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[TUTORIAL] [VIDEO] How to Convert Cata/MoP WMOs to WoTLK
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Krang Stonehoof:
Uhm, why is the video unavailable?
PhilipTNG:
--- Quote from: "Krang Stonehoof" ---Uhm, why is the video unavailable? --- End quote ---
My account was terminated by YouTube. I've got all the wmo's up to 5.4.0 converted 3.3.5a in this archive here: viewtopic.php?f=59&t=7136
Krang Stonehoof:
Yes but I was looking to learn how to do it.
PhilipTNG:
--- Quote from: "Krang Stonehoof" ---Yes but I was looking to learn how to do it. --- End quote ---
Unfortuanately stuff happens. Anyway if you've got a good head on your shoulders and have already manually converted M2 and Skin files without the use of a converter, that should be more than enough knowledge to convert most wmo's.
Of the various WMO files, you'll have the base WMO file and then various extra ones that contain the actual geometry of the object(s), and they have a suffix of _000.wmo / _001.wmo and so on.
The base WMO file, you'll want to drop that into 010 Editor and apply a WMO Tempate, the templates are somewhere on this site, can't remember where. go through the textures and the flags, if there are any flags higher than 6 I think it was, make them a 0. It's been months since I last did this so I'm just rambling from memory. And that should be enough with the base file.
For the Geometry files, like the name_000.wmo files, drop them into 010 Editor, there's no template for these I don't think. Anyway for the most part, they are pretty simple to do but not always. Look for the text search of the letters SBOM, make sure you do a case sensitive search. When you find it, take out that chunk of data. If I remember right, the 4 bytes after the SBOM bytes is the size of the chunk, so it's SBOM, Chunk size, Actual Chunk. So you'll have to remove that entire part.
Like this file here for example:
The 53 42 4F 4D is the Hex values for the Text SBOM, the 18 00 00 00 after it is the Chunk size, which is 24(Twenty-Four) bytes. With that said, the 24 bytes after this is the chunk for SBOM(MobS actually but that's unimportant for a hobbyist.) So the 97 FF A9 FF A2 FF 58 00 57 00 7D 01 00 00 00 00 3B C7 00 00 31 52 00 09 is the SBOM Chunk. So this entire section you would need to take out, as shown selected here:
Just right click and hit delete. then save and move onto the next file. If there is no SBOM chunk, then move onto the next file.
This doesn't always work, sometimes more steps need to be applied but it's been so long since I did this so I can't recall what all the steps were.
The I would recommend trying to do something with smaller sets of geometry and not trying to take on something that has 80-100 geosets.
Gurluas:
Any luck remembering what some of those other steps may be? I looked through some of your converted wmos, and in many of them the UINT32_flags_2 is 10 While the UINT32_flags is usually a very odd number like "00000000 00000000 00000000 00001100,b"
I have set the long value to 0 every time it exceeded 110b because that's what was done in the others. I removed SBOM, yet it crashes immediately ingame.
EDIT: Both Flags 2 and flags 1 have to be set. So values like 1100b just change them to 0
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