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Topics - PainSavior

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1
Modelling and Animation / [QUESTION] Some one, please..
« on: June 15, 2014, 04:42:18 am »
I wish someone with the knowledge, and willingness to help the community progress would make a Light Adder, that ACTUALLY functions PROPERLY... and SHOWS YOU what's going on, with a MANUAL maybe?

I know there's 3 different programs out or so, and NONE of them have a tutorial that anyone can read.
So please, some one.

Either reiterate how to make these programs work (Tutorial length style)...

Or maybe someone inventive could make a whole new program that features...
   The model you're viewing, real-time lighting changes to the model in a forever set area..

Please, please, please. Some one help the community out with this, we would be MOST grateful trust me, and so much more advanced as to any other forum board...

2
Level Design / [QUESTION] How can I rotate an ADT?
« on: November 04, 2013, 11:17:08 pm »
Okay so, I've kinda messed up, on my postioning, and I wanted north to be south and vice versa. Is there anyway to rotate the entire adt file 180 degrees?

PLEASE don't tell me to export and import png's from tallis, the import does NOT work.

and FUTA export .height files, whcih are readable by what?

I just would like to know if it's possible to rotate an entire ADT.. ?

3
Tutorials / [TUTORIAL] How I convert OBJ's to WMO w/3Ds Max 2013
« on: October 23, 2013, 12:41:15 am »
Well hi everyone, I'm just going to start out by saying, this is just my way of doing this.
I hope it serves as a guidline for your progress in making WMO's correctly.



     Thesis:
          This is a step-by-step tutorial on how to
A.) Convert OBJ's to WMO's using the provided resources and 3DS Max 2013 / Blender.
B.) Write the DBC entry.
D.) Apply the Patch.

ALSO I'm assuming you've already went ahead and done this guide fullly : http://modcraft.io/viewforum.php?f=78


Step 1:

          Things you'll need(If you have a different version of MPQ edit, that should suffice.)
3ds/OBJ to WMO
BLP Lab
MyDbcEditor
MPQEdit3.2
Tree&Sword Tut OBJ

So.. after gathering all the resources above and having your OBJ ready to go..

Step 2: We're going to open up 3D's max, or even Blender if you want, but I'll be showing max.

The image speaks for itself.

Step 3:

These settings seemed to have never failed for me.
The panel on the right hand side, can be done differently, this is just to export your textures as whatever file type you might like, and place that right beside where the OBJ will be exported in the ./textures/ folder, you can change the name to whatever you want, but be sure you remember the path layout, you'll be needing it later.

More Info: http://egamh9.net/dev/mm/index.php

Step 4:

So after exporting froms 3ds max, we'll be opening that same OBJ file, with Blender.
Just select from the drop-down up top.. File > Import > Wavefront (.OBJ)
After it's imported and in your view, make sure the object is the correct way, otherwise when you try to place it in Noggit, the model will be rotated the wrong way and just a mess of problems.

Step 5:

After importing and having the model the right way.
We'll be exporting the model, using these exact settings.
This is not Burker King. You can't have it your way.
Then exit Blender.

Step 6:

Now, locate the OBJ file that you just finished exporting again from Blender.
There will be a .MTL file next to the .OBJ file, this file tell which materials use which textures.
When you open the file, there will be triplicates of the texture names.. such as..
Quote
map_Kd texturesBrotherhood.tga
map_Ka texturesBrotherhood.tga
map_d texturesBrotherhood.tga

We only use map_Kd in our file, so you can delete the extra 2 lines.
Do this for every material in the file and save the text and close out.

Step 7:

Now, you'll be opening 3ds/OBJ to WMO (MirrorMachineQT).
Select the Settings, and set them as so for this model.
Detail on why these settings are the way they are can be found : here.

One VERY important thing though, always make sure, your file path is set correctly.
My patch will look like this:
world/wmo/tutorial/(Don't write textures after it, because the MTL saved the path for texture files already as textures/*****Whatever****)
Just make sure you have the correct path to where your textures are located always.
I cannot stress that enough.


Then select the Open File.. button, find your .OBJ file and select it, then click convert..
If everything goes over well, it should say something about it being successful!

Now when you open the WMO file in notepad or something of the sort.
It should look kind of like this, if not the same.


Step 8: Converting the textures to BLP's

Open up BLP Lab.. and select Tools up top, and then Batch Converter (This will convert more then 1 texture at a time.)

Then we'll set the correct paths to where our textures were saved, for the Source & Destination folders.

After that, we'll want to select File Format Options, go over to BLP 2 (Seems to be the only type of BLP Noggit reads, WoW and WoW Model Viewer will read BLP 1 files, with the correct settings, google it for more info.)

Then change your settings to the one's like above in the picture.
Make sure the Alpha Channel setting, is set to "Spec Decides for you."

Then finally just click Convert, and if all goes well you should have BLP files in your texture folder.

Step 9: DBC File

Now wherever you own your patch folder, and keep all your DB files and such, we'll be opening the GameObjectDisplayInfo.dbc with the DBC Editor..

Now search for a .WMO file, and right click the first box and a option that say "Copy Line To.." should come up, select that.

Then type in the last number that you can, like my DBC ends with 10004, you'd then type in 10005 to make sure you don't overwrite a pre-existing entry.

After that, you'll have a new line. All you'll have to edit is the very first box.
Make it so it's the exact same path of where you'll be putting your WMO, in your patch.
world/wmo/tutorial/Tree&Sword.wmo

See above image, for better understanding.

Then save and exit this file. But don't leave the folder.


Step 10: Applying it to a patch.

Okay, so now. Open up your patch.mpq (Whatever name it might be)
If you don't have one, just make one with the MPQ Editor.
More info, can be found in the WoW Modding tutorial, it has it's own section on the forum.
http://modcraft.io/viewforum.php?f=78

But I'll assume most of you know how to patch a client

Now once we have that set up, we'll copy the GameObjectDisplayInfo.dbc into the DBFilesClient folder.

Step 11: Same with the...


Now make sure you have the correct folder paths like the image above.
I have a folder called...
world
     wmo
         tutorial (This is where your files go.)

The folders must be exactly the same as the path you filled out in the DBC File and WMO Converter.
If you don't remember, open MirrorMachineQT once again, it should have saved the settings from last time along with the path you put in.

I hope I made that clear enough.

OK NOW.

Yep you guessed it... open up the folder where your WMO is located and copy all of the .WMO files, and the folder that holds your textures and drag it to the CORRECT folder world/wmo/tutorial/

Then... close out of MPQ edit when you're all done wtih that..
Assuming you have the two different folders called Client335aNoggit and Client335aTest , copy the patch you just made / edited over to the other folder so they're in both..

Then you can do what you will with it.
Open up Noggit and WoW Model Viewer and it should show up in there, and just press ALT + C in Noggit to have your WMO you selected show up on the map... and then you can save that map.. copy the maps to the patch again and profit.



Thanks for reading guys.. I hope this serves some purpose regarding WMO conversion


4
Modelling and Animation / [QUESTION] How do lights work?
« on: October 21, 2013, 02:54:57 am »
I can't seem to find a tutorial on this...

But.. I'm wondering.
How do the lights work on WoW?....

Are they're actually "Light Objects" that are combined into the WMO?
Or is there a Lightmap file for every adt?

I'm trying to make the insides of my building bright, and I thought that was done by adding a M2 (Torch), but it didn't brighten it up at all.

Can some one explain how to add light to the inside of a building?

5
Texturing and 2D Art / [QUESTION] About BLP's and WMO's
« on: October 09, 2013, 03:48:26 am »
If anybody knows about converting BLP textures for WMO's could they maybe make a tutorial about the DO's and DON'Ts?

I've been converting PNG's / TGA's to the BLP format, and I've run into quite a bit of problem having them show up correctly on my custom models.

I'm really not sure which one's are supposed to go on which type of model, if you get what I'm trying to say.

Like, how does WoW interpret BLP's? What kind of BLP(Uncompressed, Compressed, DXT 3 / 5, 256 Collor) goes to what kind of model?

It seems like every one is different

6
Hi.. so I've been working on my own WMO's for the past couple of days, never to test them in the real game. I always just checked it out on WoW MV to see if it worked properly, the conversion of OBJ - > WMO, and it seemed okay.

That is until I put it in game / noggit (see images below)

Noggit
From far away the textures load very strangely..



From close up..
It looks like the textures all render correctly.. so I thought maybe it was like a lighting problem? Nah.



Strangely enough, if you noticed the bed, and dream catcher's texture do show up. Incorrectly, because they're supposed to be the models with transparency, but the textures are fully there (Transparent or not(Another problem I've been having -.-)).
They're in 8-bit, DXT-5 form I believe... so I'm not sure if ALL the files have to be that way.. or... my setting on
 WMO conversion maybe wrong?

Backface culling? Mirror V texture mapping?... I have NO idea. I looked it up and was just left to believe those weren't the problem. I mean it shows up in WoW MV just fine, so why not Noggit? Or in-game? ... Do they load the DBC file as well or something?.. Or they don't load certain kinds of BLP's .. ?

Lastly, my DBC, for the WMO, just lists where the file is found in the patch, and the rest of the values are set to 0.. I don't know if that has something to do with it.

If anybody has a solution to this, it'd be greatly appreciated.

[SOLVED]

I downloaded BLP Laboratory, and messed around with the setting a bit til I figured out one that worked.. I guess with larger models, comes more mipmaps and having it be BLP 2 instead of 1.

I had my setting's put to, BLP2, and a count of 10 Mipmaps.. on my previous converter it wouldn't allow you to mess with these settings.. so if anyone is interesting in the great peice of software here's the link.

7
Anyway, about the WMO's... I'm looking around, and for some reason to me it seems like nobody can convert them to an OBJ file, then back in the game is that true?

I have plans on taking and M2 and making it into a WMO.. but for some reason, it's like theirs no converter, like it's only that we can EXPORT a WMO, to be an OBJ, then re-import it into the game as a M2.
I'm not talking about weapons or armor, ovbiously. I'm talking about like a walk in building, is it possible to edit these and re-import it to the game? If so HOW? I've been searching the forums and I just don't understand.

Could some one explain how it works, or make a tutorial on importing & exporting WMO's, what you can and can't do.. and so on.

Thanks, in advance

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