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Content creation => Modelling and Animation => Topic started by: akriso on December 28, 2012, 09:15:55 pm
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WMO made import of 403 when you enter the WMO the textures are found around the object disappear, ie ADT begin to show through. If you exit the WMO is good ... is there any way to solve this problem?
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If you mean about M2's in object's like chair, carpets, lamps, paints etc you have to add it ingame with command .go spawnotherwise they will blink or like you said disappear
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I speak of the buildings, such as the gates of Orgrimmar or auction house
(http://i.imgur.com/wwNgn.jpg)
(http://i.imgur.com/wHKIn.jpg)
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It seems like the format of WMOs changed in regards to portals or you have done something wrong. Try a different WMO.
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can you tell how to fix the WMO when importing from a cataclysm on 3.3.5?
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I compared the magetower from Cataclysm and the magetower from WotLK - the only difference is the padding and how the textures are noted within the .wmo
If you find out more, feel free to share.
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the only difference is the padding
Which padding are you referring to? There shouldn't be any padding in WMOs.
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the only difference is the padding
Which padding are you referring to? There shouldn't be any padding in WMOs.
Within the MOHD (It's noted as "LiquidType related, see below in the MLIQ chunk."), however, the template calls it padding. It's the only difference I could find within both in direct comparing, which makes it even more weird imo, as the magetower does not have any water on it's own.
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the only difference is the padding
Which padding are you referring to? There shouldn't be any padding in WMOs.
Within the MOHD (It's noted as "LiquidType related, see below in the MLIQ chunk."), however, the template calls it padding. It's the only difference I could find within both in direct comparing, which makes it even more weird imo, as the magetower does not have any water on it's own.
The template calls it padding, as the meaning was not yet known when writing the templates. Every single byte in those files have a meaning. None are 'always 0'. That's just observed behavior, not the actual content.
If the size of one chunk changes, the whole loading most likely gets broken. WoW partly asserts chunk sizes, partly does not. In all cases, it assumes a specific layout inside the chunks though. Thus, when having a bigger size than WoW expects, everything might be fine or as well breaking parsing, resulting in undefined behavior.
Also, that's most likely not the only thing that changed.
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(http://i.imgur.com/nqYn8.jpg)
(http://i.imgur.com/tcwOg.jpg)
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(http://i.imgur.com/rp7HQ.jpg)
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What a those screenshots supposed to tell us, except for that the files are even broken enough to confuse noggit?
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shows that at the same position the camera is good, but when you turn the WMO + disappears when viewed from the "street" in the buildings where there is a bug (which does not allow to see that around the building), it is not clear that within
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Whatever noggit shows is completely irrelevant and does not even remotely resemble how WoW itself interprets the data.
But as already said: Portals are wrong.
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is there a way to fix?
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As already said, try other, smaller WMOs.