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Wrath of the Lich King Modding => "Retro-Porting" => Topic started by: TheMetalCarrots on March 16, 2015, 07:23:51 pm
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So recently I've wanted to import and rig Wildstar models into WoW. As there was no real way to extract files, I found myself a WildstarStudio program (from Ownedcore) which sort of does that for me, extracting models and converting them to .OBJ format. However, after I've made the model compatible for WoW and converted it into an .M2 model, it causes the game to crash whenever it's viewed.
I started off with the Eldan Caretaker, doing my usual .OBJ export shenanigans (Include Edges, Include Normals, Include UVs, Write Materials, Objects as Object Groups) and converted it to .M2 with no hassle. Unfortunately, it caused t tookhe Wow.exe to crash with the error :
Problem Event Name: APPCRASH
Application Name: Wow.exe
Application Version: 3.3.5.12340
Application Timestamp: 4c2452fe
Fault Module Name: ntdll.dll
Fault Module Version: 6.1.7601.22436
Fault Module Timestamp: 521eaa80
Exception Code: c0000005
Exception Offset: 0003b489
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 2057
Of course, assuming this was some sort of mistake on my part, I redid the whole process with the same result. I then converted a bunch of other Wildstar models (these ones without any removed vertices) and the same error occurred. Strangely, the actual model works in WoWModelViewer, yet I'm stumped on what the actual problem could be. I converted a multitude of other non-Wildstar models this exact way and got no issues, so this is particularly vexing.
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So this is a model with animations?
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Nope, it was extracted as just the model in a T-Pose, no extra bits with it.
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So what is the point then?
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The point would be that once I figure out what's stopping me from importing the models, I can import weapons, armors, buildings etc to WoW and, at a later date, add animations to the aforementioned models. However, without said models, I'm sort of stuck at the doing nothing stage.
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Have you done anything like this before or is this your first time? Meaning have you made OBJ's into M2's successfully prior to this. and what are you using to generate the M2 file?
since you said your main aim is for gear and weapons, why not just do a weapon? I'm pretty sure it's below the safe polygon limit(19800 triangles.)
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I've converted .OBJs into .M2s countless times without any issues (weapons, helms, exteriors of buildings and NPCs). And I've tried importing WildStar weapons/armors/buildings but the same crash still occurs with each one. However, none of these models are over the vertices limit and convert to .M2 with no issue, so I'm kind of stumped with what the issue could be, except that the extractor may not convert them to .OBJ correctly or something along those lines.
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I've converted .OBJs into .M2s countless times without any issues (weapons, helms, exteriors of buildings and NPCs). And I've tried importing WildStar weapons/armors/buildings but the same crash still occurs with each one. However, none of these models are over the vertices limit and convert to .M2 with no issue, so I'm kind of stumped with what the issue could be, except that the extractor may not convert them to .OBJ correctly or something along those lines.
There are more things to worry about then polygon limits.
It doesn't matter where the model is from a model is a model.
(http://puu.sh/gE7Fp/fbe909cc9b.jpg)
(http://puu.sh/gE7EL/9274616698.jpg)
(http://puu.sh/gE7Dm/76780fdb5b.jpg)
I recommend you don't remove parts of models if it breaks them and gives them holes any way enjoy and keep learning there are more ways then 1 to lower the polygon count on a model..