Traceback (most recent call last): File "C:Program FilesBlender FoundationBlender2.70scriptsaddonsio_scene_wmo__init__.py", line 65, in execute import_wmo.read(self.filepath) File "C:Program FilesBlender FoundationBlender2.70scriptsaddonsio_scene_wmoimport_wmo.py", line 51, in read group.Read(f) File "C:Program FilesBlender FoundationBlender2.70scriptsaddonsio_scene_wmowmo_group.py", line 71, in Read self.mobr.Read(f) File "C:Program FilesBlender FoundationBlender2.70scriptsaddonsio_scene_wmowmo_format.py", line 1125, in Read self.Header.Read(f) File "C:Program FilesBlender FoundationBlender2.70scriptsaddonsio_scene_wmowmo_format.py", line 17, in Read self.Magic = f.read(4)[0:4].decode('ascii')UnicodeDecodeError: 'ascii' codec can't decode byte 0xd7 in position 0: ordinal not in range(128)location: <unknown location>:-1
Thank you for this tool happyhack.My custom wmos works fine with collision and everything but the script ignores lights/vertex color when exporting.Any way to add lights to my custom wmos without using m2 light models?
You can also use Tintai tools to get wmo from any version to .obj and port it back to .wmo using MirrorMachineQT. You will use some stuff like lights then, but it will be working.