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Author Topic: [Question] M2 without transparency in textures  (Read 1721 times)

Big Bad Bot

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[Question] M2 without transparency in textures
« on: April 14, 2015, 05:07:24 pm »
Hello everyone.

I was working in a simple custom M2 for WLK using OBJ to M2 method, but when I get my final model his textures doesn't have any transparency. I have de 010 editor and the M2 template, but I forgot which field I must change to enable the tranparency when I edit the file. Some screenshots:
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Skarn

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Re: [Question] M2 without transparency in textures
« Reply #1 on: April 14, 2015, 05:25:19 pm »
Set blendingtype to RM_AlphaTesting (1). Eveything is explained here. viewtopic.php?f=20&t=9042
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Big Bad Bot

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Re: [Question] M2 without transparency in textures
« Reply #2 on: April 14, 2015, 05:45:48 pm »
Now it's working. Thank you! I wasn't know about that tutorial; I'll check it again if I forgot (again) how to do this kind of things. :D
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Skarn

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Re: [Question] M2 without transparency in textures
« Reply #3 on: April 14, 2015, 06:48:41 pm »
Glad to know that it helped you.
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Big Bad Bot

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Re: [Question] M2 without transparency in textures
« Reply #4 on: April 14, 2015, 07:10:03 pm »
Well...I have another problem now and I'm completly lost. The model looks great in the WMV, but when I try to spawn it the game shows me an "error" legend:

Game Object (Entry:yaddayadda) have invalid data and can't be spawned.




I alrealy look in GameObjectDisplayInfo and compare it with my MPQs folders and all is allright. I think the problem could be in the SQL's GObject table, so here's the code:
Quote from: "Code"
REPLACE INTO `gameobject_template` (`entry`, `type`, `displayId`, `name`, `IconName`, `castBarCaption`, `unk1`, `faction`, `flags`, `size`, `questItem1`, `questItem2`, `questItem3`, `questItem4`, `questItem5`, `questItem6`, `data0`, `data1`, `data2`, `data3`, `data4`, `data5`, `data6`, `data7`, `data8`, `data9`, `data10`, `data11`, `data12`, `data13`, `data14`, `data15`, `data16`, `data17`, `data18`, `data19`, `data20`, `data21`, `data22`, `data23`, `AIName`, `ScriptName`, `WDBVerified`) VALUES (628860, 5, 118860, 'Circle', '', '', '', 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
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Skarn

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Re: [Question] M2 without transparency in textures
« Reply #5 on: April 14, 2015, 07:14:00 pm »
That's something I cannot help you with as it is not client related issue.
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Big Bad Bot

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Re: [Question] M2 without transparency in textures
« Reply #6 on: April 15, 2015, 12:17:35 am »
Thank you anyways, you're helping me a lot. I finally have sucess making work the model, but for a strange reason it have an entire and abarcative collision. I read your guide but I didn't find a way to make a model with no collisions at all (and I have no luck searching in the forums, i found a lot of people who wants to put collisions but no one who want to put them out :P).

Someone know how to remove the collisions?
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Alastor

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Re: [Question] M2 without transparency in textures
« Reply #7 on: April 15, 2015, 12:53:12 am »
- Collisions are in OBJtoM2 methode refered by faces

if you want to delete collisions :
- null these
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Big Bad Bot

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Re: [Question] M2 without transparency in textures
« Reply #8 on: April 15, 2015, 04:52:53 am »
I download the source from here and I have no problem editing the code, but I don't know how to compile that buch of files in a single .exe like the original tool. Any sugestion?

Am I using the right source?
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PhilipTNG

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Re: [Question] M2 without transparency in textures
« Reply #9 on: April 15, 2015, 05:13:22 am »
Quote from: "Big Bad Bot"
I alrealy look in GameObjectDisplayInfo and compare it with my MPQs folders and all is allright. I think the problem could be in the SQL's GObject table

Did you also put your modified/custom GameObjectDislayInfo.dbc file into your Emulator's dbc folder? , in my tests, the dbc for the emulator needs to be updated as well to assign it, well and restarting the emulator but that's a given.

For the SQL, when I do gameobjects, I use Type 6 , not sure what Type 5 does, but it may be caused by not having a particular input that type 5 may require, and if that's the case, I have no idea what it would require to work.
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Alastor

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Re: [Question] M2 without transparency in textures
« Reply #10 on: April 15, 2015, 07:07:21 am »
beacuse you have to null them in 010 template am just pointing on these variables
( actualy screen is not from objtom2.exe )
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Skarn

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Re: [Question] M2 without transparency in textures
« Reply #11 on: April 15, 2015, 07:29:46 am »
Well, if you look attentively to my tutorial you can learn how to create custom collision. So, it is quite obvious that you need to set collision offsets to zero to make them point to nowhere. Then you can cleanup collision struct chunks with Shift + D.
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Big Bad Bot

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Re: [Question] M2 without transparency in textures
« Reply #12 on: April 17, 2015, 05:52:58 am »
Thank to all of you. I can make the .m2 that I want at the end. It was slow and rought, but this story have a happy ending. Now I think I'm ready to make some other complex things.

(And yeah Phil, I forgot to add the dbc file to the emu folder. Shame on me).
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