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Author Topic: [TUTORIAL] Custom WMO's Survival Kit  (Read 18999 times)

abdalrahman9

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #15 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:  


Than when i re-spawn or use the reload command it becomes normal:


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!
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Met@

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #16 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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

phantomx

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #17 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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
[wimg]http://i.imgur.com/6fxUQL1.gif[/wimg]

abdalrahman9

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #18 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?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

phantomx

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #19 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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
[wimg]http://i.imgur.com/6fxUQL1.gif[/wimg]

abdalrahman9

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #20 on: January 07, 2015, 08:01:36 pm »
It would seem the problem persists...
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

schlumpf

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #21 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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

abdalrahman9

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #22 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?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Laduguer

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #23 on: January 08, 2015, 02:51:11 am »
Thanks so much for this tutorial, looking forward to the installment on lighting.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

TheBuG

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #24 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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Ohai

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #25 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:
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

abdalrahman9

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #26 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?
« Last Edit: March 22, 2015, 12:20:56 am by Admin »

Met@

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #27 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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Ohai

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #28 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?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

abdalrahman9

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #29 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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »