Supora

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Everything posted by Supora

  1. because it's not a part of doodadset it's a part of wmo group
  2. that's what I've got: WoW Client path: D:\Games\Blizzard Enterteinment\World of Warcraft WotLK\ WMV Log Path: D:\Modding\WoWModding\WowModelViever\userSettings\log.txt BLP Converter Path: D:\Modding\WoWModding\Tools\BLPConverter\BLPConverter8.exe
  3. At the wmo tab choose the doodadset you want and the it will be loaded. All the paths to wow folder and to modelviewer log could be changed at the user preferences>addons
  4. попробовал добавлять дудадсы с помощи импорт-экспорт скрипта для блендера?
  5. make sure that you've got all the needed textures
  6. I think you are talking about doodadsets. When you spawn wmo in noggit you can select that wmo and then press 0-9 to select wmo doodaset. If you want to spawn custom doodads in wmo doodadset you can try to use cromons wmo editor(but I can't run it on win8.1 btw).
  7. BTW I've got a crash when I select my new race with new faction in charcreate screen. Everywhere else I've got no problems with my new faction even with regular exe file. Exception: 0xC0000005 (ACCESS_VIOLATION) at 0023:004DFE9A The instruction at "0x004DFE9A" referenced memory at "0x00000006". The memory could not be "read".
  8. you can change positions of char create buttons like this <CheckButton> name="CharacterCreateRaceButton1" inherits="CharacterCreateRaceButtonTemplate" id="1"> <Anchors> <Anchor point="TOP" relativePoint="TOP" x="-50" y="-61"/> </Anchors> </CheckButton> <CheckButton name="CharacterCreateRaceButton2" inherits="CharacterCreateRaceButtonTemplate" id="2"> <Anchors> <Anchor point="TOP" relativePoint="TOP" x="50" y="-61"/> </Anchors> </CheckButton> <CheckButton name="CharacterCreateRaceButton3" inherits="CharacterCreateRaceButtonTemplate" id="3"> <Anchors> <Anchor point="TOPLEFT" relativeTo="CharacterCreateRaceButton1" relativePoint="BOTTOMLEFT" x="0" y="-21"/> </Anchors> </CheckButton> <CheckButton name="CharacterCreateRaceButton4" inherits="CharacterCreateRaceButtonTemplate" id="4"> <Anchors> <Anchor point="TOPLEFT" relativeTo="CharacterCreateRaceButton3" relativePoint="BOTTOMLEFT" x="0" y="-21"/> </Anchors> </CheckButton> <CheckButton name="CharacterCreateRaceButton5" inherits="CharacterCreateRaceButtonTemplate" id="5"> <Anchors> <Anchor point="TOPLEFT" relativeTo="CharacterCreateRaceButton2" relativePoint="BOTTOMLEFT" x="0" y="-21"/> </Anchors> </CheckButton> <CheckButton name="CharacterCreateRaceButton6" inherits="CharacterCreateRaceButtonTemplate" id="6"> <Anchors> <Anchor point="TOPLEFT" relativeTo="CharacterCreateRaceButton5" relativePoint="BOTTOMLEFT" x="0" y="-21"/> </Anchors> </CheckButton> <CheckButton name="CharacterCreateRaceButton7" inherits="CharacterCreateRaceButtonTemplate" id="7"> <Anchors> <Anchor point="TOPLEFT" relativeTo="CharacterCreateRaceButton4" relativePoint="BOTTOMLEFT" x="0" y="-21"/> </Anchors> </CheckButton> <CheckButton name="CharacterCreateRaceButton8" inherits="CharacterCreateRaceButtonTemplate" id="8"> <Anchors> <Anchor point="TOPLEFT" relativeTo="CharacterCreateRaceButton6" relativePoint="BOTTOMLEFT" x="0" y="-21"/> </Anchors> </CheckButton> <CheckButton name="CharacterCreateRaceButton9" inherits="CharacterCreateRaceButtonTemplate" id="9"> <Anchors> <Anchor point="TOPLEFT" relativeTo="CharacterCreateRaceButton8" relativePoint="BOTTOMLEFT" x="0" y="-21"/> </Anchors> </CheckButton> <CheckButton name="CharacterCreateRaceButton10" inherits="CharacterCreateRaceButtonTemplate" id="10"> <Anchors> <Anchor point="TOPLEFT" relativeTo="CharacterCreateRaceButton7" relativePoint="BOTTOMLEFT" x="0" y="-21"/> </Anchors> </CheckButton> for fixing their positions
  9. Supora

    Part of Deatholme

    From the album: Does it looks like a stuff built in noggit?

    Here you can see that alphamaps of one adt of expansion01 map lays on two adts of azeroth map. That's the reason why you can't just take adt's from expansion map and place them in azeroth map. I fuckin' hate those offsets.
  10. From the album: Does it looks like a stuff built in noggit?

    All of the geometry was made long ago and only now I've started to fill it with textures
  11. I don't think that all those people really needs tutorials on how to model stuff. I think you could make tuts about wmo import export script interface and how-to use it.
  12. What are exact "new technologies" that you are able to use now? Just better rendering and ambient occlusion. That's it! Could you change scale of the texture? No! Could you start using _h textures for defining transisions between textures? No! The only things that you got from newer expacs are: new water, new rendering.
  13. You see those collision material white because you are in texture mode. If you don't want those faces just go to edit mode and in material tab select that collision material then press select all and delete them. If you want to make wmo's from yours obj you need to set up all of the needed checkboxes and add material properties. I may make some screens of what you need to set and where to find all that stuff if you want. This script is quiet simple if you know what and where you need to setup. But for really smooth shading you will need to make some hacky things. But again they are simple and I can tell you everything later.
  14. nope. MOGI is in root wmo part. In oot you need to set only root id as luzifix already mentioned. And after you done so you need to set group id in mogp chunk of group part
  15. you can set all the ids in blender(if you can load that wmo in blender ofcource). But if you edit yours wmo just with 010 editor then you also needed to set wmo group id in group files of wmo. Those ids are stored in MOGP chunk at 0x38 offset
  16. I think it's all about wmoareatable.dbc
  17. that's because you need to setup material parameters in wmo material tab.
  18. you can search for those lines in wmo_group.py: bpy.context.scene.objects.active = obj bpy.ops.object.mode_set(mode='EDIT') bpy.ops.mesh.select_all(action='SELECT') bpy.ops.mesh.quads_convert_to_tris() bpy.ops.mesh.select_all(action='DESELECT') bpy.ops.object.mode_set(mode='OBJECT') and then delete them. But after this you need to be sure that all of your faces are triangles before exporting.
  19. that's because you didn't change the code of the script, I think
  20. by the way if you need to just replace the texture of roof then import your wmo, go to material tab, select roof material here and in wow material tab change the path to your texture and then export your wmo
  21. for transfering normals you need to select all of the group parts and then select global mesh and press ctrl+shift+T as I remember correctly and then select something like "Custom Normals"