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[TUTORIAL] Convert MDX ->M2

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Tigurius:
HowTo: Convert WC3(mdx) to WoW(m2) models!

Needed Tools:

For WC3:
        blplab
        MdlxConv
For WoW:
        BLPConverter
        ConverterMDX
       
To Convert the BLP from Version 1.0(WC3) to 2.0(WoW):
   Open the BLP1 with blplab and save it as PNG, then convert the PNG with BLPConverter to BLP2.
   
To Convert the Model:
   If your model is missing important parts(like Bones,Transparency etc.):
      Convert the MDX with MdlxConv to MDL and open the MDL in Notepad.
         Textures:
            You might need to add them by hand, the code is:
            
--- Code: ---Textures 1 {
Bitmap {
Image "CustomItemdmT.blp",
}
}

--- End code ---
         Transparency:
            For every Geoset you need:
            
--- Code: ---GeosetAnim {
Alpha 1 {
DontInterp,
0: 1.000000,
}
GeosetId 0,
}

--- End code ---
         Sequences/Anims:
            You need atleast one:
            
--- Code: ---Sequences 1 {
Anim "Stand" {
Interval { 0, 3333 },
                MinimumExtent { -0.656940, -2.999150, -2.449310 },
                MaximumExtent { 0.550530, 21.822701, 1.284070 },
                BoundsRadius 12.463241,
}
}
--- End code ---
         Materials:
            Should also be included(Renderflags...):
            
--- Code: ---Materials 1 {
Material {
Layer {
FilterMode None,
static TextureID 0,
}
}
}
--- End code ---
         Bones:
            Atleast one Bone must be in the model:
            
--- Code: ---Bone "objHandle" {
ObjectId 0,
GeosetId 0,
GeosetAnimId None,
}
--- End code ---

   Now convert it to MDX again(or try if it works with mdl,sometimes it doesn't) and open up a cmd-Window(shift+Left-Click).
   Then type: ConverterMDX <MDX> [optional: scale]
   
   Then the Converter will ask you some Questions(like AnimationIDs etc.), the AnimationIDs can be found in AnimationData.dbc
   NextAnimation can be -1 or the next Animation(...)
   subAnimID=which one of a row of Anims this is
   Camera Types are:
      Potrait = 0,
      CharInfo = 1,
      else -1
      
   Attachments are:
   
--- Code: --- typedef enum <uint32>{
Mountpoint_or_LeftWrist =0,
Right_palm,
Left_palm,
Right_elbow,
Left_elbow,
Right_Shoulder,
Left_Shoulder,
Right_Knee,
Left_knee,
unk1,
unk2,
Helmet,
Back,
unk3,
unk4,
Bust,
Bust2,
Face,
Above_Char,
Ground,
Top_of_head,
Left_Palm2,
Right_Palm2,
unk5,
unk6,
unk7,
Right_Back_Sheath,
Left_Back_Sheath,
Middle_Back_Sheath,
Belly,
Left_Back,
Right_Back,
Left_Hip_Sheath,
Right_Hip_Sheath,
Bust3,
Right_Palm3,
unk8,
demolishervehicle1,
demolishervehicle2,
Vehicle_Seat1,
Vehicle_Seat2,
Vehicle_Seat3,
Vehicle_Seat4,
unk9,
unk10,
unk11,
unk12,
unk13
}ATTACHMENT_ID;
--- End code ---
   where the first one is 0, the second 1 etc.
   
   Now just place all the files in the correct paths and you're done. Fine.

Download for all tools: http://www.file-upload.net/download-2242639/ConvPack.zip.html

KrakHed:
It crashes when it gets to nbones.

gorq:
Some models crash. I think the more complex. Too many polys. Try to optimize the model or with another.
The problem i have is reescaling with mdxtom2 brokes my animations :(

Well, this is what i do:

1: i extract rabbit.m2 from my wow 2.4.3
2: i open the model with mdlvis and save it as .mdx
3. i open cmd and execute: mdxconverter rabbit.mdx 0.01
4. i introduce all animation ids, cameras and attachment points

the result is a well sized model but its animations have...been messed or..something extrange :S

Please help me, i dont know how to fix that

zimbb:
Crash when "Geosets"

gorq:
it depends on the model u are using. Not all mdx models can be converted. It does not convert optimized models from mdlvis too.

All conversions from mdx will get scaled 100 times. U can resize not animated models as item ones. Not creature/character ones.

Good luck  :uok:

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