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Author Topic: [SOLVED] WOD texture 335 problem fixed  (Read 3134 times)

MR. Farrare

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[SOLVED] WOD texture 335 problem fixed
« on: May 21, 2014, 11:09:07 pm »
[attachment=0:29ze4oko]WoWScrnShot_070414_211958.jpg[/attachment:29ze4oko]
« Last Edit: July 04, 2014, 08:21:57 pm by Admin »

Alastor

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Re: [QUESTION] WOD m2s wmos converted to 335a texture proble
« Reply #1 on: May 21, 2014, 11:11:28 pm »
eeeehhh
Can u again describe what exactly is the problem ?
Sorry but i dont see what up ...
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MR. Farrare

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Re: [QUESTION] WOD m2s wmos converted to 335a texture proble
« Reply #2 on: May 21, 2014, 11:48:40 pm »
Quote from: "dahaga"
eeeehhh
Can u again describe what exactly is the problem ?
Sorry but i dont see what up ...
I converted some wod wmos but the problem some of the textures of the wmos are invisible you can see thru them
but you cant walk thru them
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Alastor

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Re: [QUESTION] WOD m2s wmos converted to 335a texture proble
« Reply #3 on: May 22, 2014, 01:50:38 am »
Oh .. Thank for explain
so ... Textures are invisible ... UV map Problem ?  maybe ...
> Are those textures with transparency ? (set in 010 editor Render Flags for Transparency )
if no
Throw them to Blender(or some 3D editor) and Recalculate UVMap
that should work
-------
Or try to go again into 010 Editor and Set TwoSide Texture Rendering (render flags again)

( I never converted any model from expansion to another so i dont know those common problems
ima just spaming random thinks )
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kojak488

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Re: [QUESTION] WOD m2s wmos converted to 335a texture proble
« Reply #4 on: May 22, 2014, 02:35:32 am »
I'd definitely load them up in blender and use mirrormachine to see what happens.
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Shelldon

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Re: [QUESTION] WOD m2s wmos converted to 335a texture proble
« Reply #5 on: May 27, 2014, 08:36:12 pm »
You have to check motx structure and find missing .blp file. The best way would be to copy hex code of structure and then add it into the .txt file. That .txt would be your file list for WoD extractor. Just extract them all and put into your patch.
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MR. Farrare

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Re: [QUESTION] WOD m2s wmos converted to 335a texture proble
« Reply #6 on: May 27, 2014, 09:13:52 pm »
Quote from: "Shelldon"
You have to check motx structure and find missing .blp file. The best way would be to copy hex code of structure and then add it into the .txt file. That .txt would be your file list for WoD extractor. Just extract them all and put into your patch.
did that have all the blp file still same error
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mystical

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Re: [QUESTION] WOD m2s wmos converted to 335a texture proble
« Reply #7 on: May 28, 2014, 12:27:46 pm »
if you converted them with 010 editor,im sure you deleted some wrong offsets ( 0x8 / 0x10 or something like that)
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MR. Farrare

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Re: [QUESTION] WOD m2s wmos converted to 335a texture proble
« Reply #8 on: May 29, 2014, 05:05:55 am »
Quote from: "mystical"
if you converted them with 010 editor,im sure you deleted some wrong offsets ( 0x8 / 0x10 or something like that)

tried to do it same problem here is the model untouched its not converted
http://www33.zippyshare.com/v/92780356/file.html
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PhilipTNG

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Re: [QUESTION] WOD m2s wmos converted to 335a texture proble
« Reply #9 on: June 19, 2014, 03:07:54 pm »
It's hard to see what you're working with, you're zoomed in too far, fly out a bit and show your character so atleast we can see what's going on from a wider perspective. Like my cataclysm shot here:

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MR. Farrare

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Re: [QUESTION] WOD m2s wmos converted to 335a texture proble
« Reply #10 on: June 19, 2014, 03:23:03 pm »
Quote from: "AnthonysToolbox"
It's hard to see what you're working with, you're zoomed in too far, fly out a bit and show your character so atleast we can see what's going on from a wider perspective. Like my cataclysm shot here:

[attachment=1:p0uwcnu5]WoWScrnShot_061814_052008.jpg[/attachment:p0uwcnu5]
[attachment=0:p0uwcnu5]WoWScrnShot_061814_052211.jpg[/attachment:p0uwcnu5]
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PhilipTNG

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Re: [QUESTION] WOD m2s wmos converted to 335a texture proble
« Reply #11 on: June 19, 2014, 04:15:03 pm »
Did you ever think that maybe the invisible areas where normally they have stuff there may not actually be part of the WMO?  It could possibly be part of the ADT/Map.  As ADT files can have doodads and objects spawned around as well.
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MR. Farrare

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Re: [QUESTION] WOD m2s wmos converted to 335a texture proble
« Reply #12 on: June 19, 2014, 04:55:28 pm »
Quote from: "AnthonysToolbox"
Did you ever think that maybe the invisible areas where normally they have stuff there may not actually be part of the WMO?  It could possibly be part of the ADT/Map.  As ADT files can have doodads and objects spawned around as well.
the slagpool.wmo have the same problem
http://www28.zippyshare.com/v/58312421/file.html
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TheBuG

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Re: [QUESTION] WOD m2s wmos converted to 335a texture proble
« Reply #13 on: June 20, 2014, 11:11:25 pm »
Try looking into how it looks in Machinima Studio without any editing to it. See if it has those parts shown properly. Also, do these invisible areas have collision?
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MR. Farrare

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Re: [QUESTION] WOD m2s wmos converted to 335a texture proble
« Reply #14 on: June 21, 2014, 12:18:56 am »
Quote from: "TheBuG"
Try looking into how it looks in Machinima Studio without any editing to it. See if it has those parts shown properly. Also, do these invisible areas have collision?
they are working ok with cata only when converting to 335a have this problem but you know My maun costum map cant converted to cata so am I  :)  so I have to try to fix this or until someone fix it maybe if some one know how to convert a hole raid to obj and then to wmo thru blender and then convert it to 335a maybe that will fix it
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