Forum > Noggit

Use WMO as M2?

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Scytheria23:
Probably a stupid question,

I know you can easily make the client spawn WMOs as if they were M2s (Amaroth's pack allows you to do this well enough) but can you spawn WMOs in Noggit in the same way?  I would like to be able to scale, rotate and otherwise transform WMOs, but Noggit only seems to allow these actions to be performed on M2 objects.

Any easy answer?

Thanks
Scy

schlumpf:
The game engine only allows that, not noggit: https://wowdev.wiki/ADT/v18#MDDF_chunk vs https://wowdev.wiki/ADT/v18#MODF_chunk
Note how there is no scale field for modf.

Scytheria23:
Thanks for the fast reply.  OK, but I guess it's possible to convert a WMO into an M2... essentially all the needed data will be in there.  I'll look into an automated way of doing this when my current project is done.

Skarn:
WMO is simply not meant to be an M2 and vice versa. Besides geometry, WMOs contain vertex colors, portals, group types, lights, fogs, different batch types, bsp tree, convex hulls and more. On the other hand, m2s contain more simple geometry, animations, events etc. So, I don't recommend you doing that. If you just want to make a model smaller, you can use Blender to downscale a WMO.

Amaroth:
Like Skarn's said, doing so might not be the best idea. However, if you have no use for WMO functions of your WMO and on the other hand, you would like to make your WMO scaleable, you can export that WMO as OBJ from WMV and go to OBJtoM2 process. You'll loose doodad sets, interior settings, vertex paint, you'll have to have as many geosets as materials(textures) and so on though, but if you can create a custom M2, this should be no problem for you. If you can't do that, learn basics of OBJ to M2 first.

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