WithinAmnesia Posted October 2, 2017 Share Posted October 2, 2017 Has anyone in the creative community created a 'from scratch' new Blizz-like dungeon for World of Warcraft? I want to know this and if possible to get in touch with the people who have done this or have come close to this achievement for I wish to create new Blizz-like dungeons for World of Warcraft. Yet like how Blizzard operated back in the day (and more so than ever now) many hands make less work and unite and vanquish via a combined talent front. Rome was not build in one day nor was it built by one set of hands. I wish to find practical and community accompanying ways to pursue the creative process for these new Blizz-like dungeons. I am particularly inspired to pursue these new Blizz-like dungeons for I find it exciting that there is forgotten content of merit that can be resurrected by the community and for the community from the digital abyss. With this being liken to an archeologist that is restoring lost avenues into the past, there is so much unimplemented content that was cut from development for the team at the time simply did not have enough resources to implement the content from the lore into where it should have been in the World of Warcraft. I press onwards to change these lost chapters in the Warcraft universe; perhaps what was lost can be found once more? I can be found on YouTube where I post video logs of what I progress at in meaningful ways regarding my game creation process (including my work with new Blizz-like content for World of Warcraft) via the channel named Rocket-Powered Ice Cream: https://www.youtube.com/user/funkycowsx2/videos?view=0&shelf_id=0&sort=dd also I can be found at deviantART herein: https://withinamnesia.deviantart.com/ Link to comment Share on other sites More sharing options...
bfx Posted October 2, 2017 Share Posted October 2, 2017 Make sure you don't go the route of building out of m2's like i did, you will have issues with collision. It's possibly a good idea to build something in noggit out of models you can find which match your ideas, but never build a final product with them not for wall structure at least. Amaroth made a video about this it's on his channel, however it was way after i had finished making this ( Ended up being a waste of time) Build the model with a 3D application such as blender/3ds max/maya Here's the video explaining why it shouldn't be done Link to comment Share on other sites More sharing options...
wungasaurus Posted October 2, 2017 Share Posted October 2, 2017 3 hours ago, bfx said: Make sure you don't go the route of building out of m2's like i did, you will have issues with collision. Well, you could just export the ADT with models and them convert it to a WMO. Link to comment Share on other sites More sharing options...
WithinAmnesia Posted October 3, 2017 Author Share Posted October 3, 2017 So if some how one gets the aforementioned dungeon project built into a proper Blizzard-like 3D model, what are the options to convert such a model from for example .dae format into .wmo format and have it be compatible with general in game functionality? I have seen creative people make .m2 models and such but I cannot personally remember much about .wmo creation. I figured that the creative community herein is better equipped with more experience than I to produce a wholesome answer to such particular question regarding .wmo manufacture. I found this person by the way: http://dristereau3d.blogspot.ca/2013/08/gurubashi-catacombs-welcome-to-catacombs.html. Perhaps we should aim at this kind of creative process and emulate what this gentlemen was trying to emulate from blizzard with professional level knowledge at his disposal. Perhaps with a bit of support we can learn new and more productive ways to further the creative community's diverse ambitions. Then again perhaps the path is not to pursue the person verbatim but to rather to pursue the general concept and tools of quality behind his creative process. With that being said it is just a possibility and the likelihood of success are unknown; although the idea itself is not incorrect. Yet perhaps the method(s) and or path(s) to get to said skill availability is flawed; I suppose that we can only see with time and passion. Continuing with that note: Is there anyone in the community who is adequately adept at manufacturing / producing such Blizzard-like .wmo models in the likeness of a dungeon? I dearly wish to produce new content which will be able to blend seamlessly to what has been produced in at least during the timescale of Classic World of Warcraft. Link to comment Share on other sites More sharing options...
bfx Posted October 3, 2017 Share Posted October 3, 2017 On 02/10/2017 at 7:20 PM, wungasaurus said: Well, you could just export the ADT with models and them convert it to a WMO. I wasn't aware you could do that. Pretty cool, thank you. Link to comment Share on other sites More sharing options...
Skarn Posted October 4, 2017 Share Posted October 4, 2017 3 hours ago, bfx said: I wasn't aware you could do that. Pretty cool, thank you. Not sure if it can be done now but I plan on adding this feature to the upcoming versions of my Blender toolkit. Link to comment Share on other sites More sharing options...
Amaroth Posted October 4, 2017 Share Posted October 4, 2017 It would be nice to have easy way of porting at least terrain geometry to some standart 3D format. Not long ago I made a castle and wanted it to match already existing and finished mountain in my map - so Noggit went first, modelling of building second. There was no real easy way of doing that, apart from just making some approximations based on screenshots. Now, to answer actual topic. If you want to have collisions working for NPCs so they are not falling through ground or charging/shooting through walls etc, you simply have to use terrain and WMOs only for building your dungeon. There is no way of making this work with M2s, unless you are running modified core+server side map extractors which are capable of including M2s correctly in vmaps and mmaps as well (no, I don't have such core/extractors). So build your dungeon as WMO model in 3D application and then use Blender WMO plugin to export that model as WMO. I highly recommend making multiple smaller buildings/caves with multiple interior parts first to learn how to do this correctly, starting with such an ambicios project like whole dungeon would easily turn into being just too much for newbie. I made series of videos about WMO plugin and WoW model creation in general on my channel. WMO ones are getting slightly outdated, but you can get up to date tutorial here: 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...
Supora Posted October 4, 2017 Share Posted October 4, 2017 11 hours ago, Amaroth said: It would be nice to have easy way of porting at least terrain geometry to some standart 3D format. Not long ago I made a castle and wanted it to match already existing and finished mountain in my map - so Noggit went first, modelling of building second. There was no real easy way of doing that, apart from just making some approximations based on screenshots. I use blender 2.49 with some old plugin(by madsquirrel or smth) for this stuff. Here is the example: geometry is made by script itself. But I've made a shader by myself(rendered in blender 2.7+). Link to comment Share on other sites More sharing options...
sshroud Posted October 5, 2017 Share Posted October 5, 2017 I have made a WMO for a dungeon before. These are snippets from an unfinished project from 2 years ago.https://imgur.com/a/Chm7d This was (mostly) before the Blender WMO export plugin which made the whole process a lot easier (and powerful). Haven't done anything as complicated since, but recently started remaking Goldshire from the 2001 alpha, which required creating some WMOs for the human houses. Link to comment Share on other sites More sharing options...
Has anyone made a 'from scratch' new dungeon for WoW?
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