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Author Topic: [QUESTION] [3ds Max] Custom wmo has no texture  (Read 3532 times)

bizzlesnaff

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[QUESTION] [3ds Max] Custom wmo has no texture
« on: April 02, 2015, 03:51:04 pm »
I've Created my first own WMO in the last few days (wasn't easy btw :D ). So I export my Model as an .3ds and convert it with "MirrorMachineQT" to an .wmo. Well, worked so far and i can see my object in noggit (try to upload a picture). My first Problem is, that it doesn't accept my texture. I applied the texture in 3ds Max and everything went fine. In the render mode I can see the textur.
When I do the wmo and blp in an mpq file and spawn the object in noggit it doesnt show the texture, but it I can see my own wmo in an light grey.
When i try to see the object ingame everything went wrong. The object is there, but i can't see it. It has no texture and is absolut invisible.

If you need anything else to help me, please say which file, or...i don't know ;)
« Last Edit: April 04, 2015, 12:09:13 am by Admin »

Skarn

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Re: [QUESTION] [3ds Max] Custom wmo hast no texture
« Reply #1 on: April 02, 2015, 06:10:35 pm »
Use blender. 3DS max eport is very messy.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

bizzlesnaff

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Re: [QUESTION] [3ds Max] Custom wmo hast no texture
« Reply #2 on: April 02, 2015, 07:09:15 pm »
But with another Object (just a simple block) it work fine..
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

abdalrahman9

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Re: [QUESTION] [3ds Max] Custom wmo hast no texture
« Reply #3 on: April 02, 2015, 11:20:12 pm »
I had the same problem and the problem was with the texture. If the texture size is larger than 1024p x 1024 such as it being a texture of 2024 x 1024 or anything greater than 1024, than wow doesn't read it ig. There are two ways to fix this, one way is to reload ig which will make the object appear or just change the size of the texture. If that is not the case, please tell me so and i will see what other thing could have been the problem.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

bizzlesnaff

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Re: [QUESTION] [3ds Max] Custom wmo hast no texture
« Reply #4 on: April 03, 2015, 02:58:01 am »
My texture is 304 x 153 so thats not the problem i think.
I don't know, what you mean with "reload" :/
ry but i'm not native english speaker :(
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

abdalrahman9

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Re: [QUESTION] [3ds Max] Custom wmo hast no texture
« Reply #5 on: April 03, 2015, 04:22:42 am »
Okay can you link the 3ds max file and let me try. I have converted many wmo files and i might find a way around it.
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PhilipTNG

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Re: [QUESTION] [3ds Max] Custom wmo hast no texture
« Reply #6 on: April 03, 2015, 05:09:20 am »
I'm gonna go with Skarn's advice, use blender to export your OBJ file,  I personally don't use blender either, HOWEVER, I do use it to generate the OBJ file since my program makes OBJ files in a way that the WMO Generator can't read properly and tend to screw up some things.

These are my export settings for blender 2.69:


I work in Cinema 4D, when I'm done I export my model into a filename.3ds file, and import that into blender, then directly after importing, I goto export it as an obj file, which will generate an OBJ and MTL .

The WMO Generator can read the 3ds files that Cinema 4D outputs just fine however for some reason they normals data is written improperly so I get some odd glitches ingame, which is why I use blender to make an OBJ File.

What it looks like in CInema 4D and what it looks like in Wow:
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

bizzlesnaff

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Re: [QUESTION] [3ds Max] Custom wmo hast no texture
« Reply #7 on: April 03, 2015, 12:19:12 pm »
Quote from: "PhilipTNG"
which is why I use blender to make an OBJ File.


I've only found an converter for .obj to .m2 and that wont work i guess
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

bizzlesnaff

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Re: [QUESTION] [3ds Max] Custom wmo hast no texture
« Reply #8 on: April 03, 2015, 12:44:58 pm »
Quote from: "bizzlesnaff"
Quote from: "PhilipTNG"
which is why I use blender to make an OBJ File.


I've only found an converter for .obj to .m2 and that wont work i guess

ah.....nevermind :)

edit:

tried it with different programm versions and different files. The texture work for me now, but ingame I crash my wow version everytime I entered the area arround my custom wmo :(
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

abdalrahman9

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Re: [QUESTION] [3ds Max] Custom wmo has no texture
« Reply #9 on: April 04, 2015, 04:47:33 am »

Well it worked for me. However, i don't have the texture that you have so i can't say it worked 100%. But i can see it without the texture! And also, from what i know, 3ds max's 3ds export setting is very messy and i am not sure why. However, i still use it.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

bizzlesnaff

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Re: [QUESTION] [3ds Max] Custom wmo has no texture
« Reply #10 on: April 04, 2015, 04:26:29 pm »
Wow nice, but how do you fix it?
When i try to export my models as .obj MirrorMaschine always told me that "the obj isn't well formed. Read MM home page for  more info." But on the website i can't find anything usefull for me :/
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

abdalrahman9

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Re: [QUESTION] [3ds Max] Custom wmo has no texture
« Reply #11 on: April 04, 2015, 06:01:16 pm »
I just ported it in 3ds max and then exported it as another 3ds file and then just used the mirror machine's 3ds converter to change it into a wmo.
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Skarn

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Re: [QUESTION] [3ds Max] Custom wmo has no texture
« Reply #12 on: April 04, 2015, 06:04:22 pm »
Open your model in 010 editor and see what is wrong with the path.
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bizzlesnaff

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Re: [QUESTION] [3ds Max] Custom wmo has no texture
« Reply #13 on: April 04, 2015, 06:45:18 pm »
Quote from: "abdalrahman9"
I just ported it in 3ds max and then exported it as another 3ds file and then just used the mirror machine's 3ds converter to change it into a wmo.
Which MM do u use? And Which 3ds Max Version?

Quote from: "Skarn"
Open your model in 010 editor and see what is wrong with the path.

I'm not familiar with the 010 editor, so what i'm looking for? There ist just one Path at the beginning.
"mtllib untitled.mtl" after this line there are only many many coordinates like "v -6.818900 26.903000 3.766793"
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abdalrahman9

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Re: [QUESTION] [3ds Max] Custom wmo has no texture
« Reply #14 on: April 04, 2015, 06:51:42 pm »
Quote from: "bizzlesnaff"
Quote from: "abdalrahman9"
I just ported it in 3ds max and then exported it as another 3ds file and then just used the mirror machine's 3ds converter to change it into a wmo.
Which MM do u use? And Which 3ds Max Version?

Quote from: "Skarn"
Open your model in 010 editor and see what is wrong with the path.

I'm not familiar with the 010 editor, so what i'm looking for? There ist just one Path at the beginning.
"mtllib untitled.mtl" after this line there are only many many coordinates like "v -6.818900 26.903000 3.766793"
I think what Skarn was talking about opening  the m2 file in 010 and see what is wrong from there but answering what you asked, i am using MM 1.2a and 3ds max 2014.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »