Disclaimer: These tutorials were written in 2011. Many of the methods used here may no longer be accurate, but I keeping the information available to hopefully steer people in the right direction.

Converting WoW Terrain to UDK with Machinima Studio

Converting Terrain with Models
1) Find the terrain map using the ADT Map Previewer.
2) Export with Machinima Studio.

3) Run the 3DS Max script obj_to_ase.ms on the export directory.
– Make sure the OBJ import options have “Import as single mesh” selected.
4) Copy the toolbox folder to the output directory.
5) Run convert_full_wow_scene_to_udk.bat
Import the textures into the UDK. Save.
Import the ASE files into the UDK. Save.
6) Copy and paste the output file (located in t3d_output) into the UDK.
– Make sure you use “Paste” not “Paste Here”.
– All textures should all have the “mse_” prefix.
How things look at this point.

Fixing the Alpha Materials
1) Reimport the materials with “mse” and “alpha” in the name with the following settings. Note: There are 5 options being changed from their default settings.
2) Recompile the materials. [Pic]

Creating a Ground Material
A ground material will need to be manually created.
– Import the alpha maps and set the Compression Settings to TC_Displacementmap. [Pic]
– The “Texture Preview” tab in Machinima Studio will show you the textures the terrain uses. [Pic]

Adding WMOs
1) Use Machinima Studio to export the WMOs only.

2) Run the 3DS Max script obj_to_ase.ms on the export directory.
3) Copy the toolbox folder to the output directory.
4) Run convert_wmos_from_wow_scene.bat
Import the textures into the UDK. Save.
Import the ASE files into the UDK. Save.
5) Copy and paste the output file (located in t3d_output) into the UDK.

Optional Fixes
– With all the models selected, right click the scale tool and select “relative scale”. Set everything to 35. [Pic]
– Turn on terrain collision (so you can walk around). [Pic]
– You may want to hide some materials (such as “glow” effects). You can do this by creating an invisible material.
– To add additional map elements such as ground detail, water, fog, or particles see WoW Style Level Design in UDK.
– Some dynamic models may not be converted with this method (mailboxes, some signs, etc).
– Some meshes such as the fog in Orgrimmar’s Cleft of Shadow will need a custom material to enable rotation.

Output Example #1
Output Example #2

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