zpremie272627 Posted January 1, 2017 Share Posted January 1, 2017 Hey guys i am new to modcraft, i found the guide very good and explanatory, but i still have a question, that i believe the guides dont clarify it... 1) i want to modify maps made in noggit, import into maya (for making caves for example) and then reimport to noggit so that i can texture the map in noggit, then after i textured it and imported some .m2, i want to reimport to maya for rest.. do you know any tutorials on how to do these steps ..? and if yes can you link them to me on this post.? (i want to use them on external program as maya for machinima creation) google is not my friend at my question and i dnt know how to clarify it else, without asking.. thanx in advance for your answers and happy new year.. Link to comment Share on other sites More sharing options...
Amaroth Posted January 1, 2017 Share Posted January 1, 2017 First of all, you won't find a good support when it comes to different 3D software than Blender. Nearly everyone around uses Blender and even if you don't want to use it for various reasons, you'll have to have it on your PC and use it for some conversion or preconversion processes anyway. Having said that, there were some experiments around exporting WoW ADT file into Blender, but I don't know how far dd they get and I haven't seen any final public release (I may have just missed it though). Anyway, there's no very big reasons for doing so. Do you want to get it into 3D to make better use of textures? No point in doing so, WoW's engine won't give you more possibilities in 3D software thn Noggit gives you. Absolutely the same applies to terrain model geometry and so on. When it comes to caves, you need to understand how server side map work. To make it very short, you need to have all ground ("walkable") surfaces made either of WMO model geometry, or of terrain model geometry. So, you need to make at least floors (and walls as well) out of terrain in Noggit and make ceiling and final decorations out of M2s (and that would be done in Noggit and there would be absolutely no point of any export to Maya, because you'd have to keep WoW's engine restrictions anyway), or you need to create a WMO model for your cave and then just spawn it into map in the same way you'd spawn any different WMO. There is a Blender WMO export/import script. You can use it to create your cave model in Maya, then open it in Blender and export it into WMO. Or you can work in Blender from the beginning, making saving process less tedious. 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...
zpremie272627 Posted January 1, 2017 Author Share Posted January 1, 2017 1st of all thank you for your reply.. well i ve been learning maya as a hobbysit from 2010 .. and i dnt like to switch to blender i ve tried it , tested it, and i find its UI very bad, like worse than modo or 3ds max or 4d.. anyways back to the point you said " So, you need to make at least floors (and walls as well) out of terrain in Noggit and make ceiling and final decorations out of M2s (and that would be done in Noggit and there would be absolutely no point of any export to Maya, " , but as i recall noggits cursos is flat horizontal only, it doesnt dig into the terrain when it is heightened or am i missing smthg about noggit..? and lastly i want to be able to export the final custom map made in noggit in maya for machinima purposes only as an obj.. is this even possible somehow.? if current tools about wow modding arent in that phase yet, i have to know before i waste time for no reason. Link to comment Share on other sites More sharing options...
Amaroth Posted January 1, 2017 Share Posted January 1, 2017 Cursors might be horizontal, but that doesn't really mean that you have bigger variety of options in 3D software. You don't. You can't move verticles in different than height coord and you can't use more than 4 textures per chunk, you also can't paint textures in more accurate way than Noggit can. To sum it up, 3D software would offer you many possibilitties WoW engine would not, so in case you want to make any edits fro your game client, it would be utterly useless to get stuff from WoW into Maya. If you want to (only) use this stuff for some animation/rendering/whatever purpouses and game edits won't be your final product, well, thats ofc wholly different story. Still, the only 3D software to which was ADT exported I know about was Blender. I can't recall who did that (ask Skarn, he should know) and I don't know how much successfull was that attempt or if there were any limitations, issues with doing this and so on. Anyway, whatever can be imported into Blender can be imported into another 3D software as well, so, some good news for you. Btw, don't worry, I absolutely hate Blender as well. 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...
zpremie272627 Posted January 1, 2017 Author Share Posted January 1, 2017 oh btw i found this one but it is in early stage https://marlam.in/obj/#download Link to comment Share on other sites More sharing options...
noggit to maya and maya to noggit anyone knows how.?
By zpremie272627in Modeling
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