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Tutorial: Importing WoW 3d models in UT3

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Importing WoW 3d models in UT3

In this tutorial I will teach you the steps needed to import 3d models from World of Warcraft into Unreal Tournament 3. At the end of this tutorial you will be able to import 3d models like benches, tables, trees, buildings but also entire areas like caves and mines as static meshes including their materials. 

Please make note of the rules set by Blizzard regarding the use of their copyrighted assets.

This tutorial contains the following topics:

  • Used Applications
  • File Types
  • Converting from M2 to MS3D
  • Converting from MS3D to 3DS
  • Converting from 3DS to ASE
  • Importing ASE files in UT3
  • Example

 

Used Applications

While the applications I used for this tutorial will provide the necessary features to perform the actions needed, you are free to use any other application to you liking.

 

File Types

M2

M2 files are used to store 3d models in games by Blizzard. The format describes the use of vertices, materials and even animations. For more information about the M2 file format please check this wikipedia link.

MS3D

MS3D files are model files used by an application called MilkShape 3D. One of the features of MilkShape 3D is that it can export files to many different file formats which will be useful in this tutorial. For more information about the MS3D file format please check this wikipedia link.

3DS

The 3ds file format is one of the many formats used by Autodesk to store 3d model data. For more information about the 3ds file format please check this link.

ASE

The 3ds Max ASCII Scene Export (ASE) file format is made by Autodesk. Various games like Doom 3 and Unreal Tournament 3 use this file format to import 3d models. For more information about the ase file format please check this link.

 

Converting from M2 to MS3D

Step 1: Start World of Warcraft Model Viewer

Step 2: Check the settings

Click "Options" -> "Settings..." and the settings dialog will appear. Make sure that the listbox contains the locations of all the MPQ files  from World of Warcraft. Close the Settings dialog when you are ready.

 

Step 3: Select a Model

In the File List (left part of the screen) a hierarchical representation of the World of Warcraft is being displayed. Browse to "World" -> "Generic" -> "activedoodads" -> "berrybush01.m2" and it will appear in the preview window (right part of the screen).

 

Step 4: Export the Selected Model

If you have found a nice 3d model you wish to use in UT3 go to the "File" menu and choose "Export Model (Init-Position)...". A file browser will appear. Select a name and directory to your liking to export the ms3d file.

Converting from MS3D to 3DS

Step 1: Open MilkShape 3D

Step 2: Open a ms3d file

Go to "File" -> "Open" and select the exported ms3d file. It will now appear in the different MilkShape 3D views.

Step 3: Export to 3ds

Click "File" -> "Export" and select "Autodesk 3DS...". A file browser will appear asking to enter a filename and a directory. Click the "Save" button when you entered a filename and a location.

 

Converting from 3DS to ASE

Step 1: Start 3ds Max

Step 2: Import the 3ds File

Go to the menu "File" and select "Import...".  A file browser will appear. Select the 3ds file you want to import.

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While importing the 3ds file a dialog box will appear asking if you would like to merge the selected object with the current scene or start with an empty scene. Because I did a clean start of 3ds Max I choose "Mergë objects with current scene.". Feel free to use the other option.

Step 3: Rotating the Model

Within one of the import/export steps the object has been rotated. Correct this unwanted rotation by selecting the rotate button on the toolbar and enter a rotation to the X-axis by 90 degrees.

Step 4: Export the ASE file

Go to "File" -> "Export" and select the ASE format. The ASCII Export wizard will appear. Change the settings to match the image below. Feel free to experiment with these settings.

Importing ASE files in UT3 

Step 1: Open the Unreal Tournament 3 Editor

Step 2: Open the Generic Browser

Open the Generic Browser and make sure you select the material, static mesh and texture resource types.

 

Step 3: Select the ASE file to Import

Browse to the directory where you've saved your ASE file from the previous section. Click "Open" to continue.

Select the package name where you would like to import the assets.

Step 4: Import the TGA Texture

After importing the ASE file you need to import the TGA fille which will be used as a material for the static mesh. Make sure you save the texture in the same package as the imported static mesh. Also make sure you select "Create Material" within the Import dialog box.

Step 5: Save the package

Find the package you've just created in the package list to the bottom left of the generic browser and right click the package. Choose "Save.." and select a name and a locatino for your new pacakge.

Step 6: Configuring the Material

After you have saved the package select the material and rightclick it. Choose "Material Editor" to enter the material editor.

Because the material used for this example is translucent and two sided, make sure you select the properties and make the proper connections like the image below.

Step 7: Apply the Material to the Staic Mesh

Right click the static mesh within the generic browser and select "Static Mesh Editor".

While being in the Static Mesh Editor make sure you select the created material within the generic browser. Open the LODInfo section and apply the material to the material layers [0] and [1] by clicking the green arrow. To make use of proper collisions unmark the properties "UseSimpleBoxCollision", "UseSimpleLineCollision" and "UseSimpleRigidBodyCollision". The collision model now works base on all of the polygons of the model.

 

Example

Step 1: Create a New Level

Click "File' -> "New". For this demonstration we will use the substractive geometry style. Usualy, you would choose the additive style in an open world game.

With a new level completely filled with mass in front of you, select the cube brush builder in the left tool menu. Increase the X, Y and Z properties of the cube and click "Build" and "Close".

Now click on the CSG:Substract button which is also located in the left tool menu. Zoom out a little bit and click-and-hold the L key of the keyboard. Click an empty spot in your newly created geometry. A lstatic light will appear as seen in the image below.

Step 2: Select the Static Mesh

Go to the generic browser window and locate the static mesh you have created in the previous sections.

Right click on a empty spot at the floor of the level. Select "Add Actor" and select "Add StaticMesh: StaticMesh berrybush01.berrybush01" or your own static mesh if you've used an other base model.

It looks like the static mesh isn't placed, but the widget did appear. This is due to the fact that WoW objects are made using considerly less polygons as opposed to UT3 models. Select F4 on the keyboard and go to the Display section of the Properties window. If the Properties window is empty, plase make sure you've selected the small static mesh. To see the static mesh properly use a DrawScale of 30.

Step 3: Lay back and Enjoy the Ride

You've succesfully imported your first WoW m2 object. The m2 file format is one of the two 3d model formats used by WoW which I will explain in a tutorial. In the next tutorial I will explain how to import WoW WMO files containing 20+ different materials using easy methods.

Thanks again for viewing this tutorial and have fun with your new source of assets...

Last Updated on Tuesday, 23 June 2009 09:38  
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