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[TUTORIAL] Custom WMO's Survival Kit

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Ohai:
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:

abdalrahman9:
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?

Met@:
@ 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.

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?

abdalrahman9:

--- 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?
--- End quote ---

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.

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