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[TOOL] 3ds/OBJ to WMO
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PainSavior:
That's a shame man.. but you know, get to it when you can! It'd make this program a thousand times better. It doesn't seem like there's alot of other options out there. This is a major thing though, cause we can't have custom building's like WoW, with lights inside without this..
Well anyway I'm trying to figure out an alternative to verter coloring cause apparently that's not possible.. maybe something with M2s? Or hex editing..
--- Quote ---I started a topic on it: http://modcraft.io/viewtopic.php?f=7&t=6456&view=unread#unread --- End quote ---
If you know anything at all about the subject, and what might be a solution please post something in the topic, or on here.
Thanks Gamh.
Putte08:
I'd like to start using this tool like everyone else and go crazy with it. But I've stumbled upon this error when I try to spawn my WMO in noggit (any version), anyone have an idea what I've done wrong?
[Error] There was an exception of type "SIGSEGV" "Invalid storage access; most frequently caused by attempting to store some value in an object pointed to by a bad pointer. (Segment violation.)". Please excuse the inconvenience. You may want to report this error including the log to the developers.
Steff:
If you use 2 clients (what you should) then you need a patch with your model in both wow data folder.
Laduguer:
Hey guys!
Having a bit of an issue here. Whenever I try to convert an .obj, it runs for a few moments before encountering an error and closing.
EDIT: Managed to fix it by disabling the 'Generate True BSP tree' option.
Laduguer:
Excuse the double-post, but i'm having a little bit more trouble. The model i've imported works fine in WMV, but when I place it into Noggit it is missing all of it's textures. Any thoughts?
EDIT: Nevermind, again. Works fine ingame, just Noggit being troublesome. Awkward.
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