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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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