WoW-Converter:导出所有《魔兽世界》模型至《魔兽争霸3》
WoW-Converter: export all WoW models to Warcraft 3
WoW-Converter 可将《魔兽世界》模型导出为《魔兽争霸3》可用的 MDX1000 格式,但该格式仅兼容 Reforged 版本。在线版 wc.quangdel.com 支持通过 Wowhead 链接导出 NPC,本地版则可将生物与 Doodad 等环境物件导出为 OBJ。
super impressive! love the convenience of the online tool
great job
Can you make a video tutorial please? I'm trying different URLS from WoWHead and its not accepting them
Can you make a video tutorial please? I'm trying different URLS from WoWHead and its not accepting them
Can you share which URL you used? Check the example prefilled URLs when you first load the page.
That is not an NPC. The URL needs to contain "npc=....". Currently the tool doesn't work for wowhead dressing room yet.
Well done mate! New era of wow ripping is coming ![]()
Anyone else having trouble with the textures? They just won't load and I had everything imported in the asset manager (also changed full paths). The model is from Bloodlord Mandokir.
Anyone else having trouble with the textures? They just won't load and I had everything imported in the asset manager (also changed full paths). The model is from Bloodlord Mandokir.
Did you change the texture path inside the model?
I would recommend you saving your map as a directory, then simply copy-paste the whole zip's content into your map folder. No need to rename anything.
saw your post on my algo youtube, this is superb, as a newbie i might try this when i have the time to covert stuffs
Did you change the texture path inside the model?
I would recommend you saving your map as a directory, then simply copy-paste the whole zip's content into your map folder. No need to rename anything.
Same issue:
The texture path must be exactly the same as its relative path in the zip file. E.g. "wow/ab/def/xyz.blp". You can see it in the website's export output, or open the model with Retera Model Studio and check texture path field.
Also I see your map is still a single file, you need to "save as" and choose directory option to turn it into a directory structure. Then copy the model zip contents into the directory. Allows you to mass-import many assets without touching the crappy UI of asset manager.
The texture path must be exactly the same as its relative path in the zip file. E.g. "wow/ab/def/xyz.blp". You can see it in the website's export output, or open the model with Retera Model Studio and check texture path field.
Also I see your map is still a single file, you need to "save as" and choose directory option to turn it into a directory structure. Then copy the model zip contents into the directory. Allows you to mass-import many assets without touching the crappy UI of asset manager.
Thanks! I got it to work. Look at that handsome fellow!
Anyone else having trouble with the textures? They just won't load and I had everything imported in the asset manager (also changed full paths). The model is from Bloodlord Mandokir.
Here are some screenshots:
Save map as a folder (World Editor > File > Save Map As...):
It will save the map as a folder named "XXX.w3x". Put the model files in the map folder:
Save the map again so that import list is updated. Result:
What asset manager shows:
Last edited: Jul 30, 2025
Fixed a critical bug that the exported models couldn't be opened by official Retera Model Studio but only Twilacs RMS.
Now RMS can open the models:
Very cool tool and very useful Thank you for creating this tool.
Also a big shout out to Warcraft sandbox for Helping me in PM's on discord for errors that i was getting.
(Yes i made an account to comment on this the tool is that good.)
Last edited: Jul 30, 2025
Update: added in-browser model preview after export.
Would be cool if it could be expanded to Doodads/Environmental elements as well.
Would be cool if it could be expanded to Doodads/Environmental elements as well.
That’s possible with the tool. You just have to change the source from Wowhead link to Local.
Then select the doodad/wmo/m2 or whatever you want to export and select export as OBJ.
Here is an example : world\expansion08\doodads\maw\9maw_skyscene_torghastraid01.obj
Works with base models as well. But make sure the model is exported first.
That’s possible with the tool. You just have to change the source from Wowhead link to Local.
Then select the doodad/wmo/m2 or whatever you want to export and select export as OBJ.
Here is an example : world\expansion08\doodads\maw\9maw_skyscene_torghastraid01.obj
Works with base models as well. But make sure the model is exported first.
But you need to have WoW installed?
Local version is always better than Online. I recommend downloading wow.
But you need to have WoW installed?
That's not needed, you can choose Blizzard CDN in wow.export
That's not needed, you can choose Blizzard CDN in wow.export
Okey but I guess it was about using a website to get wow doodads without installation.
You can get anything basically without installing
Works like a charm and comes very in handy. Incredibly useful tool that will hopefully mostly replace those discord servers with WoW assets floating around. You mentioned that a function of exporting custom characters using wowhead dressing room is WiP. I highly anticipate that :].
Okey but I guess it was about using a website to get wow doodads without installation.
Yes, doodad export doesn't work on my website wc.quangdel.com, you will need to install the tool locally. Because you need to use wow.export to browse doodad models, there are no wowhead URL for doodads. So you will need to the tool locally. However, 100+ GB WoW installation is not needed if you use Blizzard CDN in wow.export, it will automatically download only the chosen files, not the all WoW assets.
I’ve put together a quick video walkthrough:
- Exporting a Creature Model – Using the local export method.
- Exporting an NPC – Using a Wowhead link.
- Exporting a WMO – Also via local export (this method lets you export almost anything, as long as it’s saved as an OBJ).
Note:
- All exported models are MDX1000, which works exclusively with Reforged.
- To use them in standard (SD) mode, you can convert them using Ratera’s tool (HD → SD). However, be aware that some models—especially character models—may break due to weight-related issues.
Last edited: Aug 2, 2025
I’ve put together a quick video walkthrough:
- Exporting a Creature Model – Using the local export method.
- Exporting an NPC – Using a Wowhead link.
- Exporting a WMO – Also via local export (this method lets you export almost anything, as long as it’s saved as an OBJ).
Note:
- All exported models are MDX1100, which works exclusively with Reforged.
- To use them in standard (SD) mode, you can convert them using Ratera’s tool (HD → SD). However, be aware that some models—especially character models—may break due to weight-related issues.
Thank you for making the video.
One clarification is that the models are format version 1000, they work fine for both Reforged and Classic graphic modes, no need for conversion. As long as you are using the retail Warcraft 3, not some older versions e.g. 1.29... that don't support model skin weights.
Screenshot of the model when converted to MDL text:
Works on SD-only map:
Last edited: Aug 1, 2025
Your path is wrong, you should remove everything before world/wmo and etc.... It should work ![]()
The models can be opened both in MDLVIS and Warcraft 3 Magos Editor, all you have to do is open the MDX in Ratera and convert it from HD to SD ![]()
Last edited: Aug 2, 2025
I’ve put together a quick video walkthrough:
- Exporting a Creature Model – Using the local export method.
- Exporting an NPC – Using a Wowhead link.
- Exporting a WMO – Also via local export (this method lets you export almost anything, as long as it’s saved as an OBJ).
Note:
- All exported models are MDX1000, which works exclusively with Reforged.
- To use them in standard (SD) mode, you can convert them using Ratera’s tool (HD → SD). However, be aware that some models—especially character models—may break due to weight-related issues.
Thx
It works ![]()
Hey, I see from your screenshot you are using the website wc.quangdel.com which doesn't work for local doodads exports. Instead you should open the local wow-converter.exe and visit your local URL (http://127.0.0.1:3001/).
Updated: fixed a bug with some NPCs having wrong Feet and Trouser geosets. Improved the website's model viewer UI.
Last edited: Aug 2, 2025
Your path is wrong, you should remove everything before world/wmo and etc.... It should work
The models can be opened both in MDLVIS and Warcraft 3 Magos Editor, all you have to do is open the MDX in Ratera and convert it from HD to SD
Hey, I see from your screenshot you are using the website wc.quangdel.com which doesn't work for local doodads exports. Instead you should open the local wow-converter.exe and visit your local URL (http://127.0.0.1:3001/).
Thank you for the answers!
It worked ones, model was converted but there no textures with it ![]()
P.S. program can’t find textures for some reasons
Last edited: Aug 2, 2025
Thank you for the answers!
It worked ones, model was converted but there no textures with it![]()
Please give as much info as possible so it's easier for me to help, what model did you export, what steps did you do? What do you mean by no textures? Pls share screenshots also.
Please give as much info as possible so it's easier for me to help, what model did you export, what steps did you do? What do you mean by no textures? Pls share screenshots also.
I tried to convert models 10xt_exterior_redwoodtree05 and 10xt_exterior_redwoodtree_fallen01. The conversion process was quite fast, but in the folder for downloading the file there was only an mdx model, there were no textures. There only mdx files in exported-assets folder too. I previously downloaded the model in obj format from wow export tools and installed the settings you mentioned in the installation description. I’ve also deleted attached items
I’m attaching a screenshot where it says that textures were not found in the folder
Thank you so much for your attentiveness!
Last edited: Aug 2, 2025
I tried to convert models 10xt_exterior_redwoodtree05 and 10xt_exterior_redwoodtree_fallen01. The conversion process was quite fast, but in the folder for downloading the file there was only an mdx model, there were no textures. There only mdx files in exported-assets folder too. I previously downloaded the model in obj format from wow export tools and installed the settings you mentioned in the installation description. I’ve also deleted attached items
I’m attaching a screenshot where it says that textures were not found in the folder
Thank you so much for your attentiveness!
Firstly I export the object in wow.export, remember to tick the "Textures" box in wow.export (I think this is what you missed). Then go to its OBJ file ("View in Explorer" in the green toast) and copy its file path.
My copied text is: "C:\Users\quang\wow.export\world\wmo\expansion09\exterior\10xt_exterior_redwoodtree05.obj"
-> I use "world\wmo\expansion09\exterior\10xt_exterior_redwoodtree05.obj" in the Local field:
Result:
Btw I saw you still use an older version, for now pls try download the newest one if it doesn't work. I am actively developing this tool so new versions are released very frequently. When have time I will add auto-updater so that users won't need to re-download it many times. The website wc.quangdel.com is always on the latest version for your convenience (if it's not having outage).
About copying file path, it is a method that will work for 100% of models. Simply replacing .wmo or .m2 in the original wow name won't always work because wow.export may give different name of the OBJ file, e.g. when the model has multiple different "styles" (skins).
Last edited: Aug 2, 2025
I, as a person who manually ripped probably close to a thousand WoW models in the past 8 years, can safely say that this has a potential to be a god tier "one click solution". It still misses some features, but once refined, it could really be useful for mapmaking community as a whole.
Updated: add experimental option to choose format version SD (800) vs HD (1000) to both the web version and the local version.
Last edited: Aug 3, 2025
Update: fixed the most reported issue caused by incorrect wow.export config in the local version. Now my wow.export will use a separate config file different than Kruithne's wow.export for insolation. If you have problems running the local version before, now downloading this latest version will very likely solve your issues.
If your export freezes, likely because of Blizzard server blocks your IP, please try VPN to a different country if you have VPN.
That's a life saver. Brought me back to 2005's level of convenience when WoW used model format nearly identical to War3 and converting models took literally a couple clicks. Thanks for your work!
A question - any plans to be able to export characters from the dressing room? And/or open local m2/wmo, not just obj?
Also, is it possible to remove ConstantColor from converted models right during the conversion (or at least make it toggleable)? Removing these manually from each material in text editor is a huge pain, and I really don't see any use for constant color in War3 anyway(
That's a life saver. Brought me back to 2005's level of convenience when WoW used model format nearly identical to War3 and converting models took literally a couple clicks. Thanks for your work!
A question - any plans to be able to export characters from the dressing room? And/or open local m2/wmo, not just obj?
Also, is it possible to remove ConstantColor from converted models right during the conversion (or at least make it toggleable)? Removing these manually from each material in text editor is a huge pain, and I really don't see any use for constant color in War3 anyway(
Wowhead dressing room is high priority on my roadmap.
Open local m2/wmo - can you elaborate more why do you need it?
Removing ConstantColor in the tool is very easy, just one line of code change, if it's not needed by wc3 rendering then I can change it.
Last edited: Aug 4, 2025
I mean that OBJ exported from the game archives does not preserve animations. But raw m2 should. Thank you!
Constant Color is a setting that prevents the material from being changed in color by lighting, but it’s VERY situational, because anyone who needs that would just make it Unshaded instead (and it's not needed for like 99% models, only for very special areas like glowing eyes, windows etc). It definitely should not be a default option.
If I may, it would also help greatly if we could choose the paths to textures. I.e. default, no path, or put into a specific folder. After all those WMOs with 30+ textures each, my fingers ache from F3-Ctrl-V.
I mean that OBJ exported from the game archives does not preserve animations. But raw m2 should. Thank you!
Constant Color is a setting that prevents the material from being changed in color by lighting, but it’s VERY situational, because anyone who needs that would just make it Unshaded instead (and it's not needed for like 99% models, only for very special areas like glowing eyes, windows etc). It definitely should not be a default option.
If I may, it would also help greatly if we could choose the paths to textures. I.e. default, no path, or put into a specific folder. After all those WMOs with 30+ textures each, my fingers ache from F3-Ctrl-V.
The OBJ alone doesn't preserve animation, but there are also metadata JSON files that allow this tool to reconstruct all animations the WoW model has.
ConstantColor - sure I can change that.
About texture paths, I highly suggest you save your map as a folder and simply copy-paste all exported assets into the folder. That way you won't have to add textures one by one. Check my comment #14 above for screenshots.
this is amazing, thank you so much for sharing ![]()
Hello, firstly THANK YOU for creating this tool!
I am having issues with the convert process. Mostly the file path for Local File. Would you be able to tell me what I am doing wrong? I've tried following the steps but am not sure what is wrong with my file paths.
Similar to ratsratzz. I would love to use this tool ![]()
Hello, firstly THANK YOU for creating this tool!
I am having issues with the convert process. Mostly the file path for Local File. Would you be able to tell me what I am doing wrong? I've tried following the steps but am not sure what is wrong with my file paths.
Similar to ratsratzz. I would love to use this tool
![]()
Hey, as I mention in another comment, you need to use the relative path of the OBJ file. Right click on the .OBJ file and copy as path, then remove the wow.export path from the copied text to get the relative path and use it. In you case the path should end with "..._skin" (with or without ".obj" both are fine).
Edit: see my next comment on how to easily do this in the latest version.
Last edited: Aug 5, 2025
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