hey glad you replied i was using mirrormachine too, your aplication i belive right? well 1st it didnt recognize the OBJ that got out of Biturn, and then when I resaved it in blender OBJ again it started doing something but then popped up some error and crashed. just found some guys thread here about mirrormachine had the same error
And its not wrong actually I was following this Phuckos tutorial viewtopic.php?f=20&t=1441 until step 4 coz I dont need a m2, well the same works for WMOs only thing is now convert it back to wmo :p EDIT: and I would need a WMO again so I pack it back into the MPQ, I just want to swap this one WMO with my custom model, and I havent put anything yet in the game ever. so I'm guessing it wont work at first I dont even know if its a problem if my custom model has more geosets, or more textures etc. dunno I guess you're more experienced could tell me in advance if that plan is failed. or madness or sparta :?: 8-)
WMOs contain MDXs or MDLs right? or maybe Im wrong but atleast thats what I grasped browsing the internet about this
Yes, but OBJ support is half-arsed so you have to provide OBJ files that already look like WMOs or else it will not work or crash. It won't work with every kind of OBJ files. You can find more instructions there, in the "OBJ support" section.OBJ support is just there for people who have too much trouble with 3DS and was never intended to be the common way of converting files as it's a very destructive conversion.
Nah, you're heading for pure pain that way. M2s are for small, scalable or animated objects / characters. WMOs are for buildings and big static models. Do not use one format for the other's purpose. Just create a M2 and then edit your map with Noggit to delete the WMO and add your new M2.Yes but that's not what you want. WMOs can contain M2s such as interior lamps or tables, stuff to furnish a place.
So you're saying switching my mdl/x to OBJ is bad, well is there an alternative then to switch it to 3DS or WMO somehow :p
You didnt understand I do want a WMO so you're saying WMOs have M2s inside but also what? MDX or MDL for those buildings and static models right?
And about Noggit and M2s, I'm changing a 4.3.4 server is Noggit viable for that?
And second I plan to change 2 whole races bloodelf dranei their model, buildings, data everything to another race, even if I lets say decide to somehow replace each building in Noggit how could that be easier then just swapping the default xxxsmallhouse.wmo in the art.mpq?
That failed texure building up there is bloodelf_smallhouse02.wmo edited for satyr, in MDLIVS looks like this has 19 geosets
Well you can always try, but that's like trying to nail down something with a screwdriver, eventually you may get something working, but more likely not. The screenshot you provided earlier screams imminent failure ;(You should read some of the tutorials available to understand more in depth how formats are different and how they can be used. You won't get much things working without these basics.