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Author Topic: [SOLVED] Custom WMO in-game.. Something's wrong.  (Read 2280 times)

PainSavior

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[SOLVED] Custom WMO in-game.. Something's wrong.
« on: October 06, 2013, 09:57:29 pm »
Hi.. so I've been working on my own WMO's for the past couple of days, never to test them in the real game. I always just checked it out on WoW MV to see if it worked properly, the conversion of OBJ - > WMO, and it seemed okay.

That is until I put it in game / noggit (see images below)

Noggit
From far away the textures load very strangely..



From close up..
It looks like the textures all render correctly.. so I thought maybe it was like a lighting problem? Nah.



Strangely enough, if you noticed the bed, and dream catcher's texture do show up. Incorrectly, because they're supposed to be the models with transparency, but the textures are fully there (Transparent or not(Another problem I've been having -.-)).
They're in 8-bit, DXT-5 form I believe... so I'm not sure if ALL the files have to be that way.. or... my setting on
 WMO conversion maybe wrong?

Backface culling? Mirror V texture mapping?... I have NO idea. I looked it up and was just left to believe those weren't the problem. I mean it shows up in WoW MV just fine, so why not Noggit? Or in-game? ... Do they load the DBC file as well or something?.. Or they don't load certain kinds of BLP's .. ?

Lastly, my DBC, for the WMO, just lists where the file is found in the patch, and the rest of the values are set to 0.. I don't know if that has something to do with it.

If anybody has a solution to this, it'd be greatly appreciated.

[SOLVED]

I downloaded BLP Laboratory, and messed around with the setting a bit til I figured out one that worked.. I guess with larger models, comes more mipmaps and having it be BLP 2 instead of 1.

I had my setting's put to, BLP2, and a count of 10 Mipmaps.. on my previous converter it wouldn't allow you to mess with these settings.. so if anyone is interesting in the great peice of software here's the link.
« Last Edit: October 09, 2013, 06:12:50 am by Admin »

PainSavior

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Re: [BUG] [QUESTION] Custom WMO in-game.. Something's wrong.
« Reply #1 on: October 07, 2013, 12:25:47 am »
I wanted to add, that I just took the original BLP files from the game and tried using them instead of PNG's I converted, and I'm still getting the same problem... But it's definitely NOT the texture files themselves.. It has something to do with the Model itself?.. I have no idea.

I still need help, if anybodies got an idea of what's wrong with this let me know please

Edit;

Do all vertices have to be broken? Maybe that could be it.. ?

DOUBLE EDIT::
This is going to sound strange.
But I think this could be a Hardware / Software error?...

How else.. does it happen to be that when I ZOOM in to a newly created BLP on Noggit, it show the correct image, but from far away, it looks EXACTLY the same as the BLP's (small) thumbnail image on my desktop?...
(Keep in mind, there's NO problem at all in the WoW MViewer, and also Machinima Studio, just Noggit, and in-game)

Is it possible / probable, that my GFX is so whacked out that it can't handle BLP images larger then 32x32's in a game setting?
(I say that, because it seems like all the smaller PNG's converted to BLP's actually show the correct image the entire time.)
or that it's converting the BLP's to a thumbnail image? I'm so very confused right now.
I really don't understand the means of this..
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Gamh

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Re: [BUG] [QUESTION] Custom WMO in-game.. Something's wrong.
« Reply #2 on: October 07, 2013, 02:06:36 pm »
Do not check both indoor and outdoor. For now, just check outdoor.
Do not check "Disable backface culling".
For such a small model, you aren't forced to generate a true bsp tree (if it doesn't crash or has collision problem though, it's ok)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

PainSavior

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Re: [BUG] [QUESTION] Custom WMO in-game.. Something's wrong.
« Reply #3 on: October 07, 2013, 10:03:28 pm »
I just gave that a whirl, and it produced the same result. The model just looked choppier... some of the Materials show the texture's and other's don't.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

PainSavior

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Re: [BUG] [QUESTION] Custom WMO in-game.. Something's wrong.
« Reply #4 on: October 08, 2013, 01:02:40 am »
I'm thinking this has something to do with my Vertex Normals?... Not sure.. or Face Normals.. can some one with advanced modelling abilities reply to me? .. I think this is a problem with 3Ds max writing the wrong normals to my OBJ file or something...

BUT it still doesn't exlpain why, Wow MViewer can see the textures fine, and Noggit won't.. or in-game.

EDIT:
Do all the texture names have to be the same as the materials?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

PainSavior

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Re: [BUG] [QUESTION] Custom WMO in-game.. Something's wrong.
« Reply #5 on: October 08, 2013, 07:23:43 am »
OKAY, so I've come to the conclusion, that it absolutely has something to do with me converting PNG's to BLP's. It just really fucks it up some how. I have NO idea how. But it does...

Now I'm trying to figure out how to solve this problem.

I took a 3D model that was already in-game, from WoW Model viewer, and exported it, with the original BLP files.
I then took it, re-converted it from OBJ - > WMO, using the tool, and put it back in-game.
Perfectly fine, texture's were perfect, model was perfect.

Now, as a test, I exported the PNG's with WoW Model Viewer, from the same WMO at the beginning.
I then, translated the PNG's to BLP's and took those BLP's files, and swapped them out for the working ones.
Guess what happened?... Same mess as what I've been going through. The texture appears almost as if it were a thumbnail from far away. It only happens if I create the textures though.



It doesn't happen when it loads WoW's standard images.
Very strange bug.
I guess I've just been in-correctly converting PNG's to BLP's.. because the Game / Noggit doesn't read it.
But WoW Mviewer does? Very confusing shit.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »