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HoTs to Wow texture problem

By Darkkang
in Modeling

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We managed to convert the .obj to .m2, and converting the .m2 to Cata, we were able to convert .m2 to .m2i to open it in Blender.
The problem now is that when importing .m2 to WoW, the model appears invisible, no green textures or anything.

Any ideas or solutions?

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Hi, as I can see you have some issues with HotS models and m2i. I don't have much time for modding this year, but I'll try to help.

First, when you use M2mod, you have to take an existing model from the game to use its bones and armature as base to put your own model on it. When you export you model from 3DSmax, choose FBX and not OBJ, so you will keep the weight paint, bones and animation from the HotS model.

For exemple with Johanna, you have to open your m2I first, import the FBX of her, rename the vertex groups of her weight paint with the name of the bones from wow model, link and merge the Johanna's geometry to it, delete the original geometry of the wow model you don't want to keep, and export to m2i. You have to keep the same "structure" from the original wow model, if you delete bones or something like this, it will break it. To have texture on the model, look at it with Hex editor, you can modifiy the texture path if it's hardcoded and has enough letters, if not just change the flag to CreatureSkin (11) and make the skin in DBCs.

If the model is invisible, try to use converter. Sometimes the model's version makes it invisible if it's from WoD/Legion for exemple.

 

PS: sorry I forgot to mention in my tutorial that FBX exportation was better than OBJ.

16042010284414339114168778.gifIf you're stuck on something, there's always a Gnome who can help you.16042010284514339114168779.gif
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19 hours ago, Met said:

Hi, as I can see you have some issues with HotS models and m2i. I don't have much time for modding this year, but I'll try to help.

First, when you use M2mod, you have to take an existing model from the game to use its bones and armature as base to put your own model on it. When you export you model from 3DSmax, choose FBX and not OBJ, so you will keep the weight paint, bones and animation from the HotS model.

For exemple with Johanna, you have to open your m2I first, import the FBX of her, rename the vertex groups of her weight paint with the name of the bones from wow model, link and merge the Johanna's geometry to it, delete the original geometry of the wow model you don't want to keep, and export to m2i. You have to keep the same "structure" from the original wow model, if you delete bones or something like this, it will break it. To have texture on the model, look at it with Hex editor, you can modifiy the texture path if it's hardcoded and has enough letters, if not just change the flag to CreatureSkin (11) and make the skin in DBCs.

If the model is invisible, try to use converter. Sometimes the model's version makes it invisible if it's from WoD/Legion for exemple.

 

PS: sorry I forgot to mention in my tutorial that FBX exportation was better than OBJ.

Thank you so much for such help, Met@ ^^
I've been trying for a long time but I still can not, but the progress is important:
I have exported the human model of World of Warcraft and converted it to .m2i to import it into Blender. Then I have converted the .m3 from Johanna to .fbx to import it too, I had to rotate it 180º, and changed the scale because it appeared giant.

18a294071f27e877fd8ae9de81288b54.png

Then I have linked the four meshes I have of Johanna with the armature of the human, and renamed them (Mesh0000.005 - Mesh0000.008), but not deleted the model of the human for testing:

68177f916af9219a5d19206e9dad68f7.png

But when you try it inside the game it looks like this:

463588e71380dcb38509e499e93b75de.jpg

Again, thank you very much for all the help lent, greetings ^^

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I would love to see a guide on how to complete that thing. Im stuck almost on the same spot Dark and a bit confused on what to do next. Even if i tried to find info from blender users doing a similar thing i end up on a dead end. I have postpone it since i can move on, also not so sure if what ever i made up to this point is fully correct. I hope Meta can pull some time and update his guide with some more details on the matter, im not a supreme 3d editor, tho i learn many things and tricks from many from here.

Like my project and you like to support me you can do it here!

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On 21/2/2017 at 8:13 PM, Uthil said:

I would love to see a guide on how to complete that thing. Im stuck almost on the same spot Dark and a bit confused on what to do next. Even if i tried to find info from blender users doing a similar thing i end up on a dead end. I have postpone it since i can move on, also not so sure if what ever i made up to this point is fully correct. I hope Meta can pull some time and update his guide with some more details on the matter, im not a supreme 3d editor, tho i learn many things and tricks from many from here.

We also wish that Met@ can help us :P

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