Wow into Flyff

03/31/2020 11:56 FlyingDude#1
Hello epvp Community,

im trying to convers some wow models into flyff for my own local Server.
But sadly it doesnt really work, i searched for guides and Videos but they are all damn old.
Can anyone here help me may out?

I would give u the models which i convert in the future as "thanks"
04/03/2020 14:49 FlyingDude#2
bump

da es hier nicht ohne Geld geht kann man sich auch drüber unterhalten wieviel der jenige als Dankeschön bekommt wenn er mich da wieder einweiht
04/03/2020 15:27 Professor Linebeck#3
"It doesn't really work" is a bad description of your problem. What exactly doesn't work? Which steps did you do? Where are you stucking at?

People might help you if you simply describe your problem.
04/04/2020 00:13 FlyingDude#4
I used the wow modelviewer to Export the model i want as obj.
i opened 3dsmax 2021 and from there on idk what to do next tbh.
i tried few Things to convert it into a obj i can use in flyff but well, big failure and i wasted Hours for Nothing.
04/04/2020 01:36 Professor Linebeck#5
Quote:
Originally Posted by FlyingDude View Post
I used the wow modelviewer to Export the model i want as obj.
If you just want world objects(without animation), exporting as .obj is fine.

Quote:
Originally Posted by FlyingDude View Post
i opened 3dsmax 2021 and from there on idk what to do next tbh.
Most of times, you are able to import your .obj directly into Atools Modeleditor, from where you can export it as .o3d. If not, import your .obj into 3ds Max first, do your changes if needed(like moving or rotation the object) and export it preferably as .dae. Then use Atools Modeleditor again to export as .o3d.

If you want to add a collision to your object, either copy the mesh in 3ds Max and rename it to "#coll", or use the auto collision from Atools.

Quote:
Originally Posted by FlyingDude View Post
big failure and i wasted Hours for Nothing.
This is kinda usual if you are working with Flyff :kappa:
04/04/2020 14:06 FlyingDude#6
Quote:
Originally Posted by Professor Linebeck View Post
If you just want world objects(without animation), exporting as .obj is fine.



Most of times, you are able to import your .obj directly into Atools Modeleditor, from where you can export it as .o3d. If not, import your .obj into 3ds Max first, do your changes if needed(like moving or rotation the object) and export it preferably as .dae. Then use Atools Modeleditor again to export as .o3d.

If you want to add a collision to your object, either copy the mesh in 3ds Max and rename it to "#coll", or use the auto collision from Atools.



This is kinda usual if you are working with Flyff :kappa:
i appreciate!
What About Mobs with anis?
04/04/2020 14:22 Professor Linebeck#7
Quote:
Originally Posted by FlyingDude View Post
i appreciate!
What About Mobs with anis?
Thats a totally different method. But it goes from WoW Modelviewer -> fbx -> 3ds Max -> Atools