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Content creation => Modelling and Animation => Topic started by: VultureBeast18 on May 30, 2016, 05:13:35 pm
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Hi, I'm a bit new to modding wow so I need some help with this. I need to remove all the doodads from a WMO.
The WMO in question is the 'md_barrowdens_C'. I've tried doing it with blender, but the doodads won't show up. I've also tried 3D Studio Max but there is no way to export the WMO. The last thing I tried was using Taliis but I found now way of checking if it actually worked. Wow model viewer crashes as soon as you open a WMO file.
I would be greatful for any help at all.
Thanks in advance. ;)
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Wmo files do not include doodad models inside the file. They have certain "attachment points" with a path to external models. A simple way to remove doodads is opening the WMO file with 010 Editor (http://www.sweetscape.com/download/010editor/) and the Wmo Template (http://modcraft.io/viewtopic.php?f=59&t=828). Go to the doodad list and replace the path you want with an invisible model.
For example, in this wmo I replaced the barrel model with an invisible man, wich is already in the game files:
(http://i.imgur.com/LQ3Tc0K.jpg) (http://i.imgur.com/LQ3Tc0K.jpg)
(CREATUREINVISIBLEMANINVISIBLEMAN.MDX)
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Wmo files do not include doodad models inside the file. They have certain "attachment points" with a path to external models. A simple way to remove doodads is opening the WMO file with 010 Editor (http://www.sweetscape.com/download/010editor/) and the Wmo Template (http://modcraft.io/viewtopic.php?f=59&t=828). Go to the doodad list and replace the path you want with an invisible model.
For example, in this wmo I replaced the barrel model with an invisible man, wich is already in the game files:
(http://i.imgur.com/LQ3Tc0K.jpg) (http://i.imgur.com/LQ3Tc0K.jpg)
(CREATUREINVISIBLEMANINVISIBLEMAN.MDX)
Ah thanks man. You're a lifesaver.
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Could he not just set an empty doodadset in the spawn?
WMOs can have several sets of doodads and in the span entry inside the adt you can chouse what one to use.
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Some WMOs have fixed doodad set set as default, so whichever doodad set is set in Noggit and in ADT, client always renders that default doodad set. And sadly its not uncommon at all.
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Some WMOs have fixed doodad set set as default, so whichever doodad set is set in Noggit and in ADT, client always renders that default doodad set. And sadly its not uncommon at all.
This is information that is not on the wiki. Please give examples of this behaviour and document it.