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Content creation => Modelling and Animation => Topic started by: doresain on August 18, 2011, 05:43:47 pm
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i want to make a custom login screen, i tried to edit some M2 (the vanilla login screen for 3.3.5 from a patch that i i found online) with m2mod and blender but plugin wasn't able to export it correctly
there are some other editor that works with login-screen m2?
it's a concept how the login screen should be
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You can not try to edit Blizzard mainmenu (any), make a better model of the menu from zero, With MDLvis, pymodeleditor, 010editor, and.... war3modeleditor(for camera)
For example, as there: http://img148.imageshack.us/img148/6310 ... 021413.jpg (http://img148.imageshack.us/img148/6310/wowscrnshot080311021413.jpg" onclick="window.open(this.href);return false;)
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If we add to this model of attachment "Mountpoint". What can I do Custom Character Screen:
Soviet Propaganda:D
http://img846.imageshack.us/img846/511/yeah2.png (http://img846.imageshack.us/img846/511/yeah2.png" onclick="window.open(this.href);return false;)
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You can not try to edit Blizzard mainmenu (any), make a better model of the menu from zero, With MDLvis, pymodeleditor, 010editor, and.... war3modeleditor(for camera)
For example, as there: http://img148.imageshack.us/img148/6310 ... 021413.jpg (http://img148.imageshack.us/img148/6310/wowscrnshot080311021413.jpg" onclick="window.open(this.href);return false;)
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If we add to this model of attachment "Mountpoint". What can I do Custom Character Screen:
Soviet Propaganda:D
http://img846.imageshack.us/img846/511/yeah2.png (http://img846.imageshack.us/img846/511/yeah2.png" onclick="window.open(this.href);return false;)
Do you think you would bother writing a tutorial? You. Would. Be. The most rocking man that has ever existed and that ever will exist in this universe and dimension or any other forever.
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You can not try to edit Blizzard mainmenu (any), make a better model of the menu from zero, With MDLvis, pymodeleditor, 010editor, and.... war3modeleditor(for camera)
For example, as there: http://img148.imageshack.us/img148/6310 ... 021413.jpg (http://img148.imageshack.us/img148/6310/wowscrnshot080311021413.jpg" onclick="window.open(this.href);return false;)
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If we add to this model of attachment "Mountpoint". What can I do Custom Character Screen:
Soviet Propaganda:D
http://img846.imageshack.us/img846/511/yeah2.png (http://img846.imageshack.us/img846/511/yeah2.png" onclick="window.open(this.href);return false;)
Do you think you would bother writing a tutorial? You. Would. Be. The most rocking man that has ever existed and that ever will exist in this universe and dimension or any other forever.
I have almost no free time on tutorial. I will write, but later.
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SirFranc made also a custom login screen for his project. On his website you can download his custom patch for his server and take a look at it.
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too much tools that don't worn on linux XD
but war3blablabla imports md2 models???? (quake2 format)
i'll try to import in md2 and save in mdx, but mdxtom2 converter doesn't work under wine :(
i think it's time to setup a virtual machine XD
ps. have a screen of sirfranc login screen? or is only a model swap?
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SirFrancs Login Screen (just an edited wotlk screen):
(http://imageshack.us/photo/my-images/805/wowscrnshot081811222611.jpg/)
http://imageshack.us/photo/my-images/80 ... 22611.jpg/ (http://imageshack.us/photo/my-images/805/wowscrnshot081811222611.jpg/" onclick="window.open(this.href);return false;)
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wow he replaced icecrown with stormgarde keep :)
i find a tool that convert from 3ds to mdx and with mob models works (tested with doomguard and valkyr, without animation) but not work with vanilla login screens. but mdlvis and m2mod don't work on my linux :(
edit: a screen from doomguard test
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I also would love to figure this out... even if its a simple edit I would love to make my own login screen ;)
Do you think it is possible to add a new entry for a new login screen in the dbc files?
I will do some experiments to see what I can do, wish me luck!
I don't know if this will help, but I found a tool for mdx import / export for blender...
If you think it will help here it is.
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warblender not works, it's a very old plugin
i've ported the undead login screen to mdx, i'll try to convert in m2 to see if works
edit: lol i forgot to delete the blender-cube from model XD it's mean that can add new models to the scene
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fuck yeah!
i love blender! now needs a new background and edited textures (for death effect)
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is there any way you could tell me how you did this?...
I would love to make a login screen to
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Whould be nice to just write a smale tut with an practical example. How to get a m2 working for login screen.
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Um... I think, i`ts to simple to write a tutorial oO
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ok it's a simple howto
export model in m2i format with m2mod3 (m2mod4 for cata not tested but should work)
in fig2 is an example of the m2mod.ini file
now you need to edit only the portrait camera, and adjist clipping start/end with a bigger value
after export model in m2i
(http://img830.imageshack.us/img830/2552/tutotial1.jpg)
fig1.
http://img830.imageshack.us/img830/2552/tutotial1.jpg
after this you must merge m2i file with original m2, in fig2 it's the m2mod.ini used and the output of new model in console
loginscreen models works only with hardcoded textures, so you must edit new m2 model and/or create new textures
pymodeleditor bugs a lot of modified models so you must use m2modder.exe to add hardcoded textures
(http://img810.imageshack.us/img810/7182/tutorial2g.jpg)
fig2.
http://img810.imageshack.us/img810/7182/tutorial2g.jpg
models use the stand anim in login screen i think you can swap with animporter
this metod don't work with every models, i tried doomguardoutland spitirhealer ragnaross and bloodelf male works, valkyr no (blender can't export it in m2i, but m2i import works)
with blender you can add/modify/delete all the model as you wish, after i'll try to make a simple backgroud for login screen
on howto use blender refer to this good manual http://en.wikibooks.org/wiki/Blender_3D ... f_Contents (http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro#Table_of_Contents" onclick="window.open(this.href);return false;)
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i've added a simple background but i can't add a new hardcoded textures with m2modder.exe, and pymodeleditors bugs the model.
exist some other tool to add a new hardcoded texture or how to make it with an hex editor?
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(http://img684.imageshack.us/img684/1151/login2m.jpg)
i can edit the model and add new meshes to make sky ground etc but can't attach textures T_T
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ok i fix it, i used an old version of pymodeleditor that doesn't corrupt m2 model :D
now i can make my personal login screen ^^
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Great that someone finaly spend some time in this. And thanks for the hints :)
Will try it now self for Maruum :)
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Could someone add the model tools with description to the wiki page?
Whould be nice. Also if you have some words what the apps can and what they not can or not do good :)
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Cannot get this to work. I'm a little confused by your how-to. is someone able to write a fullon tutorial for this? I would if i actually got it working xD
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it's a little howto, where is your problem? the step2 (add mesh&textures) is more complex and not 100% working, so tell me how to expand first part (that is very very simple)
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I'm not getting my model exported with a camera, and thus having problem putting it back.
Could you post the programs you used for the converts? Especially the blender import script.
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source code http://www.ridiculousx.net/Projects/M2Mod.aspx (http://www.ridiculousx.net/Projects/M2Mod.aspx" onclick="window.open(this.href);return false;)
importer script for 3.x http://www.ridiculousx.net/Projects/M2Mod3.zip (http://www.ridiculousx.net/Projects/M2Mod3.zip" onclick="window.open(this.href);return false;)
you need blender 2.49, newer should not work
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Hi,
I tryed to create a new login screen like you but for 4.x...
I tested several models and not all worked maybe because of so differenc...
Testet models
Brutallus > particles showed but no textures (all hardcoded)
Illdan > no textures (all hardcoded)
Spirithealer > works perfect
screenahot Brutallus
(http://imagr.eu/up/4e562f195c4d92_WoWScrnShot_082511_131442.jpg)
http://imagr.eu/up/4e562f195c4d92_WoWSc ... 131442.jpg (http://imagr.eu/up/4e562f195c4d92_WoWScrnShot_082511_131442.jpg" onclick="window.open(this.href);return false;)
i will try to reduce the textures on the models ... maybe it will work ;)
those are my 1st steps
and thx doresain for the quickguide ... ;)
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Hi,
I tryed to create a new login screen like you but for 4.x...
I tested several models and not all worked maybe because of so differenc...
Testet models
Brutallus > particles showed but no textures (all hardcoded)
Illdan > no textures (all hardcoded)
Spirithealer > works perfect
screenahot Brutallus
(http://imagr.eu/up/4e562f195c4d92_WoWScrnShot_082511_131442.jpg)
http://imagr.eu/up/4e562f195c4d92_WoWSc ... 131442.jpg (http://imagr.eu/up/4e562f195c4d92_WoWScrnShot_082511_131442.jpg" onclick="window.open(this.href);return false;)
i will try to reduce the textures on the models ... maybe it will work ;)
those are my 1st steps
and thx doresain for the quickguide ... ;)
The problem is most likely, that there is no light in the whole thing and the textures are not non-lit. Therefore, they appear black.
Try adding a light or making the textures all unlit (which is the worse idea).
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ok i tryed to add light via Lightadder
(http://imagr.eu/up/4e564a60ef6174_light.png)
http://imagr.eu/up/4e564a60ef6174_light.png (http://imagr.eu/up/4e564a60ef6174_light.png" onclick="window.open(this.href);return false;)
but the loginscreen keeps black and all particles are missing
Did I made a mistake or are there any changes in light between 3.x and 4.x?
and what is attenuationStart/End?
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ok i tryed to add light via Lightadder
(http://imagr.eu/up/4e564a60ef6174_light.png)
http://imagr.eu/up/4e564a60ef6174_light.png (http://imagr.eu/up/4e564a60ef6174_light.png" onclick="window.open(this.href);return false;)
but the loginscreen keeps black and all particles are missing
Did I made a mistake or are there any changes in light between 3.x and 4.x?
and what is attenuationStart/End?
As far as I remember all those colour and intensity values should be from 0.0 to 1.0.
Attenuation is what makes it completely black now. It's from where to where the light is visible (range) or in other words, how large the area it affects is.
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As far as I remember all those colour and intensity values should be from 0.0 to 1.0.
Attenuation is what makes it completely black now. It's from where to where the light is visible (range) or in other words, how large the area it affects is.
ok so I set all values to 1 (colour and intensity), AttenuationStart to 0 and AttenuationEnd to 1 ... right?
and x,y,z ... is it refer to the bone or to the whole model?
Edit:
tryed it ,,, screen keeps black
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As far as I remember all those colour and intensity values should be from 0.0 to 1.0.
Attenuation is what makes it completely black now. It's from where to where the light is visible (range) or in other words, how large the area it affects is.
ok so I set all values to 1 (colour and intensity), AttenuationStart to 0 and AttenuationEnd to 1 ... right?
and x,y,z ... is it refer to the bone or to the whole model?
Edit:
tryed it ,,, screen keeps black
I said that colour and intensity should be in that 0-1 range, attenuation is a distance in model coordinates.
Xyz referes to the bone given, unless the bone is -1.
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I said that colour and intensity should be in that 0-1 range, attenuation is a distance in model coordinates.
Xyz referes to the bone given, unless the bone is -1.
yeah and r=1 g=1 b=1 should be white...
so i think i dont made any mistake ... will try the model in 3.x ... as I said .. maybe it's an problem with 4.x models
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I said that colour and intensity should be in that 0-1 range, attenuation is a distance in model coordinates.
Xyz referes to the bone given, unless the bone is -1.
yeah and r=1 g=1 b=1 should be white...
so i think i dont made any mistake ... will try the model in 3.x ... as I said .. maybe it's an problem with 4.x models
as said: attenuation is a distance in model coordinates. Also, I'm not sure, which one of them should be the smaller one.
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ok i fix it, i used an old version of pymodeleditor that doesn't corrupt m2 model
which version or can you send me the m2.py, skin.py and wowfile.py?
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I said that colour and intensity should be in that 0-1 range, attenuation is a distance in model coordinates.
Xyz referes to the bone given, unless the bone is -1.
yeah and r=1 g=1 b=1 should be white...
so i think i dont made any mistake ... will try the model in 3.x ... as I said .. maybe it's an problem with 4.x models
as said: attenuation is a distance in model coordinates. Also, I'm not sure, which one of them should be the smaller one.
tested 3.x same result... but maybe should test a bit more (but not today ... raiding) ... or someone will try it?
and could u tell me something about
"Try adding a light or making the textures all unlit (which is the worse idea)."
maybe that work
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try to edit clipping start/end, set end to 500.00 and try, it should work (clipping renders only textures in his range)
(http://img830.imageshack.us/img830/2552/tutotial1.jpg)
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try to edit clipping start/end, set end to 500.00 and try, it should work (clipping renders only textures in his range)
(http://img830.imageshack.us/img830/2552/tutotial1.jpg)
this aint the problem ...
as schlumpf said:
the maodel has no light ... I tested some other models ...
I used modelviewer to find a model with and without light
(turn of the light via light control)
so e.g.
model modelviewer game
Brutallus > keeps dark > won't show or can't see
Spirithealer > is bright > no problem model showed correct
Ragnaros > some parts are dark > the dark parts won't show
clipping is only for the a range for showing the model (I think so...)
so the only way is to add light correctly ... not the way i did ._ ." or any other option to keep the model bright in modelviewer and ingame
If I talk bullshit ... it's actually 1:45am :)
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i tried only spirithealer (to make my custom loginscreen :D) and ragnaros (that works at 100% for me, shows hammer &body completely)
probably you must edit irender_flag in texture propriety to make it works :D
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i tried only spirithealer (to make my custom loginscreen :D) and ragnaros (that works at 100% for me, shows hammer &body completely)
100% are you sure?
(http://imagr.eu/up/4e576e2c0fd345_sample.png)
http://imagr.eu/up/4e576e2c0fd345_sample.png (http://imagr.eu/up/4e576e2c0fd345_sample.png" onclick="window.open(this.href);return false;)
maybe when a background is added? ... but I can't imagin that this would solve the problem?!
probably you must edit irender_flag in texture propriety to make it works :D
whats that? can't find anything about that oO
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you must select a mesh and click on a icon like a grey smile n the Panels label
here you can edit texture proprieties (textures are hardcoded so ) is first texture, 1 is second etc)
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works fine for ragnaros!
changed the iRenderFlags of the invisible part to 1 and now it works...
tryed the same with brutallus (different numbers) ... but keeps black ...
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try to open a texture with light (like ragnaros) and copy&paste brutallus textures on it, save, rename and convert, it should work!
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try to open a texture with light (like ragnaros) and copy&paste brutallus textures on it, save, rename and convert, it should work!
wait wait wait ... do you mean the *.blp file or what ... can't follow beacause i thought texturefiles don't contain light ... oO
i know the questions sucks... but this will help me and maybe other people ;)
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in my last loginscreen i've added a background, i've imported the background from undead-character-selection model and attached it on a unused bone (if you don't attach a vertex to a bone graphic engine doesn't show it), edited itexturesflag to 2 (third texture), after i've added the third hardcoded texture to the m2 model with pym2 and i've done the new texture exporting the .blp of spirithealer in png and edited with gimp (i've scaled it and copy&paste new picture on it) and exported in blp :D
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in my last loginscreen i've added a background, i've imported the background from undead-character-selection model and attached it on a unused bone (if you don't attach a vertex to a bone graphic engine doesn't show it), edited itexturesflag to 2 (third texture), after i've added the third hardcoded texture to the m2 model with pym2 and i've done the new texture exporting the .blp of spirithealer in png and edited with gimp (i've scaled it and copy&paste new picture on it) and exported in blp :D
I know I'am dumb ... could u give me a link for blender tutorials because I don't get it how to attach the background mesh to a single bone ...
3D programs are new for me ... I kow some basics but thats it :(
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duplicate body mesh (shift+d), select first background and then dupllicated body mesh, use ctrl+p and ctrl+j (make parent and join mesh)
after go in edit mode, select vertex and go to vertex group panel, select a bone number and use assign button to link selected vertex to this bone, after change the bone number in vertex group with a non animated bone (rename BoneXX to BoneYY)
guide here http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro (http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro" onclick="window.open(this.href);return false;)
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I tried following this as I had some creative ideas I could implement, however I can't get it to load any extracted M2. I'm probably doing something really simple wrong.
When I extract the M2 (tried with warcraftstudio, mpqedit, modelviewer) and then tell the client to use it, all that appears is the checked box. However, if I load it directly without extracting it, it works. I know the path is right because when the file is not found it resets to the default screens.
http://www.youtube.com/watch?v=-yNZ2IIBvq8 (http://www.youtube.com/watch?v=-yNZ2IIBvq8" onclick="window.open(this.href);return false;)
This shows everything I am doing step by step, if anyone has the time to check it out, thanks. If not, thanks for reading this anyway. :p
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duplicate body mesh (shift+d), select first background and then dupllicated body mesh, use ctrl+p and ctrl+j (make parent and join mesh)
after go in edit mode, select vertex and go to vertex group panel, select a bone number and use assign button to link selected vertex to this bone, after change the bone number in vertex group with a non animated bone (rename BoneXX to BoneYY)
guide here http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro (http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro" onclick="window.open(this.href);return false;)
forget the pm ;)
I am a step closer and I read this post a bit carefully ._ ."
(http://imagr.eu/up/4e591344624199_WoWScrnShot_082711_175429.jpg)
http://imagr.eu/up/4e591344624199_WoWSc ... 175429.jpg (http://imagr.eu/up/4e591344624199_WoWScrnShot_082711_175429.jpg" onclick="window.open(this.href);return false;)
will try it now with Brutallus again (spirithealer was a bit easier to handle)
and to stoneharry
1st clear your scene .... then import the model and edit the camera ... after that export ... then M2Mod ... and for Spirithealer ... you don't need to edit the textures ... cause they are all hardcoded
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Oh right, thanks!
edit:
I still have the same issue after clearing the stage before importing the spirit. :/
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in the end of the video (wow client) camera aren't in line with the center of the model (that is the little box on the left) so i think you lost something when you edit .lua file, try to rename spirithealer model like northrend login screen and try, it should work
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Wow, it works now. :)
Thanks again
edit:
Been trying out lots of models to see what works and what not, I can only get the spirit healer to work apparently.
Whenever I use a human/orc etc the screen is just black, I've tried adding lights etc, not sure why.
When I tried kaeljeaden, the tool went crazy (too many bones I think) and crashed every time I tried to convert. :p
When I used infernal, it worked but had a lighting issue (that can be corrected though).
Will post any progress I make.
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Wow, it works now. :)
Thanks again
edit:
Been trying out lots of models to see what works and what not, I can only get the spirit healer to work apparently.
Whenever I use a human/orc etc the screen is just black, I've tried adding lights etc, not sure why.
When I tried kaeljeaden, the tool went crazy (too many bones I think) and crashed every time I tried to convert. :p
When I used infernal, it worked but had a lighting issue (that can be corrected though).
Will post any progress I make.
read the full post ... it's a known problem ... models need light or changes in iRender_flag :)
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I followed everything you said, but I got some kind of error, i just get an error message after the "Importing M2I" or whatever part
(http://img694.imageshack.us/img694/63/errorm2.png)
When I tried it before I got the error message that i had too many bones attached or something, so i reduced all of them so i basically only had like, 4 bones or something, but I get this thing.
Translation on the windows box: "M2Mod.exe has bumped into an error and has to be terminated." or something like that. Help? D:
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sometimes blender corrupts m2i, try converting it with m2mod without editing it with blender
save your model every few edits
remember that ui_Characterselect is a static model, so you can't edit in blender, blender works good only with characters and creatures!