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[TOOL] 3ds/OBJ to WMO
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Gamh:
No problem.
So you guys basically have exported a model from your 3D software, so you have a 3ds file and some textures in your working directory. You mustn't have special material index files like .GSM and that kind of stuff. Just your 3ds and your textures.
As the 3ds format doesn't handle directories for seeking its texture files, you have to put your textures at the root of your patch MPQ. I may add a function to use custom sub-directories, to avoid the mess at the root of your patches.
And then it's all good, just add your WMO output to the place of your choice in your MPQ, and noggit / client will see it.
Zim4ik:
maybe obj or fbx?)
MoD:
Amazing work Gamhea!
Can't express how excited this release gets me, after dreaming about it for over 7 years, you're the one that provides a working solution.
I'd like to thank you in the name of the whole WoW editing community, in my opinion, this is the biggest step-up since Mjollna's ADT converter.
I had to get out of my sub, after all these years of silent crawls, and make my first post in this legendary thread.
I both love & hate you for giving me a reason to get involved again.
Thanks again for your dedication!
Gamh:
From you, that means a lot to me ;) thanks for the support !
Zim4ik : maybe OBJ.
hyakkimaru:
I've just a question :)
Conversion works perfectly but, in WMV we can't see textures, it's normal for the moment... When I open the .wmo, the path of blp is not indicated, the name of textures is writen but it hasn't path... So, where the textures must going ? At the root of my patch ?
Edit : I haven't read... It works perfectly tahnk you !
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