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Content creation => Modelling and Animation => Tutorials => Topic started by: Met@ on December 29, 2014, 06:51:56 am

Title: [TUTORIAL] Custom WMO's Survival Kit
Post by: Met@ on December 29, 2014, 06:51:56 am
Hi Modcraft !

I'm happy to share with you my knowledges about custom wmo's. After months of research and work, I've decided to make a tutorial for those who want to make their own wmo's.

Special thanks to stan84, Supora, Waveworms and other peoples who helped me.

Tools Used



Summary




1]Build the model before conversion



To begin, you should know what you want to do. Do some research to find references that will help you give more "credibility" to your building. If you work in a particular architectural style, do not hesitate to find your inspiration from photography, if you are not in a specific style look anyway how Blizzard constructed houses, castles, and other buildings, so your model fits well and is coherent with its environment. The style of Blizzard is particular with its distortions and its side a little "used".

I will not teach you how to make 3D models (I'm not a professional) but I will give you some tips to make it a little bit "optimized" for WoW.

Here I am working on new models of houses for Kul Tiras. The island is in a Mediterranean / Tuscany theme, I did some research to see how the houses are built in these regions.

(http://img15.hostingpics.net/pics/735885Tuto01.jpg) (http://www.hostingpics.net/viewer.php?id=735885Tuto01.jpg)

To be sure that your home is at the right scale, you can use (and it is even advisable) the human model humanmalescale.m2 (because it is the "basic" scale in WoW), but open it large enough for passing a Tauren because it must be accessible to all races (a Tauren can enter in a human house without much problem because of its wide input) . The goal is that the player's camera could pass without taking the door jamb in the head.

(http://img15.hostingpics.net/pics/277616Tuto033.jpg) (http://www.hostingpics.net/viewer.php?id=277616Tuto033.jpg)

Don't forget to delete useless faces.

(http://img15.hostingpics.net/pics/576806Tuto04.jpg) (http://www.hostingpics.net/viewer.php?id=576806Tuto04.jpg)

For your model is well composed, it takes several geosets, the number varies depending on the number of "large parts" (as the capitals for example, who have a lot, by districts, house interiors, etc ...). For mine, I based on basic models of human houses, so it will be two geosets: inside and outside.

(http://img15.hostingpics.net/pics/648036Tuto02.jpg) (http://www.hostingpics.net/viewer.php?id=648036Tuto02.jpg)

For the instance of Gnomeregan the model has 73 geosets, because it's a big model. Each rooms and tunnels are geosets, sometimes divided into several parts.

(http://img15.hostingpics.net/pics/570811gnomereganinstance.jpg) (http://www.hostingpics.net/viewer.php?id=570811gnomereganinstance.jpg)

This palace (from Phantomx) has 63727 polygons and 58997 faces, it's a really huge model ingame, but it has only 24 geosets.

(http://img15.hostingpics.net/pics/360061basingse01.jpg) (http://www.hostingpics.net/viewer.php?id=360061basingse01.jpg)

(http://img15.hostingpics.net/pics/468739basingse02.jpg) (http://www.hostingpics.net/viewer.php?id=468739basingse02.jpg)

In fact, the number of geosets really depends on how you organize your model, you can't have a wmo with only one geoset if it's a big piece because MirrorMachine can't convert it, you must divide it.

To have a better render with light and shadows, remember to apply the smooth shading on the concerned parts (mainly for use on curved surfaces, straight walls don't necessarily need it).

(http://img11.hostingpics.net/pics/916259smoothshadingtower.jpg) (http://www.hostingpics.net/viewer.php?id=916259smoothshadingtower.jpg)
(http://img11.hostingpics.net/pics/972227smoothshadingtower2.jpg) (http://www.hostingpics.net/viewer.php?id=972227smoothshadingtower2.jpg)

2]Conversion of *.obj to *.wmo



We will go to the conversion of the model. First, save it in .obj with the correct options as below.

(http://img15.hostingpics.net/pics/409699Tuto05.jpg) (http://www.hostingpics.net/viewer.php?id=409699Tuto05.jpg)

Once done, you have two files: your model in .obj and a .mtl file with informations about materials and textures. Open the .mtl file with your notepad, you will see the names of materials and patchs of the textures used. Simply change for that of .blp's in the mpq patch. Do it for each texture. (Insert the extension .blp instead of .jpg or .png it's not really important because the converter will add it automatically)

(http://img4.hostingpics.net/pics/401513Tuto06.jpg) (http://www.hostingpics.net/viewer.php?id=401513Tuto06.jpg)

When finished, save and close the .mtl and open MirrorMachine to convert your .obj in .wmo . Select "OBJ File " instead of "WMO v14 ", "Open File " to select and open your model, "Settings " to check that your options are much like on this screenshot. Click "Start Convertion", if your model is well built, it should work without problems.

(http://img15.hostingpics.net/pics/235321Tuto10.jpg) (http://www.hostingpics.net/viewer.php?id=235321Tuto10.jpg)

After conversion, you must have your wmo + his group files (the 00 .wmo) corresponding to geosets, so I have two in my case.
To verify that the paths of the textures are good, open your wmo main file in 010 editor with wmo template. Here you can see that's good.

(http://img4.hostingpics.net/pics/553533Tuto11.jpg) (http://www.hostingpics.net/viewer.php?id=553533Tuto11.jpg)

Once everything is checked, you just have to put it in a patch and test it.

(http://img15.hostingpics.net/pics/774040Tuto112.jpg) (http://www.hostingpics.net/viewer.php?id=774040Tuto112.jpg)

Here is the result with a basic human house next for comparison.

(http://img15.hostingpics.net/pics/513836Tuto12.jpg) (http://www.hostingpics.net/viewer.php?id=513836Tuto12.jpg)

3]Add some doodads with WMOeditor



A house that's fine, but without furniture it's a little empty.
We are going to fill it with WMOeditor and 010 editor.

This time, open the group file in which you want to add doodads. Do CTRL+F to open the search window. In Type you must have "ASCII String (a)" and write "NBOM" in Value, then click on Find All.

(http://img15.hostingpics.net/pics/948197Tuto13.jpg) (http://www.hostingpics.net/viewer.php?id=948197Tuto13.jpg)

You will have a line including what you want that appears in the lower part of the window. Now do CTRL + I to open an insert window and look for the file containing the chunk for upgrading your sub -parts of wmo.

(http://img15.hostingpics.net/pics/693831Tuto14.jpg) (http://www.hostingpics.net/viewer.php?id=693831Tuto14.jpg)

If you compare with your original line and it has changed, then it is good. Save it.

(http://img15.hostingpics.net/pics/581702Tuto15.jpg) (http://www.hostingpics.net/viewer.php?id=581702Tuto15.jpg)

Repeat for each subpart involved in your wmo.

Time to get serious and open WMO editor . At first it can be a little confusing to use because it displays models with a mirror effect.

(http://img15.hostingpics.net/pics/717616Tuto16.jpg) (http://www.hostingpics.net/viewer.php?id=717616Tuto16.jpg)

So once your wmo is opened, go to Root File to find the geosets that compose it. Click Edit to see their options, check "Has Doodads". Close the window and repeat on the other remaining.

(http://img15.hostingpics.net/pics/710107Tuto17.jpg) (http://www.hostingpics.net/viewer.php?id=710107Tuto17.jpg)

We can finally start placing those famous doodads. Now go to Doodad, in the bottom box is the doodadset that indicates how many m2 it has in total. Most houses have several doodadsets, but I have not figured out how to add a second, I'm working on it.
Click on the [...] to open a window with a list of m2 similar to WoW Model Viewer. Once your selected an object, double-click on it, the window will then leave and you can place it in your wmo. Please note that the window does not close so far, it just comes up behind the first one.

(http://img15.hostingpics.net/pics/549653Tuto18.jpg) (http://www.hostingpics.net/viewer.php?id=549653Tuto18.jpg)

To navigate through the window of your building, the controls are the same as Noggit. Once you have decided where you want to place your object, place your cursor there and made CTRL + V to paste it.

(http://img15.hostingpics.net/pics/632456Tuto19.jpg) (http://www.hostingpics.net/viewer.php?id=632456Tuto19.jpg)

Here are the commands that allow you to move your objects as you like.

(http://img15.hostingpics.net/pics/589343controlswmodoodads.jpg) (http://www.hostingpics.net/viewer.php?id=589343controlswmodoodads.jpg)

Once you're done, save your work in File>Save. Your wmo completed will be saved in the WMO editor folder, in world.

(http://img15.hostingpics.net/pics/601254Tuto20.jpg) (http://www.hostingpics.net/viewer.php?id=601254Tuto20.jpg)

You just have to go in game to see the result.

(http://img15.hostingpics.net/pics/112224WoWScrnShot110714172135.jpg) (http://www.hostingpics.net/viewer.php?id=112224WoWScrnShot110714172135.jpg)

(http://img4.hostingpics.net/pics/315767WoWScrnShot120714115057.jpg) (http://www.hostingpics.net/viewer.php?id=315767WoWScrnShot120714115057.jpg)

(http://img4.hostingpics.net/pics/890921WoWScrnShot120714115125.jpg) (http://www.hostingpics.net/viewer.php?id=890921WoWScrnShot120714115125.jpg)

Congratulations, you are with a furnished house!

4]Add a doodadset



Quote from: "Supora"
So this time is about "how to add a doodadset"
When you got your model just after convertion you need to open your root_wmo and all of the group_wmo files in 010 Editor.
Root_wmo edition:

1) In MOHD chunk you need to set the nSets to "1" like this:

(https://i.imgur.com/GopYljP.png)

2) After edition of nSets you need to insert a MODS chunk. For this you need to find(ctrl+F) NDOM and insert "this". Then you need to find SDOM and change the value after it to 20(hexademical) like this:

(https://i.imgur.com/sQjWs3d.png)

3) Follow the steps which I've already explain to Met@
Quote from: "Met@"
3]Add some doodads with WMOeditor

A house that's fine, but without furniture it's a little empty.
We are going to fill it with WMOeditor and 010 editor.

This time, open the group file in which you want to add doodads. Do CTRL+F to open the search window. In Type you must have "ASCII String (a)" and write "NBOM" in Value, then click on Find All.

You will have a line including what you want that appears in the lower part of the window. Now do CTRL + I to open an insert window and look for the file containing the chunk for upgrading your sub -parts of wmo.

If you compare with your original line and it has changed, then it is good. Save it.

Repeat for each subpart involved in your wmo.

Time to get serious and open WMO editor . At first it can be a little confusing to use because it displays models with a mirror effect.

So once your wmo is opened, go to Root File to find the geosets that compose it. Click Edit to see their options, check "Has Doodads". Close the window and repeat on the other remaining.

We can finally start placing those famous doodads. Now go to Doodad, in the bottom box is the doodadset that indicates how many m2 it has in total. Most houses have several doodadsets, but I have not figured out how to add a second, I'm working on it.
Click on the [...] to open a window with a list of m2 similar to WoW Model Viewer. Once your selected an object, double-click on it, the window will then leave and you can place it in your wmo. Please note that the window does not close so far, it just comes up behind the first one.

To navigate through the window of your building, the controls are the same as Noggit. Once you have decided where you want to place your object, place your cursor there and made CTRL + V to paste it.

Here are the commands that allow you to move your objects as you like.

Once you're done, save your work in File>Save. Your wmo completed will be saved in the WMO editor folder, in world.

You just have to go in game to see the result.

Congratulations, you are with a furnished house!

4) When you are finished with first doodadset you can add another one. For this you need only to edit the root_wmo file. So agan load it in 010 Editor. Go to MOHD and change the nSets to "2". Then ctrl+F NDOM and insert "this" just like we did earlier. But now it's time for some differences: when we added a new row for MODS chunk we need to change the name of our second doodadset like this:

(https://i.imgur.com/7fzOyaB.png)

Then you need to change the index of first doodad used in this set to summ number of doodads used in previous sets(if you already have 2 doodadsets and wanted to add third you set this value to number of doodasds in first set + number of doodads in second. etc etc). In my case I've added only second set when first have only 9 doodads used. So I've change the "first doodad index(FDI)" to "9":

(https://i.imgur.com/ugf3p8d.png)

That's it. You can save the file. Pack to mpq and load in WMOEditor.

5]Additional Informations



1) Use textures with transparency

In your buildings, you may be asked to use textures with transparency as a grid for example. On blender, you can see the transparency with the rendered mode or other stuff like that, and the material clearly indicates that there is transparency.

(http://img15.hostingpics.net/pics/910872Tuto21.jpg) (http://www.hostingpics.net/viewer.php?id=910872Tuto21.jpg)

In game you will have opaque texture like all other.

(http://img15.hostingpics.net/pics/469454Tuto22.jpg) (http://www.hostingpics.net/viewer.php?id=469454Tuto22.jpg)

To set the transparency, we have to open the wmo in 010 editor and look in the MOMT chunk. In it, find your texture, at the line " UINT32 blendMode " you will see that the value is 0, it corresponds to the opaque mode, just put 1 in place in order to transparent mode. It's as simple as that. Save everything and voila.

(http://img15.hostingpics.net/pics/636157Tuto23.jpg) (http://www.hostingpics.net/viewer.php?id=636157Tuto23.jpg)
(http://img15.hostingpics.net/pics/638094Tuto24.jpg) (http://www.hostingpics.net/viewer.php?id=638094Tuto24.jpg)

2) Collisions

Normally Mirror Machine manages well enough collisions each surface must have. If some places are little bullshit on collisions or you want to make collisions as Blizzard putting invisible walls to avoid falling into a ditch, or just block passages, well I'll tell you how.

Here is an example of collisions that Blizzard has done in Gnomeregan, most of the time there are "boxes" goshawks some pipes or rounded elements such as barrels and also invisible walls to avoid falling in some holes.

(http://img15.hostingpics.net/pics/503296Tuto25.jpg) (http://www.hostingpics.net/viewer.php?id=503296Tuto25.jpg)

Collisions are in fact a double of the model but with the same number or sometimes fewer polygons and fully transparent. To do the same, you just have to use an invisible texture on your geoset.

(http://img15.hostingpics.net/pics/162725Tuto26.jpg) (http://www.hostingpics.net/viewer.php?id=162725Tuto26.jpg)

Quote from: "Skarn"
If you have collision bugs likr falling under the textures, try to increase the polycount on the buggy place and reconvert the model. If you can't pass trough the door even if the geometry allows that, decrease the collision leaves size in the conveter.

3) Adding lights
a) Manually with hex editor.

You can look at the video made by PhilipTNG, it's pretty well explained.

http://modcraft.io/viewtopic.php?f=20&t=9271

Maybe later I'll add this part in text with images.

4) Coming soon and WIP...

I wanted to wait a bit to publish my tutorial and put in more informations, but they need intensive work and research, so I'll put it later by updating this tutorial.

What I want to show you:

And here are some WIP screens:

(http://img4.hostingpics.net/thumbs/mini_170486light01.jpg) (http://img4.hostingpics.net/pics/170486light01.jpg) (http://img4.hostingpics.net/thumbs/mini_671108light02.jpg) (http://img4.hostingpics.net/pics/671108light02.jpg) (http://img4.hostingpics.net/thumbs/mini_834606light03.jpg) (http://img4.hostingpics.net/pics/834606light03.jpg)
(http://img4.hostingpics.net/thumbs/mini_841809light04.jpg) (http://img4.hostingpics.net/pics/841809light04.jpg) (http://img4.hostingpics.net/thumbs/mini_886752lava.jpg) (http://img4.hostingpics.net/pics/886752lava.jpg)

I hope this has been helpful. Enjoy.

(ps: sorry for my bad english if there are strange sentences)
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: phantomx on December 29, 2014, 07:08:02 am
Very nice tutorial, good job.
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Vlad on December 29, 2014, 07:13:36 am
French People <3
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Skarn on December 29, 2014, 08:27:43 am
Very nice and useful tutorial. Great job. Everything seems to be absolutely right. I only have some additional information you haven't mentioned in your post. If you have collision bugs likr falling under the textures, try to increase the polycount on the buggy place and reconvert the model. If you can't pass trough the door even if the geometry allows that, decrease the collision leaves size in the conveter.
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Met@ on December 29, 2014, 08:36:29 am
Thanks for your comments

Quote from: "Skarn"
Very nice and useful tutorial. Great job. Everything seems to be absolutely right. I only have some additional information you haven't mentioned in your post. If you have collision bugs likr falling under the textures, try to increase the polycount on the buggy place and reconvert the model. If you can't pass trough the door even if the geometry allows that, decrease the collision leaves size in the conveter.

Thanks, I added it in the tuto.

If someone have other additional informations, don't hesitate to share with us, I'll add it in the tutorial ;)
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Zebraka on December 29, 2014, 08:49:53 pm
You are a god Meta , thanks for this awesome and useful tutorial !
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Pinkhair3d on December 30, 2014, 12:55:09 am
Wow, this is a fantastic guide. I'm tempted to try porting in some of my models.
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Met@ on December 30, 2014, 01:24:09 am
Thank you, I am glad it was helpful :)

I look forward to seeing your work, all of you, if you make custom wmo, I'll be happy to see it :p

I will work and look for other useful things to upgrade this tutorial.
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: majorcyto on December 30, 2014, 05:30:47 am
I can't seem to find Mirror Machine, does anyone have a link i may have for it? Thanks for your help!
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Soluhe on December 30, 2014, 11:02:14 am
https://bitbucket.org/Shgck/mirrormachine/downloads (https://bitbucket.org/Shgck/mirrormachine/downloads" onclick="window.open(this.href);return false;)
here you go ;)

Realy nice tutorial and nice models. ;)
I wish I had the time to start modding again... :)
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Met@ on December 30, 2014, 05:12:17 pm
Thanks Soluhe :)

Quote from: "majorcyto"
I can't seem to find Mirror Machine, does anyone have a link i may have for it? Thanks for your help!

Sorry, I had thought to put the download links for the programs, but I have not had time, I'll do it for you to have easier.

Edit: Links added

Edit 2: added some informations about geosets
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Supora on January 01, 2015, 02:14:28 am
I'll give some tips about multiple doodad sets later. The only thing that I can't understand is how to set up the outdoors and indoors groups at once.
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Met@ on January 01, 2015, 03:47:08 am
Thank you, it'll be really nice. I'm also working on the indoor and outdoor portal to avoid invisible geoset from exterior or interior. To add lights in wmo, the geoset in question needs to be indoor.
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Supora on January 01, 2015, 06:30:44 pm
So this time is about "how to add a doodadset"
When you got your model just after convertion you need to open your root_wmo and all of the group_wmo files in 010 Editor.
Root_wmo edition:
1) In MOHD chunk you need to set the nSets to "1" like this:
(https://i.imgur.com/GopYljP.png)
2) After edition of nSets you need to insert a MODS chunk. For this you need to find(ctrl+F) NDOM and insert "this". Then you need to find SDOM and change the value after it to 20(hexademical) like this:
(https://i.imgur.com/sQjWs3d.png)
3) Follow the steps which I've already explain to Met@
Quote from: "Met@"
3]Add some doodads with WMOeditor

A house that's fine, but without furniture it's a little empty.
We are going to fill it with WMOeditor and 010 editor.

This time, open the group file in which you want to add doodads. Do CTRL+F to open the search window. In Type you must have "ASCII String (a)" and write "NBOM" in Value, then click on Find All.

You will have a line including what you want that appears in the lower part of the window. Now do CTRL + I to open an insert window and look for the file containing the chunk for upgrading your sub -parts of wmo.

If you compare with your original line and it has changed, then it is good. Save it.

Repeat for each subpart involved in your wmo.

Time to get serious and open WMO editor . At first it can be a little confusing to use because it displays models with a mirror effect.

So once your wmo is opened, go to Root File to find the geosets that compose it. Click Edit to see their options, check "Has Doodads". Close the window and repeat on the other remaining.

We can finally start placing those famous doodads. Now go to Doodad, in the bottom box is the doodadset that indicates how many m2 it has in total. Most houses have several doodadsets, but I have not figured out how to add a second, I'm working on it.
Click on the [...] to open a window with a list of m2 similar to WoW Model Viewer. Once your selected an object, double-click on it, the window will then leave and you can place it in your wmo. Please note that the window does not close so far, it just comes up behind the first one.

To navigate through the window of your building, the controls are the same as Noggit. Once you have decided where you want to place your object, place your cursor there and made CTRL + V to paste it.

Here are the commands that allow you to move your objects as you like.

Once you're done, save your work in File>Save. Your wmo completed will be saved in the WMO editor folder, in world.

You just have to go in game to see the result.

Congratulations, you are with a furnished house!
4) When you are finished with first doodadset you can add another one. For this you need only to edit the root_wmo file. So agan load it in 010 Editor. Go to MOHD and change the nSets to "2". Then ctrl+F NDOM and insert "this" just like we did earlier. But now it's time for some differences: when we added a new row for MODS chunk we need to change the name of our second doodadset like this:
(https://i.imgur.com/7fzOyaB.png)
Then you need to change the index of first doodad used in this set to summ number of doodads used in previous sets(if you already have 2 doodadsets and wanted to add third you set this value to number of doodasds in first set + number of doodads in second. etc etc). In my case I've added only second set when first have only 9 doodads used. So I've change the "first doodad index(FDI)" to "9":
(https://i.imgur.com/ugf3p8d.png)
That's it. You can save the file. Pack to mpq and load in WMOEditor.
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Met@ on January 01, 2015, 06:53:59 pm
Thanks again Supora, I updated the tuto with it :)
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: abdalrahman9 on January 05, 2015, 12:34:07 pm
Hello there Met@, thanks for the amazing tutorial as i was looking on how to insert doodads in my own wmo's. I am truly thankful. However, i have stumbled upon some kind of a bug among some of my wmo's. The bug is weird and i have attempted to fix it many times but to no prevail. The problem is that when i spawn a wmo in a land and go to that place ig, some parts or sometimes all of the model are totally transparent. However, this isn't the most weird part. When i re-spawn to that same spot without closing the wow client, it appears normally. Here is an example(Just a heads up, this doesn't happen to all of my wmo's):

When i first log in to at the wmo it is like this:  
(http://i.imgur.com/mCuOzP6.jpg)

Than when i re-spawn or use the reload command it becomes normal:
(http://i.imgur.com/fPNcnYu.jpg)

Please, if you have any idea on how to fix this, i will greatly appreciate it. Otherwise, i am still thankful for your effort in creating this tutorial!
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Met@ on January 06, 2015, 10:14:44 pm
Hmmm... I don't really know the cause of the bug, I haven't had this kind of problem. Maybe from the indoor/outdoor flag? But I assume it's not because of that. Or maybe, if it's a big model, it needs to load several adts to wrok fine. Sorry, I can't help you more with this.

However, I'm glad this tutorial was helpful for you.
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: phantomx on January 06, 2015, 11:49:29 pm
Have you tried removing the ground below the wmo?

That's what blizzard does and what I do.
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: abdalrahman9 on January 07, 2015, 05:34:48 am
What do you mean by 'ground'? Are you referring to the adt ground or the ground of the wmo which is what the character is standing on in the picture?
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: phantomx on January 07, 2015, 03:23:42 pm
Quote from: "abdalrahman9"
What do you mean by 'ground'? Are you referring to the adt ground or the ground of the wmo which is what the character is standing on in the picture?

The ADT ground, blizzard always removes the ground underneath a WMO and so should you.
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: abdalrahman9 on January 07, 2015, 08:01:36 pm
It would seem the problem persists...
(http://i.imgur.com/UymqB0Q.jpg)
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: schlumpf on January 07, 2015, 10:13:30 pm
Blizzard does not remove ground below WMOs unless there is a part being underground, e.g. a cellar in the inns.
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: abdalrahman9 on January 08, 2015, 12:59:41 am
Ya, i never saw it remove the ground before. I was wondering about that. However, even if that was true, how does that relate that if you reload it works?
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Laduguer on January 08, 2015, 02:51:11 am
Thanks so much for this tutorial, looking forward to the installment on lighting.
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: TheBuG on January 10, 2015, 11:04:12 pm
Awesome tutorial, I might be tempted to start working on something again sometime soon :D.

Quote from: "Pinkhair3d"
Wow, this is a fantastic guide. I'm tempted to try porting in some of my models.

I'd love to see your Lordaeron ingame :D.
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Ohai on February 14, 2015, 12:33:31 am
Hey nice tutorial, everything works for me except my UVs are completely off does mirrormachine flip them? like a mirror lol?:P because it does almost that, like the spot where my texture should start from the bottom it shows it starting from the top, and vice versa?
And also double sided ✓ checked normals on object data panel doesnt show the texture on both sides of a face, whats the solution for that anyone know?

EDIT: also i kept my textures tga from blender to wow if that matters anyway, and I changed the file paths for textures in the MTL file from D:3.3.5_modsworldimg/image.tga to just worldimg/image.tga ..? I did that so that wow reads it like that in the patch? if that makes any sense, and also so I dont have to change it in 010, cba editing text there so I thought changing it before might be better.. but anyway it does read the path the only problem is the textures get inverted somewhere in the process

meh, I just inverted those 2 textures y axis and i guess its fine now :b come to think i almost wrote alice behind the mirror sequel here..  :roll:
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: abdalrahman9 on March 21, 2015, 08:02:47 pm
Hello there, something weird has just happened to me. So i was working on a new model that has 68 subparts to the wmo and when i was trying to load it to wmo editor, it loaded and i could see it but the file didn't load in root file section and the doodad section of wmo editor. Does anyone have a clue why this would occur? It happened right away after i had inserted the MDOM chunk beside the NDOM chunk.

EDIT: it would seem i found the problem. It was that i accidentally put one of the MDOM chunks beside a wrong NDOM as there were multiple ones in one file so i was a little confused. But all fixed now!

EDIT 2: I am not sure if this happens to others but why is it that after i insert the MDOM Chunk the model loses its collisions? Before i had inserted it, all the model had collisions but after i inserted MDOM chunk into the model, the whole model didn't have collisions. Does the MDOM Chunk remove the collisions and if so, how can you put collisions back?
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Met@ on March 21, 2015, 11:18:20 pm
@ Ohai : I have the same problem, the program flip the textures like a mirror, I don't know why. I just flip the blp's to fix it.
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Ohai on March 27, 2015, 02:54:50 am
Hey I've got 2 questions; Whats the command to make my object show textures on both sides of a face, so it shows it later on the WMO ofc. I think this is invert normals, becuase I've noticed while doing my last WMO I was redoing grizzlemaw that the new faces/vertex Ive added came up inverted ingame later, but only some so I'm not sure what the problem was there exactly

and second does anyone know what to do if i want a certain object/geoset in my wmo not to have collision? Where do I disable that?
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: abdalrahman9 on March 27, 2015, 05:32:55 am
Quote from: "Ohai"
Hey I've got 2 questions; Whats the command to make my object show textures on both sides of a face, so it shows it later on the WMO ofc. I think this is invert normals, becuase I've noticed while doing my last WMO I was redoing grizzlemaw that the new faces/vertex Ive added came up inverted ingame later, but only some so I'm not sure what the problem was there exactly

and second does anyone know what to do if i want a certain object/geoset in my wmo not to have collision? Where do I disable that?

For the second question, this is probably not the best solution but i realized that if you add a MDOM chunk to the geoset of choice and edit that geoset by checking the 'have doodads' in wmo editor. Then making sure you don't place any doodad on that geoset, then it will make the geoset not have collisions. However, this is probably a very long process and  i am pretty sure there is a faster/easier way to remove collisions.
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Ohai on March 27, 2015, 06:43:28 am
Quote from: "abdalrahman9"
For the second question, this is probably not the best solution but i realized that if you add a MDOM chunk to the geoset of choice and edit that geoset by checking the 'have doodads' in wmo editor. Then making sure you don't place any doodad on that geoset, then it will make the geoset not have collisions. However, this is probably a very long process and  i am pretty sure there is a faster/easier way to remove collisions.

Hmm that sounds more like a glitch lol and I would put that layer all over the place so there would be doodads there or M2s.
But still thanks for the info I mean I made a thread but noone replied and there just has to be something easy for that coz theres so many hacks around for making WMOs have no collision or something like that. I guess Im gonna try happyhacks plugin viewtopic.php?f=59&t=7586 (http://modcraft.io/viewtopic.php?f=59&t=7586" onclick="window.open(this.href);return false;) if theres no other solution for this in the end, I think he has collision on layers optional
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Met@ on March 27, 2015, 10:14:12 am
To have the texture on both side of face you need to do this in hexadecimal, Mirror Machine don't keep these informations from blender, like alpha and vertex painting. I found where it is on pxr but I haven't yet succeed to do it. I'm always do some researches on wmo about collisions, lights, liquids, sounds, etc... But I don't have a lot of time to do it with school work.
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Skarn on March 27, 2015, 09:16:34 pm
Should be the same as in m2. It is called double-sided flag
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Elinora on April 07, 2015, 03:07:21 pm
Legendary
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Skarn on April 10, 2015, 09:27:46 am
I found some nice 010 templates for WMO files which are better than public the one. I don't remember who made them but credits go not to me for sure.
[attachment=0:38oqr0l0]wmo_templates.rar[/attachment:38oqr0l0]
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Met@ on April 10, 2015, 01:47:09 pm
Thanks Skarn :)

I tried it, but whent I want to load, it shows me errors :|
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: abdalrahman9 on April 11, 2015, 09:05:14 am
Quote from: "Skarn"
I found some nice 010 templates for WMO files which are better than public the one. I don't remember who made them but credits go not to me for sure.
[attachment=0:3a6aawvl]wmo_templates.rar[/attachment:3a6aawvl]
Thanks man, they are more organized than the public one

Quote from: "Met@"
Thanks Skarn :)

I tried it, but whent I want to load, it shows me errors :|
The root template worked for me, so maybe you have corrupted wmo or template?
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Skarn on April 11, 2015, 04:20:09 pm
I assume they don't work with older/newer versions of 010 editor.
Title:
Post by: salagon on May 19, 2015, 08:19:10 am
I recently tried this tutorial and had great success with it. My only problem is smooth shading. I am using version: 2.72b of blender and I set the Geo Set of the outside of my house to smooth but the shading in-game is still very contrasted, as if the smooth effect doesn't work for me. When editing in Blender, if I have the light source near the object I see a difference in smooth and flat shading but if I delete the light upon exporting ( assuming that is what you should do, idk. I have always deleted the light sources before export) the shading seems to revert to always being flat. I export with
-Apply Modifiers
-Include Edges
-Smooth Groups
-Write Normals
-Include UVs
-Write Materials
-Triangulate Faces
-Objects As OBJ Objects.

Am I doing anything wrong that the shading effects are not working?
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Steff on May 20, 2015, 12:32:56 am
Yes very nice tutorial.  Give you color.
Title: Re:
Post by: Met@ on June 17, 2015, 05:10:35 am
Hi, sorry it's a long time since I'm not came on this post.

Quote from: "salagon"
I I export with
-Apply Modifiers
-Include Edges
-Smooth Groups
-Write Normals
-Include UVs
-Write Materials
-Triangulate Faces
-Objects As OBJ Objects.

Am I doing anything wrong that the shading effects are not working?

You must to unselect "Smooth Groups" and see if it's better.

Quote from: "Steff"
Yes very nice tutorial.  Give you color.

Oh tanks, I'm grateful.
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Putte08 on November 09, 2015, 01:04:10 am
Great thread, helped me out a lot.
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Ohai on February 03, 2016, 10:11:39 am
Quote from: "Met@"
To have the texture on both side of face you need to do this in hexadecimal, Mirror Machine don't keep these informations from blender, like alpha and vertex painting. I found where it is on pxr but I haven't yet succeed to do it. I'm always do some researches on wmo about collisions, lights, liquids, sounds, etc... But I don't have a lot of time to do it with school work.


Quote from: "Skarn"
Should be the same as in m2. It is called double-sided flag


So adding invisible walls is done via M2 then? I tried making some inv walls, first without any texture failed, then with transparent tex fail again in mirrormachine, not sure what was the problem
Anyway I want them transparent on both sides, and should i turn off shadows, modify transparency of the material in blender or?
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Met@ on February 04, 2016, 02:20:58 am
Try to add an "empty texture", in blender, just set a basic material, and when you do the conversion you change for the blp texture path.

And switch to "blend mode" for this material with hex editing
(http://img15.hostingpics.net/pics/636157Tuto23.jpg)
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Ohai on February 05, 2016, 05:17:58 pm
Quote from: "Met@"
Try to add an "empty texture", in blender, just set a basic material, and when you do the conversion you change for the blp texture path.

And switch to "blend mode" for this material with hex editing
(http://img15.hostingpics.net/pics/636157Tuto23.jpg)

Hey thanks for the blp, I've made the wall in the end and its transparent on 1 side even without hex editing, but just on 1. Did you mean hex editing to make it both sides?

EDIT: oh no awsome, it works, before hex editing I saw the untextured side transparent I guess, then after hex I got the inv wall nice! cheers
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Supora on February 05, 2016, 09:22:32 pm
I gоt it wrong
Title: Re: [TUTORIAL] Custom WMO's Survival Kit
Post by: Amaroth on November 17, 2016, 08:51:08 pm
It took me like ages until I really got into trying to make custom WMOs but it is finally here. I haven't tryed all techniques mentioned in this tutorial (yet), but definitely will in the future and I'd really like to thank you Met@ for great, informative and very well written tutorial. Such tutorials are rare, because many users either lack knowledge, abilitty to give it to others or will to share it at all.