Cata step only).

3. Now you should have a mdl open it and your nullmodel.mdl and search for a row that says "Geoset" copy from here all the way down till it says "Bone" stop at the " } " above Bones. And copy that into the geoset part on nullmodel.mdl and take save as: Yourmodel.mdl. (Cata step only, also always keep a backup of nullmodel) I should also say that it may take a few tries before you get it to work. (Cata step only)

4.  Now open your new .mdl in Mdlvis, look if it shows up as it should which it probably does if it does, then simply copy-paste geoset by geoset from Yourmodel.mdl to Nullmodel.mdl. If your model uses many geosets and many different textures files. Simply open one of the texture files and if the textures all are 128x128 simply rescale the canvas size to 256x256 you should now have space for 4 textures, now simple copy-paste the others to this one. (NOT cata/wotlk step only)

5. Set back the texture map: Simply copy the geoset which has its own texture and its vertices and press u2 you can now easily move/scale it down to the new posistion of the uv-map :).

6. Convert your mdl back to mdx and run in through Converter_MDX_Lazy.exe (Simply drop it on it). It should convert without problems you should now have 1 .m2 and 1 .skin file, however we are not done yet. We have to rescale them so simply use the python resizer and decrease size by 50. (rescale by 0.02).

7. Add to patch and should now work.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Serifaz

  • Contributors
  • Model Change Addict
  • *****
  • Posts: 293
    • View Profile
Re: [Turtorial] Mdlvis and Convertion
« Reply #1 on: January 22, 2012, 11:19:54 pm »
Great Tutorial :)


ps
This tutorial does not support animations correct?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

phucko1

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 523
    • View Profile
Re: [Turtorial] Mdlvis and Convertion
« Reply #2 on: January 23, 2012, 12:44:42 am »
No, but when I figure out how to convert animated I will post that to :).
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Serifaz

  • Contributors
  • Model Change Addict
  • *****
  • Posts: 293
    • View Profile
Re: [Turtorial] Mdlvis and Convertion
« Reply #3 on: January 23, 2012, 03:31:23 am »
ok awesome look forward to it :)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Vel

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 340
    • View Profile
Re: [Turtorial] Mdlvis and Convertion
« Reply #4 on: January 23, 2012, 06:01:05 am »
oh nice, great tutor, although I think many still can not do anything in MDlvis.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
is no more

Vel

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 340
    • View Profile
Re: [Turtorial] Mdlvis and Convertion
« Reply #5 on: January 23, 2012, 06:18:59 am »
Quote from: "Serifaz"
This tutorial does not support animations correct?

convert custom anims from mdl this is huge work, and write tutor about this, this is fucking hard. And also need an excellent knowledge of MDl structure (To at least understand how it's done).

Although if you're constantly working in mdlvis, you will see it for yourself ... with time.


maybe one day I will write this tutorial ...  :x

In any case, Null model + bones  anims transfer allows you to convert custom animations.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
is no more

phucko1

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 523
    • View Profile
Re: [Turtorial] Mdlvis and Convertion
« Reply #6 on: January 23, 2012, 08:32:36 am »
How I understand it, it is like this: First open nullmodel in one MDLVIS and your model in one and go to Bone Editor. Now create exact copy of model's skeleton in the Nullmodel. Then start pasting the geosets/vertices over and then reattach them to their bones again. Should now work :P
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Vel

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 340
    • View Profile
Re: [Turtorial] Mdlvis and Convertion
« Reply #7 on: January 23, 2012, 09:19:47 am »
Quote from: "phucko1"
How I understand it, it is like this: First open nullmodel in one MDLVIS and your model in one and go to Bone Editor. Now create exact copy of model's skeleton in the Nullmodel. Then start pasting the geosets/vertices over and then reattach them to their bones again. Should now work :P
yes.

+ via notepad transfer animations (from bone section - rotationstranslationsscaling)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
is no more

mystical

  • Registred Member
  • GM Isle Explorer
  • *****
  • Posts: 17
    • View Profile
    • https://www.facebook.com/michael.melzer2
Re: [Turtorial] Mdlvis and Convertion
« Reply #8 on: July 20, 2012, 09:16:12 am »
Works perfect,but i can run through all objects and Walls :-(

What did i wrong ?  Any Idea ?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

  • Administrator
  • Creator of Worlds
  • *****
  • Posts: 4551
    • View Profile
Re: [Turtorial] Mdlvis and Convertion
« Reply #9 on: July 23, 2012, 03:22:44 am »
Try collision adder.

viewtopic.php?f=59&t=788
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
Please mark as solved if solved.
Don't ask if you could ask a question... JUST ask the Question.
You can send me also offline messages. I will answer if I get online.
Skype: project.modcraft
Discord: steff#6954

MR. Farrare

  • Registred Member
  • Creator of Worlds
  • *****
  • Posts: 963
    • View Profile
Re: [Turtorial] Mdlvis and Convertion
« Reply #10 on: July 28, 2013, 01:23:04 pm »
Quote from: "phucko1"
No, but when I figure out how to convert animated I will post that to :).

can you plz put pics or a video im not very good whith english :?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Ohai

  • Registred Member
  • Wiki Incarnate
  • *****
  • Posts: 172
    • View Profile
Re: [Turtorial] Mdlvis and Convertion
« Reply #11 on: July 16, 2014, 09:41:29 am »
I see this thread is kinda old but I've tried what you said go File > Export > Export to .3ds. in model viewer, but my model viewer doesnt have that export option just FBX, lightwave 3D, m3, milkshape, ogre XML, wavefront OBJ, X3D

Wich of these should I use?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Alastor

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 1105
    • View Profile
Re: [Turtorial] Mdlvis and Convertion
« Reply #12 on: July 16, 2014, 09:51:38 am »
- Download the lastest WMV
- prefered format is OBJ

also start to reading those Tuts

Phucko Said
"When you have the model you want go File > Export > Export to .3ds. Now convert your .3ds file to .mdx with the Obj/3ds to mdx converter you should now have a .mdx."

its "Obj/3ds to mdx"  so thats automatical that u have to try OBJ
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
No matter how fast light travels it finds the darkness has always got there first and is waiting for it
Star Citizen Referral Code : STAR-XNFS-HVL9

Ohai

  • Registred Member
  • Wiki Incarnate
  • *****
  • Posts: 172
    • View Profile
Re: [Turtorial] Mdlvis and Convertion
« Reply #13 on: July 16, 2014, 09:58:56 am »
Quote from: "dahaga"
- Download the lastest WMV
- prefered format is OBJ

also start to reading those Tuts

Phucko Said
"When you have the model you want go File > Export > Export to .3ds. Now convert your .3ds file to .mdx with the Obj/3ds to mdx converter you should now have a .mdx."

its "Obj/3ds to mdx"  so thats automatical that u have to try OBJ

Thx Dahaga so that would be wavefront OBJ? and about wmv I downloaded v0.7.04 cos I've read you needed older version if you have a cata cllient?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

phucko1

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 523
    • View Profile
Re: [Turtorial] Mdlvis and Convertion
« Reply #14 on: July 16, 2014, 10:55:50 am »
Yeah, the tutorial is pretty old but this is still the only way to do it :P
I know a few new tricks and stuff that makes it easier, but essentially it is still done in the same way. And you don't need older version of WMV for Cata, you just have to load the .MPQs yourself.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »