[Guide] Importing Custom Models into WoW (1.12.1) with WoW Blender Studio 3.1
[Guide] Importing Custom Models into WoW (1.12.1) with WoW Blender Studio 3.1
Intro:
hey m8's :),
at first, special Thanks to all WoW Dev's! These Community is insane and explained me a lot of this thematic with my very small knowledge.
So you need some Knowledge, if you don't know how to create a server to test your own custom stuff there, what is a dbc file or how to patch things, you will find a Tutorial Playlist on Youtube.
https://www.youtube.com/@AmarothEng
This is a complete Tutorial how to import your own models into your 3.5.5a and 1.12.1 server.
If you have any questions, dm me
Tools we work with:
- Server repack for 1.12.1 client (Classic)
- WoW 3.3.5 client (Wotlk)
- WoW Model Viewer (3.3.5. version)
- Blender 3.1 with Blender WoW Studio
- BLPGN Converter
- jm2converter (java script)
- MPQ Editor
- DBC editor
- HeidiSQL / Navicat
Download Section:
WoW Model Viewer: http://www.mediafire.com/file/upde5tcww ... evWork.zip
Blender 3.1: https://download.blender.org/release/Blender3.1/
Blender WoW Studio for 3.1: https://mega.nz/file/LMFX1TiZ#pcG5oA7xV ... wFYx1MOjmM
(optional) m2_by_appletrey.blend: https://github.com/Appletrey/OBJtoM2-Bl ... /tree/main
Amaroth's Tool Package: https://model-changing.net/files/file/9 ... -toolpack/
Java: https://www.java.com/en/download/help/d ... tions.html
jm2converter: https://github.com/WowDevs/jM2converter
BLPGN Converter: https://www.wowinterface.com/downloads/ ... erter.html
F.A.Q. by Kazgrim:
1. How do helmets and shoulders work in WoW?
Helmets and shoulders are 3d models in the file format m2. Each expansion of WoW has a unique m2 format. This means that a m2 file from a later expansion does not work in a previous expansion, and vice versa. Therefore, it is important that we convert the m2 file to the correct expansion version in order for it to work ingame.
2. Why do I need a Wrath of the Lich King client?
The tools and scripts I use -only- work with the m2 version from wrath of the lich king. We will need models from WotLK in order to properly refrence from and align our custom model to make sure it fits to the character model.
3. Why do I need a server repack to create custom models?
You don't, but it makes testing them possible. You can't add models without replacing existing ones to someone else's server unless they input the correct data to the server DB and DBC.
4. Why are there so many different versions of the same helmet model?
Each race AND gender has a unique 3d model of a given helmet. You will have to create a unique version for all races and each gender if you want to allow each race/gender to wear a custom helmet. Helmets that correspond to a race and gender end with a specific suffix, such as HuM (human male) or DwF (Dwarf female) or OrM (Orc male).
5. Why is there a left and right version for shoulder models?
Shoulder models require a left and right version. If you want a custom model to rest on your right shoulder, you need to create a model that fits for the right shoulder. Unlike helmets, shoulders are not unique to races or genders THEREFORE you only need two models (one for left, one for right)..
Disclaimer:
Many other modder works with the OBJtoM2 Converter and 010 Editor. I think, there are many paths that lead to the goal. However, an OBJtoM2 converter only works with the .obj files from blender 2.79b and triangles must be selected in the export, not to mention the 010 editor and other sources of error. the easiest way for me is via the addon "Blender WoW Studio" which is exclusively for version 3.1
How to install WoW Blender Studio addon: https://wowemu.org/threads/how-to-insta ... art-1.283/
also, the filenames from the example i'll made in brackets "[]"
The Steps:
Step 1. Exporting a character model, an item (head/shoulder/weapon) and the texture from WoW model viewer for 3.5.5a
At first you need reference models to be an the right place and scale for your custom model.
Open the WoW Model Viewer, select a character [dwarfmale.m2] and a item model [helm_plate_d_03_dwm.m2] and safe the models as .obj and .x3d the last will safe the texture automatly, that will make it easy to customate.
Step 2. Create your Custom Model with Blender 3.1
This is the fun part and i'll will you present the result that includes some photoshop texture stuff ect.
so import the [dwarfmale.obj] and [helm_plate_d_03_dwm.obj] files into your blender and edit them. Make sure that the helmet and the shoulders are separate models. You can also import shoulders to see if the scale of the object and if the position of the midpoint fits to the retail model. Now we need to safe the seperate models as [dwarf_platte_head_001.obj], [dwarf_platte_Rshoulder_001.obj] and [dwarf_platte_Lshoulder_001.obj]. Btw, select the model you'll export, then export as obj. and click on "Selected Only" is much easier.
Step 3. BLPNG Converter
(!) be sure the texture you use is the same size as the original texture (square 256x256) otherwise you won't be able to convert the .png file to a .blp
.blp is the type of file the patch needs to texture our models. the converter is a simple drag and drop program, self-explanatory. I've safe my texture as [dwarf_platte_001.png] and convert it to [dwarf_platte_001.blp]
Step 4. Working with Blender WoW Studio
The easiest way to start is to download my [m2_by_appletrey.blend] in the download section. You can also import a .m2 item, delete all M2 Scene Properties, textures, materials, meshes, objects and actions, but yea, just download the clean file.
So, let's start with the head. At first you open [m2_start_file.blend] and import the .obj file [dwarf_platte_head_001.obj] into your [m2_by_appletrey.blend] template and drag the object towards the middle. check with [helm_plate_d_03_dwm.obj] if the position fits.
Check if your Base Color is your [dwarf_platte_001.png]. Go to Material Properties and change the Vector to UV Map.
Now we need to fill the information in the M2 section in the Scene Properties:
In the M2 Geosets you name the #0 model your modelname. In the M2 Materials Section you name your Material from your Model, don't forget to activate Batch Compatible and the texture_1 and the Path in your patch linke in this case "Item\ObjectComponants\Head\dwarf_platte_001.blp" at the bottom. At least you name your texture at M2 Textures, the Path should be automaticly the same.
Now we can export the M2 file just like that.
Step 5. Converting to 1.12.1 version .m2
Now we had all files for the 3.5.5a client. Copy the "wotlk" folder and name it "vanilla" so that the 3.5.5a version is not lost.
Each expention has there own .m2 format so the 3.5.5a m2 wouldn't work in the 1.12.1 client. Now we need the jm2converter. The [jM2converter.java] Java Script will make it happen.
After you have downloaded java, open your cmd and write the following command in there:
java -jar "C:\Users\me\Desktop\3DEditWorkspace\jm2converter.jar" -in C:\Users\me\Desktop\3DEditWorkspace\dwarf_plate_001\vanilla\dwarf_platte_head_001_dwm.m2 -out C:\Users\me\Desktop\3DEditWorkspace\dwarf_plate_001\vanilla\dwarf_platte_head_001_dwm.m2 -cl
so it will looks like that:
your m2 in the "Vanilla" folder will be the 1.12.1 version.
Step 6. Adding the custom model to a custom mpq patch
now we only have to include the files in a new patch. create a new patch with your MPQ editor for example with the name "patch-P.MPQ"
make sure that you use the same paths as in the given path for the [dwarf_platte_001.blp]
in this case Item\ObjectComponants\Head\dwarf_platte_001.blp
Step 7. Adding the custom model as an entry into client DBC
We need "ItemDisplayInfo.dbc" from the server folder. make an original copy to be on the safe side.
then open the file we want to edit with the WDBX Editor. choose the classic version at the beginning. the numbering is leniar, if you want to change it, left click on the number.
in the second column comes the name of the model file WITHOUT the racial/gender ending, although it is an m2 file, the name must end with ".mdx". in the fourth column the texture name comes in without the blp ending. the sixth column is for the icon, you can choose a suitable one from the other helmet files above. the twelfth column is for the item type, 10 is for helmets. Columns 13 and 14 determine whether the hair and beard are displayed, with command 368 and 306 they are hidden.
now save your custom and paste it into the server folder and also into your "patch-P.MPQ"
Step 8. Adding the item to your server
Open your 1.12.1 MySQL, than Heidi SQL or Navicat and create a new entry in item_template
create a new item or copy an existing item, the latter is much easier because you don't have to enter all important data. I chose the "Durability Hat" with the Entry ID 14386
I copy the line, change the entry ID, change the name and display ID to that of my custom helmet 45000
Before you start the game, be sure that your cache in the WTB folder is cleared. Now start the Server, log in, get the item with the GM command ".additem 66000" and you will see the results.
i know dwarfs without beards are ugly af, but first i have to find out which combination of values is the right one for the beard to stay.
Of course, importing also works with shoulders or weapons, there are only small differences that can be easily recognized in the dbc files of the original items
Gladiator / WoW Custom Content Creator
viewtopic.php?t=4220
play's turtle since 2022
APPLETREY: https://armory.turtle-wow.org/#!/character/Appletrey
INTERFACE: https://github.com/Appletrey/Turtle-WoW-pfUI-Interface
viewtopic.php?t=4220
play's turtle since 2022
APPLETREY: https://armory.turtle-wow.org/#!/character/Appletrey
INTERFACE: https://github.com/Appletrey/Turtle-WoW-pfUI-Interface
Re: [Guide] Importing Custom Models into WoW (1.12.1) with WoW Blender Studio 3.1
Ok that looks some quality stuff.
The totem weapon is legit.
The totem weapon is legit.
Re: [Guide] Importing Custom Models into WoW (1.12.1) with WoW Blender Studio 3.1
seems very hard to do crazy but looks dope
- Ruinsguoguo
- Posts: 7
Re: [Guide] Importing Custom Models into WoW (1.12.1) with WoW Blender Studio 3.1
Although I don't understand, it looks so impressive
我想我们是为了乌龟哇的社区环境吸引来到了这里,公平公正的环境,不被恶意干扰的环境
I think we came here to attract the community environment of Turtle Wow, a fair and just environment that is not maliciously disturbed
I think we came here to attract the community environment of Turtle Wow, a fair and just environment that is not maliciously disturbed
Re: [Guide] Importing Custom Models into WoW (1.12.1) with WoW Blender Studio 3.1
Phenomenal work breaking this down for us, thank you o7
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- Posts: 7
Re: [Guide] Importing Custom Models into WoW (1.12.1) with WoW Blender Studio 3.1
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