EverJunior

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About EverJunior

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    Modeling

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  1. a bit late lol, but I have made a video with a text description on the process here
  2. This is a guide for beginners who have recently learned about the WoW Blender Studio (WBS) addon and its features. Namely, how to properly install this addon in Blender, as well as how to take your first steps in editing WMO models. It should be said right away that this guide only works for WoW 3.3.5. The best one option is to check the current version of the addon in the discord community ( Join the WoW Blender Studio (In Development) Discord Server! | World of Warcraft Emulation ), because Blender program and addon (WBS) are constantly changing and versions may differ from what is written in this guide over time.I need to add that there are several builds of the WBS addon. One for editing .wmo models, the other for editing .m2 models. The versions of the addon as well as blender may differ. On the march 2023 working version for editing .m2 files - blender 3.1, for editing .WMO files - blender 3.4.In our guide, we will install WBS for editing .wmo files.Here you can download Blender 3.4 ( Index of /release/ | World of Warcraft Emulation ). (UPD.: Donwload actual version of addon from WBS discord server. Versions, linked in GitLab may cause errors).Here you can find a link to the WoW Blender Studio addon itself ( Jobs · Skarn / WoW Blender Studio · GitLab | World of Warcraft Emulation ). Find the addon build that has the status *passed* and download it.WoW Blender Studio also requires WoW Model Viewer v0.7.0.1 r252. This is a working version for 3.3.5 client; you can find this program at the link in the downloaded files from Amaroth's pack ( https://model-changing.net/index.php?app=downloads&module=downloads&controller=view&id=96 ).I recommend to install Blender in the system root folders such as "C:\..." or any other root path (better NOT install it into this path "C:\Program Files") . When installing to other folders on SSD, you may experience problems with importing, saving or editing files due to a conflict of access rights. I also recommend opening the Blender program itself as an administrator.So, you have installed Blender and downloaded the WBS addon.Now you need to open .zip file with addon and find the "io_scene_wmo" folder in it.Next, you need to place (unzip) this folder "io_scene_wmo" in the folder where you have the Blender program itself in this path "...\Blender 3.4\3.4\scripts\addons\". Your folder should look like this: Once you have done this, you can open the program itself and configure the addon in it.Go to the Edit option, next, open Preferences. Next, select addon tab and then in search bar enter the name of the addon or part of it, for example, "WoW". You will see the addon settings window. Next, you need to enable it by checking the box next to its name. Then create new project And then fill in all four Project settings fields.In WoW Client Path field, you specify the trajectory to your game client 3.3.5. At this point, you do not need to specify the path to the WoW.exe file, only to the directory where this file is located.In WoW Model Viewer Log Path field (second in a row, name may be a little hidden) you specify path to the WoW Model Viewer program, to Log.txt file. This file is located in "..\WoW Model Viewer\userSettings\..." folder. Here you specify the path to the Log.txt file itself, and not to the folder where this file is located.If you don't have that file, then try first to launch WoW Model Viewer (WMV) and set it's paths to your client's .MPQ files in options->settings menu (more detailed about it below). After that, restart WMV and check if the program saw your game files. Also check that you have downloaded the correct one version of WMV specifically for 3.3.5 client.In Cache Directory Path field, you need to specify the folder where all cached files of the addon will be stored. It may be a completely randomly selected folder on your hard drive. To avoid possible problems, it would be better to create this folder in the root path of the system, for example "C:\games\".The same applies to Project Directory Path field. You also create a random folder, but it is important that those two folders differ from each other, i.e. folder for Catche Directory Path needs to be different from the Project Directory Path, otherwise you will get errors. So, after it has been configured, you need to close the Blender and restart it. All addon settings take effect after restarting the program.Next, you need to check if the addon settings have taken effect. To do this, you need to open a tab that looks like a "<" sign, which is located next to the scene file settings. Make sure that "WMO" appear on the settings window. So, if everything was done correctly, then this tab should appear, and this means that the addon is configured correctly. In the settings of this tab, you can see several menus :Add to scene - this setting helps to import different game files into Blender.Actions - here are various settings that can be made with game models.Doodads - is a customization panel for .m2 models that attach to WMO.A detailed description of all addon functions can be found here ( https://model-changing.net/index.php?app=tutorials&module=tutorials&controller=view&id=106 ). In this guide, we will also look at how to import .wmo (world map object) model into Blender.So, in order to import .WMO model into Blender, you need to open WoW Model Viewer (WMV). Further, if it is not configured, configure it, i.e. specify in the "Options -> Settings" section and add .MPQ files that located in the "WoW3.3.5\Data\..." folder of the game client. Next, select the "WMOs" setting in the lower left corner of the program. After that, in the search box above, you can enter any name of an existing .WMO model or select it from the world drop-down box. In my case, I will enter the word "home" in the search box and left-click on the first model name. It is important to make a note here: in order to select the desired model in WMV, you do not need to select all the files associated with this model. It is enough to select only the first file from all model files. When we have clicked on the file in the WoW Model Viewer, we can then switch to the Blender window and click the "WMO" button in the "WMO ->Add to scene" menu. This is how we add our model to the scene.Next, I will show some of the simplest techniques for editing model and exporting it.To begin with, let's make a more pleasant and convenient mode for displaying our texture by selecting "solid mode", and in the "shading" settings, selecting "Flat" and "Texture". For example, I want to deform a little that model (change it's geometry).To do this, I go to "Edit Mode", then to "Viewport Shading" and set the setting to "Toggle X-Ray". Next, I select part of the roof of the Furbolg house (this part becomes highlighted in orange). And press the "G" button on the keyboard and move the selection forward, in this case I extend the roof. Next, I edit the UV-map in the UV-Editor (I won't go into details here, but this is necessary to fix the texture of the elongated roof). This is what our Furborg house will look like.Now you can export model. But before that, check the that your scene display settings turned on for all parts of .wmo. And also chech that u selected the doodad set. To select doodad set, click on wmo collection in View Layer (furbolg_loghome collection name) and then select doodad set in doodad component tab (under display tab). To export model we need to:1) select root WMO collection in View Layer2) then switch to Collection Properties tab3) turn on World Map Object flag4) fill the path where edited file will be saved5) press Save Current WMO button Notes:U might notice that the folder path there starts with "world\wmo\..." . That means you don't need to fill complete directory of the file like (C\games\...). Edited file will be saved in the folder, which u selected for Project Directory Path with additional path structure u fill here.Also make sure, when fill the path, to use correct one " \ " backslash sign.So, next check the exported files in the folder you have chosen.If everything worked out, then you can then create a custom .MPQ file and put the .WMO files into it.Then you can open Noggit and put your files into the game using the "Object Editor -> (on the right) Asset Browser" tab. Save all the tiles and all project files, then go to the folder with this Noggit project. Copy all .adt/.wdt files and create in your custom .MPQ file exactly the same folder paths as you have in your Noggit folder. In my case it is maps/world/azeroth. In a custom .MPQ file, I create exactly the same folders with the same names and put the resulting .adt and .wdt files there. After that, you can check them in the game client.Thank you for your attention.Special thanks to the entire WoW Modding Community for making such great tools, and to Lorewalker for teaching me everything you just saw.