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

Ohai

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #30 on: March 27, 2015, 06:43:28 am »
Quote from: "abdalrahman9"
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.

Hmm that sounds more like a glitch lol and I would put that layer all over the place so there would be doodads there or M2s.
But still thanks for the info I mean I made a thread but noone replied and there just has to be something easy for that coz theres so many hacks around for making WMOs have no collision or something like that. I guess Im gonna try happyhacks plugin viewtopic.php?f=59&t=7586 if theres no other solution for this in the end, I think he has collision on layers optional
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Met@

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #31 on: March 27, 2015, 10:14:12 am »
To have the texture on both side of face you need to do this in hexadecimal, Mirror Machine don't keep these informations from blender, like alpha and vertex painting. I found where it is on pxr but I haven't yet succeed to do it. I'm always do some researches on wmo about collisions, lights, liquids, sounds, etc... But I don't have a lot of time to do it with school work.
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Skarn

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #32 on: March 27, 2015, 09:16:34 pm »
Should be the same as in m2. It is called double-sided flag
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Elinora

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #33 on: April 07, 2015, 03:07:21 pm »
Legendary
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Currently studying Game Design at Copenhagen University. I also have a big project going on, sadly I have no portfolio of it (yet).

Skarn

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #34 on: April 10, 2015, 09:27:46 am »
I found some nice 010 templates for WMO files which are better than public the one. I don't remember who made them but credits go not to me for sure.
[attachment=0:38oqr0l0]wmo_templates.rar[/attachment:38oqr0l0]
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Met@

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #35 on: April 10, 2015, 01:47:09 pm »
Thanks Skarn :)

I tried it, but whent I want to load, it shows me errors :|
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abdalrahman9

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #36 on: April 11, 2015, 09:05:14 am »
Quote from: "Skarn"
I found some nice 010 templates for WMO files which are better than public the one. I don't remember who made them but credits go not to me for sure.
[attachment=0:3a6aawvl]wmo_templates.rar[/attachment:3a6aawvl]
Thanks man, they are more organized than the public one

Quote from: "Met@"
Thanks Skarn :)

I tried it, but whent I want to load, it shows me errors :|
The root template worked for me, so maybe you have corrupted wmo or template?
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Skarn

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #37 on: April 11, 2015, 04:20:09 pm »
I assume they don't work with older/newer versions of 010 editor.
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salagon

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« Reply #38 on: May 19, 2015, 08:19:10 am »
I recently tried this tutorial and had great success with it. My only problem is smooth shading. I am using version: 2.72b of blender and I set the Geo Set of the outside of my house to smooth but the shading in-game is still very contrasted, as if the smooth effect doesn't work for me. When editing in Blender, if I have the light source near the object I see a difference in smooth and flat shading but if I delete the light upon exporting ( assuming that is what you should do, idk. I have always deleted the light sources before export) the shading seems to revert to always being flat. I export with
-Apply Modifiers
-Include Edges
-Smooth Groups
-Write Normals
-Include UVs
-Write Materials
-Triangulate Faces
-Objects As OBJ Objects.

Am I doing anything wrong that the shading effects are not working?
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Steff

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #39 on: May 20, 2015, 12:32:56 am »
Yes very nice tutorial.  Give you color.
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Met@

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Re:
« Reply #40 on: June 17, 2015, 05:10:35 am »
Hi, sorry it's a long time since I'm not came on this post.

Quote from: "salagon"
I I export with
-Apply Modifiers
-Include Edges
-Smooth Groups
-Write Normals
-Include UVs
-Write Materials
-Triangulate Faces
-Objects As OBJ Objects.

Am I doing anything wrong that the shading effects are not working?

You must to unselect "Smooth Groups" and see if it's better.

Quote from: "Steff"
Yes very nice tutorial.  Give you color.

Oh tanks, I'm grateful.
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Putte08

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #41 on: November 09, 2015, 01:04:10 am »
Great thread, helped me out a lot.
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Ohai

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #42 on: February 03, 2016, 10:11:39 am »
Quote from: "Met@"
To have the texture on both side of face you need to do this in hexadecimal, Mirror Machine don't keep these informations from blender, like alpha and vertex painting. I found where it is on pxr but I haven't yet succeed to do it. I'm always do some researches on wmo about collisions, lights, liquids, sounds, etc... But I don't have a lot of time to do it with school work.


Quote from: "Skarn"
Should be the same as in m2. It is called double-sided flag


So adding invisible walls is done via M2 then? I tried making some inv walls, first without any texture failed, then with transparent tex fail again in mirrormachine, not sure what was the problem
Anyway I want them transparent on both sides, and should i turn off shadows, modify transparency of the material in blender or?
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Met@

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #43 on: February 04, 2016, 02:20:58 am »
Try to add an "empty texture", in blender, just set a basic material, and when you do the conversion you change for the blp texture path.

And switch to "blend mode" for this material with hex editing
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Ohai

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Re: [TUTORIAL] Custom WMO's Survival Kit
« Reply #44 on: February 05, 2016, 05:17:58 pm »
Quote from: "Met@"
Try to add an "empty texture", in blender, just set a basic material, and when you do the conversion you change for the blp texture path.

And switch to "blend mode" for this material with hex editing

Hey thanks for the blp, I've made the wall in the end and its transparent on 1 side even without hex editing, but just on 1. Did you mean hex editing to make it both sides?

EDIT: oh no awsome, it works, before hex editing I saw the untextured side transparent I guess, then after hex I got the inv wall nice! cheers
« Last Edit: February 06, 2016, 06:58:11 pm by Admin »