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  1. #1
    tancients's Avatar Member
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    3ds and wow textures. A to Z

    So I have a program that converts the m2 file into an obj file, and it also carries with it the texture mapping coordinates.

    What it doesn't bring with it however, is the textures itself.

    I'm unfamiliar with 3ds, but am trying to learn. What I'm asking for is how to get textures onto the model.

    WoW's textures for player character models are generally broken into multiple blp files (Face, torso, etc). So to avoid me making any mistakes, I'm asking for a simple step by step.

    From the blp in the MPQ file, converting it to png (I assume. I have done very little with actual texture editing, and just use BLPConverter to switch to and fro) and then somehow going from that to skinned models in 3ds, so I can align model edits with texture location.

    Thanks and rep for the help.

    3ds and wow textures. A to Z
  2. #2
    *ChAoS*'s Avatar Contributor
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    These tools should have everything that you need. They allow you to convert Blps into editable PNGs (BLP Converter). They also allow you to see which BLPs are attatched to the .m2 (m2modder).

    To use them just drop either the m2 or the blp on the appropriate .exe.

    If you have a specfic question post back here.

    Cryects Tools:
    CryectsTools.zip

    If you just want to retexture the model:

    1) Extract the .blp you want to retexture

    2) Drag the .blp onto the .blp converter

    3) Edit the .png with photoshop, paint, etc. (whichever you prefer)

    4) Drag the edited .png back onto the .blp converter

    5) Put it into a new MPQ under the same name

    You shouldn't have to change the .m2 in any way if you are just retexturing. If you want to edit the shape of the item, then you will have to edit the .m2. There is a tool to convert .m2 -> 3ds and 3ds -> .m2 on these forums also.

    3dstom2:
    3dstom2-lib3ds1.3x.rar
    Last edited by *ChAoS*; 07-31-2008 at 12:57 PM.

  3. #3
    tancients's Avatar Member
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    Originally Posted by *ChAoS* View Post
    These tools should have everything that you need. They allow you to convert Blps into editable PNGs (BLP Converter). They also allow you to see which BLPs are attatched to the .m2 (m2modder).

    To use them just drop either the m2 or the blp on the appropriate .exe.

    If you have a specfic question post back here.

    Cryects Tools:
    CryectsTools.zip
    While it shows what blp's are 'attached' to what model, I was more interested (and needed help) figuring out how to take the textures and get them loaded onto the model I have imported in 3ds.

    Would I have to do each object seperately? And if so, how?

  4. #4
    *ChAoS*'s Avatar Contributor
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    I don't see why you would want to import textures of a model into 3ds. It's not really useful. Once you create a model in 3ds, you have to export the UV map of the model. After you export the map you can texture the model using that.

    Here is a guide that should help you:
    http://www.mmowned.com/forums/model-...om-models.html

    It is possible to do. I believe there is a drop down box under textures that should help you, but I'm not positive without looking. I don't have 3ds max on this laptop.

  5. #5
    tancients's Avatar Member
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    Basically, I'm trying to make sure that model edits I do still look ok with the textures on them, without hopping back and forth between the game every 5 seconds.


    I'll try and explain in detail:

    I take the .m2 file that I extracted from the MPQ and run it through the converter. It spits out an .obj file.

    I take this file and import it into 3ds, I can turn off different objects (hairstyles, geosets, etc) so its not just one big blob.

    I'm trying to smooth out the breasts on a female character (after doing a slight enlargement), but I don't want to adjust things so far that say, a nude mod makes the nipple become tilted to the side or whatnot. So if I could load a skin into 3ds so that I can see it in the preview camera as I edit instead of the shiny stand-in that the application uses.

    Glitchy's faq just talks about how to map textures (which is already done with the model) and how to preview/edit the textures when loaded via a different program. Though, I don't think I'd need to do that if I could have the texture already there in 3ds.

    I didn't see any 'texture' option in 3ds. I'm using max 9 if that helps any. :/


    In short, I suppose that I'm hoping the textures will help so I have less angular and bumpy areas on a model by being able to see how it looks as I go. WYSIWYG style.
    Last edited by tancients; 07-31-2008 at 01:33 PM.

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