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Author Topic: [Question] How are people porting MOP Models?  (Read 1263 times)

Kranimal

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[Question] How are people porting MOP Models?
« on: July 05, 2014, 07:18:09 pm »
I have been trying and trying....... and TRYING.... to port the models (wmo) over to wotlk for a few weeks now and even had to wipe my computer once and re-download all the wotlk editing stuff and what not from getting a bad download.

All I need is a exporter to .obj or some other format that blender can read (wow model viewer does not work for wmo) and Machinima Studio cost money (which I would buy it but been reading ALOT of bad things about the dev so afraid to spend the money on it to begin with).

Anthony's Toolbox everything works fine except the .wmo files crash noggit so can use everything but the .wmo.

So how are people porting them or even extracting them for that matter? much help would be greatly appreciated as I am tired of wasting my time trying to get the .wmo files extracted (I can convert them once extracted just getting them extracted is what is really just starting to get to me, my whole project is on hold till I can figure this out).

I am to the point where I wouldn't even mind begging for it lol
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Alastor

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Re: [Question] How are people porting MOP Models?
« Reply #1 on: July 05, 2014, 08:13:38 pm »
- WMV can read WMOs ...



- Noggit can spawn Anthonys WMOs easly with 1.2 SDL

- Machinima Studio can read WMOs too even in FREE
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Kranimal

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Re: [Question] How are people porting MOP Models?
« Reply #2 on: July 05, 2014, 09:32:15 pm »
Quote from: "dahaga"
- WMV can read WMOs ...



- Noggit can spawn Anthonys WMOs easly with 1.2 SDL

- Machinima Studio can read WMOs too even in FREE

Anthonys WMOs spawn for me but after I save my map and try to reopen it (after adding water in of course) it crashes noggit and when I try to reopen it at the spot where the wmo file gets rendered in noggit causes noggit to crash.

What I was trying to do was take the wmo files and extract them to .obj, load it up in blender, save as .obj again with specific settings so I could convert it to .wmo v17 with the .obj to .wmo converter we have on the website :).

Pulled this off with one model (kinda) just when the WMV extracted it as a .obj it didn't put in all the textures paths and what not in the .mtl so it was sorta messed up. But I was able to put it in-game and everything and use it in noggit without any issues other then the ones wmv caused with the textures.

Which leads me to believe I just need a proper exporter to .obj for the mop .wmo, once I have that I can then officially port over the MOP wmo files to WOTLK and they will work perfectly in noggit and ingame using the .obj to .wmo converter :).
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Alastor

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Re: [Question] How are people porting MOP Models?
« Reply #3 on: July 05, 2014, 11:27:20 pm »
How did you even added water by 1.3sdl or AllWater
cuz 1.3 isnt much safety
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Kranimal

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Re: [Question] How are people porting MOP Models?
« Reply #4 on: July 05, 2014, 11:41:39 pm »
Quote from: "dahaga"
How did you even added water by 1.3sdl or AllWater
cuz 1.3 isnt much safety

I used AllOcean3 with a .bat file to run it on every .adt in the current folder. Reason I use that for the oceans is because it only fills to where land is at a height of 0 so if there is land at 0 or higher it will not put water there. makes it so I don't have water sound when I am nowhere near water and saves a CRAP load of time from having to do everything will all water.

But as a side note I did try it with all water also with Ant's wmo files and still did the samething.

But I usually use AllOcean for the oceans and use all water for lakes and ponds and such.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »