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.
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 Skarn I tried it, but whent I want to load, it shows me errors :|
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?
Yes very nice tutorial. Give you color.
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.
Should be the same as in m2. It is called double-sided flag
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