Batch ADT Importer v2.7 - Beta Release

Something to discuss or share around development, here is the right place
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Jeromnimo
andreelogan
Posts: 1
Joined: Fri Jun 09, 2017 5:04 am

Re: Batch ADT Importer v2.7 - Beta Release

Post by andreelogan » Fri Jun 09, 2017 5:24 am

Good night, I would like to know a tutorial or something that I can understand where to put the lines of code, and another thing downloads machinima studio as I can do to export an object, since when exporting it just comes out as .adt not as .obj.
I get an error when running machinima studio since I also want to do some machinimas, I want to know if premium account is needed and if you can still pay to use it, please someone who knows or who can help me please.

Michichael
Posts: 42
Joined: Tue Mar 31, 2015 5:02 am

Re: Batch ADT Importer v2.7 - Beta Release

Post by Michichael » Tue Jun 12, 2018 7:08 pm

Machinima Studio isn't in service any more and wont' work for anything newer than Pandaria. I cannot recommend you paying for it - we're kinda in the dark here until WMV supports ADT exports.

noxxsan
Posts: 48
Joined: Fri Jul 25, 2014 1:11 am

Re: Batch ADT Importer v2.7 - Beta Release

Post by noxxsan » Sat Jun 23, 2018 2:01 pm

Michichael wrote:
Tue Jun 12, 2018 7:08 pm
Machinima Studio isn't in service any more and wont' work for anything newer than Pandaria. I cannot recommend you paying for it - we're kinda in the dark here until WMV supports ADT exports.
For World Maps/Assets use - https://marlam.in/obj/
For Character model use - WMV

Yo @Michichael i already emailed you about https://marlam.in/obj/, we need your max script skills to handle object placement/materials/alphas.

Btw https://marlam.in/obj/ already have a blender plugin(works 95% of time for single ADT tiles)

Export Map Tile > Import to Blender > Export from Blender as FBX > Import to 3ds Max

IronForge(with thousands of assets) took 30min

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