There is an solution for adding doodads to custom wmos, made with MirrorMachineQt.
While 3ds or obj conversion the MirrorMachineQt outputs wmo part files without MODR chunk. Without this chunk all added doodads by WMOeditor not spawns ingame and client crashes while character will go closer to custom wmo. So there is an simple soluton for this.
- make clean brand new wmo
- hexedit part file where doodads should be
- find NBOM chunk
- insert new chunk before NBOM such as: RDOM 02 00 00 00 00 00
- now the file size is increased by 0A bytes , so we need change information about file size in PGOM chunk
- scroll up to start of the file and find PGOM chuk
- add 0A to first unit32 after PGOM ( 0x10 offset from file beginning) for example my file size before adding 0a was 09 6D B0. so 09 6d b0 + 0a = 09 6d ba. Well done with hexediting.
- create patch with new wmo and place it to wow data folder
- now run WMOeditor, fell free with adding doodads. Remeber put propper flag HAS DOODAD for desired part wmo files. (08 00)
tip: it much easier when obiects in modeling program are grouped, it avoids dozens of small part wmo files after conversion.
quick proof:
cheers stan