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Content creation => Modelling and Animation => Topic started by: Ohai on January 16, 2015, 01:39:08 am
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Best/fastest way to convert it?
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-import in blender
-save as .obj
-convert to wmo
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you mean import MDL with https://github.com/CruzR/Blender-MDL (https://github.com/CruzR/Blender-MDL" onclick="window.open(this.href);return false;) ?
I did but it imports it kinda failed, no textures and even the shape is wrong parts missing
And i have v2.62 and 2.71 doesnt work on either
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Use Biturn, a program that can convert MDX/MDL to OBJ.
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Biturn did export it to OBJ but texture got a little fucked up like this (http://i.imgur.com/Wsgk11b.jpg?1)
it put 1 texture over all geosets, I'm pretty noob at blender was trying to import a TGA texture on a layer just now but it doesnt show it lol. Any tips links to some tutorials on that maybe?
And When I opened the object I read everywhere that people have to resize them usualy after MDLVIS so I just scaled ti 50% and the position was weird the building was on a weird angle verticaly so i manualy kind of adjusted that hmm have no idea how its gonna look in the game lol
And why does Blenders render show it completely black? Does it matter at all or should I just watch textured Viewport Shading?
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Before this madness goes any further, what are you trying to achieve ?
MDLVIS is for modelling M2s, not WMOs. These two formats are completely different and only have in common the propriety of being 3D models. There is no reason at all to convert MDX to WMO.
So please tell us what you want to do because it probably is terribly wrong.
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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
(http://i.imgur.com/wijvzO1.jpg)
And its not wrong actually I was following this Phuckos tutorial viewtopic.php?f=20&t=1441 (http://modcraft.io/viewtopic.php?f=20&t=1441" onclick="window.open(this.href);return false;) 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 :P or sparta :?: 8-)
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And I realize it would be kinda stupid to have to go trough all these tools from MDX to wmo since theyre both exclusive Blizz files, WMOs contain MDXs or MDLs right? or maybe Im wrong but atleast thats what I grasped browsing the internet about this
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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
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 (http://shgck.io/dev/mm).
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.
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 :P or sparta :?: 8-)
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.
WMOs contain MDXs or MDLs right? or maybe Im wrong but atleast thats what I grasped browsing the internet about this
Yes but that's not what you want. WMOs can contain M2s such as interior lamps or tables, stuff to furnish a place.
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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 (http://shgck.io/dev/mm).
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.
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
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.
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
(http://i.imgur.com/VX0lXwi.jpg?1) (http://imgur.com/VX0lXwi)
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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
Convert your MDL/X to OBJ if you need that at some point, but don't try to convert these OBJs as WMO as it will more than probably result in fucked up WMOs.
If you need to create a WMO, there's a nice up-to-date tutorial for that in the modelling section.
If you need to create a M2, there are probably tutorials as well.
As you don't seem to really grasp the differences between these formats, don't try to mix them ;)
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?
Dude please, I barely understand what you're saying. MDX/L must be converted to M2s to be used in WoW if that's what you ask.
And about Noggit and M2s, I'm changing a 4.3.4 server is Noggit viable for that?
ADT (map format) changed between 3.3.5 (the version Noggit handles) and 4.3.4, so I guess not.
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?
Swapping is a DIRTY work-around, you should add new models and edit your maps. If you can't edit maps (as you're working on 4.3.4), then resort to swap models, but don't try to create WMOs from stuff that clearly is not meant to be a WMO in the first place.
That failed texure building up there is bloodelf_smallhouse02.wmo edited for satyr, in MDLIVS looks like this has 19 geosets
Once again, MDLVIS handles MDL, which is related to M2 but not WMO, so you're going to have a lot of problems like that if you insist on modifying WMOs with MDLVIS.
There is no editor for WMOs. Just create something in 3DS Max or Blender and use the converter or the plugins available.
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Yea I guess then Id have to listen to your advice crap, I was hoping I could just switch this but I'll probably have to get used to reamking things alot so :P
and about the formats I mean I never said I knew anything specifically its just that MDLVIS opens up WMOs, ive read somewhere WMOs contain MDXs so I just figured its all the same or atleast similar since they're blizzard formats, i hoped lol
But so basicaly you're saying if I continue and eventualy get a wmo from this model up there its not gonna work 100%? oh man such shit, I mean if I just use the mesh and put textures on it in blender, it would still have some corrupted data? Not that I cba doing even that now lol, but Im gowing to eventualy :x :x
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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 (http://modcraft.io/viewtopic.php?f=20&t=712) 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.
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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 (http://modcraft.io/viewtopic.php?f=20&t=712) 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.
I will, and thanks for your input man appreciate it ;) And which screenshot screams failure btw just curious lol :P
EDIT: well I guess all of them do, in a way lol