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Content creation => Modelling and Animation => Topic started by: kejsler on May 12, 2016, 07:03:24 pm
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Hello modcraft,
I download model (tank) from here:
http://tf3dm.com/3d-model/russian-t-90-tank-32782.html (http://tf3dm.com/3d-model/russian-t-90-tank-32782.html" onclick="window.open(this.href);return false;)
I have problem with textures. I export model with 1 texture to m2 and when I add this model to noggit or wow, so all works fine, but when I export model with defeault 3 textures, noggit shut down when I add model to world.
I try describe my problem with picture:
1) I import model to C4D and merge (join) all polygons to one (turret, main body, main body 2 and gun I delete). Also I delete all textures in table bellow.
[attachment=4:171igrrj]1.jpg[/attachment:171igrrj]
2) Then I export model to .obj
[attachment=3:171igrrj]2.jpg[/attachment:171igrrj]
3) obj I convert to m2 file and add to MPQ patch. In m2 i can see only one blp code. To MPQ I also add BLP picture (main_body and rename to default)
[attachment=2:171igrrj]3.png[/attachment:171igrrj]
4) I start Noggit and add model to world. Save to project and map also add to MPQ. You can see, that model was imported to the world, but texture is bad (only one).
[attachment=1:171igrrj]4.jpg[/attachment:171igrrj]
5) I go to world of warcraft and you can see, that model was really imported to the world. It's all right, but only texture is ugly :(
[attachment=0:171igrrj]5.jpg[/attachment:171igrrj]
OK, can you help me how I can add model with all 3 textures to world of warcraft? When I Export model with 3 textures, noggit or wow shut down (wow error) when i add model.
I thought merge all textures to one and modify UV maps, but I don't know how to do this. I read all tutorials on modcraft, youtube, etc., but I found nothing. Please help me, because I'm really desperate and sorry for my bad English (I'm from Czech).
Thanks
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mas fare i know m2s only support 1 texture.
oy wmos do more. correct me community if i am wrong.
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M2 has one texture per geoset
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But tree from durotar have more textures than one and it is m2 model. It you can see there in info tab. Look.
[attachment=0:1c8dke29]7.png[/attachment:1c8dke29]
There is 4 textures and work it.
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Because there are 4. geosets in model
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there can also be geosets with multiple textures.
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For WMO yes
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And how i can make more geoset? Or how i can import wmo?
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(http://img.prntscr.com/img?url=http://i.imgur.com/dhDJ3bn.png)
You have already there for Geosets
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But when I export model with this 4 geosets, world of warcraft shut down (wow error). I tried reduce polygons (faces) from 19 000 to 10 000, but still not work. Noggit don't import model.
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Maybe too much poly? Idk, but the wod character models are around 5000 geoset
I think 10000 or 19000 are too much
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SaveMe: I mean no offence, but if you are not really knowledgable about topic, don't confuse this poor guy. Let Alastor handle it. I am making custom M2s quite frequently and still don't feel like I really should try to explain what is probably going wrong here.
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Maybe too much poly? Idk, but the wod character models are around 5000 geoset
I think 10000 or 19000 are too much
1.
Wod Characters has 100 geosets +/-
Not even SW or OG has that much its about 300 +/-
2.
M2s can handle something just below 20000 vert/edg/face
spreaded amongs geosets
3.
Everything you need to know for creatign model with multiple geosets is here
[media:1jwkjgrg]https://www.youtube.com/watch?v=bJyw7t83Cao[/media:1jwkjgrg]
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OK, thanks. I try to learn to work in Cinema 4D or blender, because there is main problem maybe. I don't experience with 3D graphics and this is not only about adjustment of world in noggit.
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Most of guys seem to work in Blender, but some use Maya (including myself). I don't know how many modders use 3Ds or 4D. Anyway, everything should work just fine as long as it can export OBJ, which you have to edit a little bit in Blender anyway afterwards to make extractors work.
So, selection of software seems to not matter THAT much at all. However, when working on M2s, you need to keep using separate geosets (obj parts, models, whatever you call it) for every single texture. Blender will save it as OBJ group, but important is to have those parts separated from each other.
What also is important is having self-explanatory names of materials, so you can replace them with texture name in OBJ structure after exporting it from Blender for conversion. I have experienced crashes with custom M2s in fact only when I placed more than one material per geoset (for example I gave few polygons one material, few polygons another material - on purpouse or by accident, it doesn't really matter). So, what is also important - not just using one texture per geoset, but also one material in general. Ofc, multiple geosets can use one material, but never otherwise, at least as long as you work with M2s.