[Archive] Texture replace on wmo
[Archive] Texture replace on wmo
Archived author: Thoraric • Posted: 2016-10-21T21:49:43+00:00
Original source
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?
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Archived author: Amaroth • Posted: 2016-10-21T22:35:01+00:00
Original source
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.
Archived author: Thoraric • Posted: 2016-10-22T00:15:43+00:00
Original source
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.
Quote: 3 hours ago, Amaroth said:And i f i have a model which doesn't contain numbers, like "BARREL" if i change it to BARRER" its going to work?
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.
Archived author: Thoraric • Posted: 2016-10-22T00:16:47+00:00
Original source
Quote: 3 hours ago, Amaroth said:And i f i have a model which doesn't contain numbers, like "BARREL" if i change it to BARRER" its going to work?
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.
![[Image: shoffoww.png.a04dc3315abc2a50c24129824ee5951f.png]](https://www.wowmodding.net/uploads/monthly_2016_10/shoffoww.png.a04dc3315abc2a50c24129824ee5951f.png)
Archived author: Thoraric • Posted: 2016-10-22T02:11:13+00:00
Original source
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.
![[Image: shoffoww.png.a04dc3315abc2a50c24129824ee5951f.png]](https://www.wowmodding.net/uploads/monthly_2016_10/shoffoww.png.a04dc3315abc2a50c24129824ee5951f.png)
![[Image: showoff.png.0b46fcfa5abcb341adb4b76fc43caaec.png]](https://www.wowmodding.net/uploads/monthly_2016_10/showoff.png.0b46fcfa5abcb341adb4b76fc43caaec.png)
Archived author: Amaroth • Posted: 2016-10-22T08:06:51+00:00
Original source
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.
Quote: 3 hours ago, Amaroth said:Then I merge the indoor and outdoor model delete portal and put doodads down. :/, rip rain on my map
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.
Archived author: Thoraric • Posted: 2016-10-22T11:59:15+00:00
Original source
Quote: 3 hours ago, Amaroth said:Then I merge the indoor and outdoor model delete portal and put doodads down. :/, rip rain on my map
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.