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WARNING: This guide has too many steps to include any images. I'll explain everything as in depth as possible.
Requirements:
Beast Client
Aeonsoft Cola
World of Warcraft Model Viewer (must match WoW version)
World of Warcraft Client (any version)
3D Studio Max 2010 (or higher)
Downloads:
1. Getting Started:
First, I'll assume you have all of the requirements and a fully functioning Beast client as well as knowledge of the resource files. First, open the World of Warcraft model viewer. Locate your WoW client and load it when asked. Once you see the list of models on the left, navigate to World. This has everything you need. Navigate to any folder within World and click on the names of models to load them and view them. Once you've found the model you like, go to File -> Export Model -> Wavefront OBJ....
Save in a folder then go view it in Windows Explorer. You should have several files. Save everything that was exported.
2. Modifying in 3D Studio Max:
Import your model into 3D Studio Max. Click M which will bring up the material editor. Locate the texture on your hard drive in Windows Explorer and drag it to one of the orbs in the material editor window. Drag the orb with the material on it to your mesh.
If the object does not need transparency or collision, please skip steps 2.1 and 2.2.
2.1. Transparency
In the material editor, highlight the transparent texture and go to the Maps category below. Diffuse Color should be checked with an amount of 100 and the texture in a box under Map. Click and drag the texture under Map to the Opacity map box. Click on the box and it should bring you to a different window. Scroll to the Bitmap Parameters category and under the sub category Mono Channel Output, select Alpha.
2.2. Collision
Select the mesh you want collision on and hit Ctrl+V. Select Copy. Under Name, type #coll.
If there are multiple meshes in your model, after you clone the meshes go to the Utilities tab. Click the collapse button and under the collapse category, hit Collapse. There should now be a single collision mesh. Don't do this for the regular mesh.
3. Exporting
Go to File -> Export and save as .ase. Make sure the name as a prefix of Obj_ and does not exceed 32 characters in total. For example, save as Obj_WoWModelTest.ase Open Cola and browse to Tool -> ASE Convert.... Drag your models to the window and click Start Convert. You should have your model converted to an .o3d now.
4. Adding to Beast
Open mdlObj.inc in your Beast client and type:
NAMEHERE: The name of the .o3d after the Obj_ prefix. If the model is Obj_WoWModelTest.o3d, type "WoWModelTest"
IDHERE: ID number. Type anything that isn't used yet, such as 12000.
Place this in mdlObj.inc. Place the .o3d in Model and the .dds/.tga in Model/Texture. You should now have a fully functioning WoW model. This works for other games as well, you just have to replace the first step.
How I Did It:
When adding 5k+ WoW models to my Beast client, I used a keyboard macro set at a very high speed. It opened the model, automatically set transparency even though the model didn't have any (this doesn't affect non-transparent meshes), automatically set collision, saved, opened the next file, repeat. Some of the models took me and my partner Saif several months to get by. The macro took me 3 hours AFK to convert 2.5k models. Any private server can do this unless they're lazy.
Here's an example of my mdlObj.inc:
Here's a .rar including some example WoW Models.
If you need any help, feel free to ask. I won't be posting images though.
Requirements:
Beast Client
Aeonsoft Cola
World of Warcraft Model Viewer (must match WoW version)
World of Warcraft Client (any version)
3D Studio Max 2010 (or higher)
Downloads:
To view the content, you need to sign in or register
To view the content, you need to sign in or register
1. Getting Started:
First, I'll assume you have all of the requirements and a fully functioning Beast client as well as knowledge of the resource files. First, open the World of Warcraft model viewer. Locate your WoW client and load it when asked. Once you see the list of models on the left, navigate to World. This has everything you need. Navigate to any folder within World and click on the names of models to load them and view them. Once you've found the model you like, go to File -> Export Model -> Wavefront OBJ....
Save in a folder then go view it in Windows Explorer. You should have several files. Save everything that was exported.
2. Modifying in 3D Studio Max:
Import your model into 3D Studio Max. Click M which will bring up the material editor. Locate the texture on your hard drive in Windows Explorer and drag it to one of the orbs in the material editor window. Drag the orb with the material on it to your mesh.
If the object does not need transparency or collision, please skip steps 2.1 and 2.2.
2.1. Transparency
In the material editor, highlight the transparent texture and go to the Maps category below. Diffuse Color should be checked with an amount of 100 and the texture in a box under Map. Click and drag the texture under Map to the Opacity map box. Click on the box and it should bring you to a different window. Scroll to the Bitmap Parameters category and under the sub category Mono Channel Output, select Alpha.
2.2. Collision
Select the mesh you want collision on and hit Ctrl+V. Select Copy. Under Name, type #coll.
If there are multiple meshes in your model, after you clone the meshes go to the Utilities tab. Click the collapse button and under the collapse category, hit Collapse. There should now be a single collision mesh. Don't do this for the regular mesh.
3. Exporting
Go to File -> Export and save as .ase. Make sure the name as a prefix of Obj_ and does not exceed 32 characters in total. For example, save as Obj_WoWModelTest.ase Open Cola and browse to Tool -> ASE Convert.... Drag your models to the window and click Start Convert. You should have your model converted to an .o3d now.
4. Adding to Beast
Open mdlObj.inc in your Beast client and type:
Code:
"[COLOR="DarkOrchid"]NAMEHERE[/COLOR]" [COLOR="Red"]IDHERE [/COLOR]MODELTYPE_MESH "" 0 0 0 1.000000 0 0 0 1
NAMEHERE: The name of the .o3d after the Obj_ prefix. If the model is Obj_WoWModelTest.o3d, type "WoWModelTest"
IDHERE: ID number. Type anything that isn't used yet, such as 12000.
Place this in mdlObj.inc. Place the .o3d in Model and the .dds/.tga in Model/Texture. You should now have a fully functioning WoW model. This works for other games as well, you just have to replace the first step.
How I Did It:
When adding 5k+ WoW models to my Beast client, I used a keyboard macro set at a very high speed. It opened the model, automatically set transparency even though the model didn't have any (this doesn't affect non-transparent meshes), automatically set collision, saved, opened the next file, repeat. Some of the models took me and my partner Saif several months to get by. The macro took me 3 hours AFK to convert 2.5k models. Any private server can do this unless they're lazy.
Here's an example of my mdlObj.inc:
To view the content, you need to sign in or register
Here's a .rar including some example WoW Models.
To view the content, you need to sign in or register
If you need any help, feel free to ask. I won't be posting images though.
Last edited:

