Hi, brand new to the map making scene. I've been exporting WoW models using the WMV and have 4 different sets of object files of the same race. (a body.tga a hair color.tga and then the .m3 file). Whenever i import one set everything works fine. I can attack it to a working model and have it act as a complete unit. However, if i try to move the files into a folder, OR import another set of files into a separate location, the model defaults to a bluish-purplish object, with no textures applied to it.
Things I have tried.
---------------------------
saving and closing editor after each import
importing the .m3 file directly into the folder that holds the .tga files
importing textures / .m3 file in /ROOT, and then moving all three files simultaenously into a folder
creating a new folder
importing multiple sets of files simultaeneously.
Are you using m3 exporter (or m3 plugin for blender)?
He used WowModelViewer. The models have the exact path of the default textures stored within the m3 file.
You need to replace the textures via TextureSelectByID. Here are a few outdated screenshots. You only need to add the prefix to the texture object, too (2nd picture).
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Hi, brand new to the map making scene. I've been exporting WoW models using the WMV and have 4 different sets of object files of the same race. (a body.tga a hair color.tga and then the .m3 file). Whenever i import one set everything works fine. I can attack it to a working model and have it act as a complete unit. However, if i try to move the files into a folder, OR import another set of files into a separate location, the model defaults to a bluish-purplish object, with no textures applied to it.
Things I have tried.
---------------------------
saving and closing editor after each import
importing the .m3 file directly into the folder that holds the .tga files
importing textures / .m3 file in /ROOT, and then moving all three files simultaenously into a folder
creating a new folder
importing multiple sets of files simultaeneously.
Different textures with the same names?
Are you using m3 exporter (or m3 plugin for blender)?
He used WowModelViewer. The models have the exact path of the default textures stored within the m3 file.
You need to replace the textures via TextureSelectByID. Here are a few outdated screenshots. You only need to add the prefix to the texture object, too (2nd picture).