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Author Topic: [Solved] Regarding WMO Collison in Blender  (Read 851 times)

Kranimal

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[Solved] Regarding WMO Collison in Blender
« on: January 27, 2015, 02:16:08 am »
I use Machinima Studio to export the .wmo models from Cata/Mop/Wod to .obj so I can convert them down to WOTLK. I also export the Collison when I export it from Machinima Studio. When I load the object up in blender it shows the Collison as a white texture which covers the entire model (for the most part), which I assume it is suppose to do cause it is the collison. In the outliner it is labeled with the model name and the number is 255 ALWAYS  for the collison.

So far so good, now I know I can delete it and still use the model fully textured. Doing that makes it so when a player is in game and runs up the stairs for those models, they will get stuck on the stairs or on a crack cause I deleted the collison.

What I need to know (very badly I might add lol), is how to make that white texture (the collison) transparent in blender so I can use the blizzlike collison on the models I export, to avoid having the above happen.

You can see what I am talking about if you would like, you can download the trial version of Machinima Studio and it will export the .wmo's as an .obj, just has a 10 sec delay when you do.

If any of you blender people out there might know how to do this please let me know, is getting rather frustrating lol :).

Thanks,
Kranimal
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Kranimal

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Re: [Solved] Regarding WMO Collison in Blender
« Reply #1 on: January 27, 2015, 03:19:24 pm »
Quote from: "Kranimal"
I use Machinima Studio to export the .wmo models from Cata/Mop/Wod to .obj so I can convert them down to WOTLK. I also export the Collison when I export it from Machinima Studio. When I load the object up in blender it shows the Collison as a white texture which covers the entire model (for the most part), which I assume it is suppose to do cause it is the collison. In the outliner it is labeled with the model name and the number is 255 ALWAYS  for the collison.

So far so good, now I know I can delete it and still use the model fully textured. Doing that makes it so when a player is in game and runs up the stairs for those models, they will get stuck on the stairs or on a crack cause I deleted the collison.

What I need to know (very badly I might add lol), is how to make that white texture (the collison) transparent in blender so I can use the blizzlike collison on the models I export, to avoid having the above happen.

You can see what I am talking about if you would like, you can download the trial version of Machinima Studio and it will export the .wmo's as an .obj, just has a 10 sec delay when you do.

If any of you blender people out there might know how to do this please let me know, is getting rather frustrating lol :).

Thanks,
Kranimal

I figured it out, the way you use the wow collision but make it transparent (at least the way I figured out) is to create a 512x512 png that is transparent completely using gimp then add it to the collision texture in blender. After you export the .obj and use mirror machine to convert it to .wmo, use the 010 editor and wmo template to load it up, then change the blend for that texture you assigned to collision to 1. Now you have blizzlike collision on the model without the white texture that Machinima Studio exports it to obj with =D.

Hope this helps anybody that was trying to do the same thing :).

EDIT: also don't forget to convert the tansparent image to .blp format :).
« Last Edit: January 01, 1970, 01:00:00 am by Admin »