Thoraric Posted October 20, 2016 Share Posted October 20, 2016 Greetings, Again me, again this topic. I couldn't change texture's of wmo-s. 1. thing i need, merge indoor model with outdoor model, cause I see only this way to create custom interior for houses. 2. Delete existing doodad sets 3. Change the material path for meshes. 4. and if the mesh material doesn't fit well. and need little adjust on materil, how to save the adjusted material. Im fighting with this problems for ages. I would appreciate a really noob friendly guide! Here is an example: I wanted to retexture Windrunner spire from abbanonded veiny textures to clear ones, in UV editor i swapped the textures and replaced them then everything selected and shift+q and textface to material. in wmv crash. heeeeeeeelppp plzzzz Link to comment Share on other sites More sharing options...
Смердокрыл Posted October 20, 2016 Share Posted October 20, 2016 24 minutes ago, Thoraric said: I wanted to retexture Windrunner spire from abbanonded veiny textures to clear ones, in UV editor i swapped the textures and replaced them then everything selected and shift+q and textface to material. in wmv crash. heeeeeeeelppp plzzzz Can't you just take the clear texture, give it the same name as the abandoned one and add it to a patch? That would replace all of those abandoned textures though. You could also open the wmo file in 010 editor and change the texture name there to the one you need. or not Link to comment Share on other sites More sharing options...
Thoraric Posted October 20, 2016 Author Share Posted October 20, 2016 Can u write a step by step tutorial about that? Cause i dont know much about that program Or any clues any link Link to comment Share on other sites More sharing options...
Смердокрыл Posted October 20, 2016 Share Posted October 20, 2016 1 hour ago, Thoraric said: Can u write a step by step tutorial about that? Cause i dont know much about that program Or any clues any link Open your WMO file with 010 editor. At the right you'll see texture names. Find the original (abandoned) texture there and replace it with the one you want. An example: or not Link to comment Share on other sites More sharing options...
Thoraric Posted October 20, 2016 Author Share Posted October 20, 2016 i have to do this each file of wmo. Or only the first one without numbers? I have to set up the 010 editor the licence always gone Link to comment Share on other sites More sharing options...
Thoraric Posted October 21, 2016 Author Share Posted October 21, 2016 I rewrote them and saved but now the model cause crash in modelviewer Link to comment Share on other sites More sharing options...
Thoraric Posted October 21, 2016 Author Share Posted October 21, 2016 Link to comment Share on other sites More sharing options...
Skarn Posted October 21, 2016 Share Posted October 21, 2016 The path has to be the same size as the old one or shorter but not longer. If it s shorter extra space is filled with 00 bytes (be careful it appears as dot on the right but dot is actually a different value). Link to comment Share on other sites More sharing options...
Thoraric Posted October 21, 2016 Author Share Posted October 21, 2016 oh **** this seriosly this program trolls me a lot. So what should i do if its longer? Start it over and reduce the file names? This texture change isn't easier in blender? And how to fill out the uneused space if i can't leave it to filled with 00 bytes? Link to comment Share on other sites More sharing options...
Uthil Posted October 21, 2016 Share Posted October 21, 2016 As skarn said, it has to be at least the same size as it is writen there or less and you fill it with zeros but you make the fill in the editor not in the column. Also you have to start from the same byte, altering 1 it might cause something unusual. I.e example its says WORLD\ENVIROMENT\DOODAD\DALARAN\INSCRIPTIONSHOP\INSCRIPTIONBOOKSELVS01.BLP . Thats 74 byte that you have to be equal with yours or less, if less fill with zeros but stay on the same value. Like my project and you like to support me you can do it here! Link to comment Share on other sites More sharing options...
Thoraric Posted October 21, 2016 Author Share Posted October 21, 2016 Here is an example, The selected part is blue roof, and i want to make it red. Its 68 bytes. So I have to create something which is 68 bytes when selected? Link to comment Share on other sites More sharing options...
Amaroth Posted October 21, 2016 Share Posted October 21, 2016 The far easiest thing to do is just rewrite a single character (or small group of them). Like rewrite KK_STRMWND_ROOF_02 to KK_STRMWND_ROOF_C1, where that 0 > C would mark that texture as your custom version of it and 1 would mark... well, a number. You'd be able to make multiple such textures with similiar and at least somewhat descriptive names. English YT tutorial channel. Check it out if you preffer videos over walls of text.:https://www.youtube.com/AmarothEng I am now completely retired from modding. I am still reading PMs and reacting to them, however, I am not keeping up to date with what is going on in the community and my ability to help you is becoming very limited - I no longer remember some things, I don't have tools installed anymore, and I don't know what is up to date nowadays. Link to comment Share on other sites More sharing options...
Thoraric Posted October 22, 2016 Author Share Posted October 22, 2016 Ah thanks that actually worked. Gonna try this on a tons of wmo-s from now! This 010 editor can do anything else on the model? Like delete lights or add lights. Or delete that feature which turn the model into other colour because of lightbox. because my model seems pretty in modelviewer but in game just so dark. Link to comment Share on other sites More sharing options...
Thoraric Posted October 22, 2016 Author Share Posted October 22, 2016 3 hours ago, Amaroth said: The far easiest thing to do is just rewrite a single character (or small group of them). Like rewrite KK_STRMWND_ROOF_02 to KK_STRMWND_ROOF_C1, where that 0 > C would mark that texture as your custom version of it and 1 would mark... well, a number. You'd be able to make multiple such textures with similiar and at least somewhat descriptive names. And i f i have a model which doesn't contain numbers, like "BARREL" if i change it to BARRER" its going to work? Link to comment Share on other sites More sharing options...
Thoraric Posted October 22, 2016 Author Share Posted October 22, 2016 woohoo i made it!! look at the picture now i wonder how can i clean up this mess? how to delete those objects to put my decoration? They are part of the wmo not doodad set, because this model doesn't have interior. Link to comment Share on other sites More sharing options...
Amaroth Posted October 22, 2016 Share Posted October 22, 2016 Doodad sets are being set by number keys (on keyboard, NOT on numpack) in Noggit when a WMO is selected. You can see wich doodad set is being used by that WMO in F8-toggled detailed info box. Doodad set 0 is a default set. If you want en empty building, simply find a doodad set which is empty (9 is like always completely empty), or use that default 0 one (commonly contains only things like torches, changeliers and such, and no real furniture and mess and stuff, but there ofc are exceptions). If doodads kinda refuse to disappear out of that model in game even when you have clearly set model's doodad set to something empty, it means that model has "hardcoded" which doodad set should is always enforced to be used (so settings in ADT file are basically ignored). In such (luckily rare) cases I can't help you. English YT tutorial channel. Check it out if you preffer videos over walls of text.:https://www.youtube.com/AmarothEng I am now completely retired from modding. I am still reading PMs and reacting to them, however, I am not keeping up to date with what is going on in the community and my ability to help you is becoming very limited - I no longer remember some things, I don't have tools installed anymore, and I don't know what is up to date nowadays. Link to comment Share on other sites More sharing options...
Thoraric Posted October 22, 2016 Author Share Posted October 22, 2016 3 hours ago, Amaroth said: Doodad sets are being set by number keys (on keyboard, NOT on numpack) in Noggit when a WMO is selected. You can see wich doodad set is being used by that WMO in F8-toggled detailed info box. Doodad set 0 is a default set. If you want en empty building, simply find a doodad set which is empty (9 is like always completely empty), or use that default 0 one (commonly contains only things like torches, changeliers and such, and no real furniture and mess and stuff, but there ofc are exceptions). If doodads kinda refuse to disappear out of that model in game even when you have clearly set model's doodad set to something empty, it means that model has "hardcoded" which doodad set should is always enforced to be used (so settings in ADT file are basically ignored). In such (luckily rare) cases I can't help you. Then I merge the indoor and outdoor model delete portal and put doodads down. :/, rip rain on my map Link to comment Share on other sites More sharing options...
Texture replace on wmo
By Thoraricin Modeling
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