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Showoff - what you are working on / Re: [SHOWOFF] What Are You Working On
« on: July 18, 2016, 01:59:01 am »
Not WoW, I'm working for a friend ( feels good when you are allowed to draw on walls )
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Showoff - what you are working on / Re: [SHOWOFF] What Are You Working On« on: July 18, 2016, 01:59:01 am »
Not WoW, I'm working for a friend ( feels good when you are allowed to draw on walls )
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Random / Re: R.I.P. Zim4ik« on: July 14, 2016, 10:41:45 pm »
@Ascathos : I had suspicions too, so I investigated with someone else, but after some researches, asked to friends of him, etc... we found that is in fact really true. Sadly.
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Random / R.I.P. Zim4ik« on: July 14, 2016, 01:07:07 am »
Hello people
I don't really know how to announce this because it's not an usual situation, so I'll do it simple. Days ago, I was contacted by Zim4ik's brother, he told me that Zim was dead. He did it only now because he accidentally opened his email with mails from Modcraft few days ago and I was the last guy who talked with him. So, here's the messages. Quote from: "Zim4ik's brother" Hi. It's his brother. Zim4ik was killed at 14.07.2014 I asked if I should tell this to the community too, and what happened. Quote from: "Zim4ik's brother" To be honest , no one knows . The door to the apartment was open. In the kitchen were signs of a struggle . He was found at the bottom under the house . Ejected from the eighth floor . He died immediately . The files are hosted on Mega, but he forgot to give me the key to decrypt the link. Quote from: "Zim4ik's brother" Oh, of course So, that's it. You can download the pack too, it contains his work on retro-porting HD races to 3.3.5 (the m2i are for older M2mod release, but you can convert his modified m2's with newer version). There's also a patch with custom races like Tuskarrs, Taunkas, etc...) and DBCs to make it work. You are free to continue his work if you want. https://mega.nz/#!VQZWSLhL Key : !rThTc2gf21r55mWoto9WwTgJdaQtDS2N-qXNfV_fFP0 Edit: you can extract the file only with 7zip, not winrar or default windows extraction. Change the extension to *.rar instead of *.zip if you can't extract, it should work. You can contact his brother if you want to tell him something about that, I don't think he'll be angry. yarra.studio@gmail.com Gnomically, Meta. 4
Modelling and Animation / Re: How to make m2i convert to m2 ?« on: July 08, 2016, 06:53:35 am »
What modifications did you do on your model ? Maybe you broke the structure.
I had this problem multiple times for some models, so I had to be tricky and modify them in another way to have what I wanted. 5
Modelling and Animation / Re: How to make m2i convert to m2 ?« on: July 06, 2016, 07:10:46 pm »
Did you fill all 4 lines ? When you export m2i to m2, you don't have to write in the "output m2i" line.
Select, your original m2 (inpout m2), your modified m2i in (inpout m2i), and the path to your new m2 (output m2). 6
Tutorials / [TUTORIAL:Tools] How to clone particles ?« on: June 21, 2016, 04:24:02 am »
In this tutorial I'll explain to you how to clone particles from a model to another one with the help of ParticleCloner, a tool made by Tigurius. This tool is old, so it doesn't work with Cata+ models since the structure of the m2's has changed. I didn't tried with spell models from Cata and up (only doodads or creatures), maybe it's different and it can work, but not sure.
EDIT : it can load WoD or Legion models, but it's pretty random, if the models are similar it can work, sometimes not, just do some tests and try.What programs do we need ?- ParticleCloner - 010 editor (with m2 template) What's the process ?First, choose the particles you need in WowModelViewer on the model that you want. For this tuto I choose particles from the spell Arcane_form_precast.m2 to put on 2 models, one without bones or animations, and one with both : misc_2h_pitchfork_a_01.m2 and sheep.m2 . To make the transfert, select first the "destination" model, CTRL+left click to select the second "source" model and drag&drop on the application. (Always do backups if you did it in the wrong way, this program overwrite the original file ! ) When it's done, you'll have the particles at the same place of its original model. Now, you certainly want to move the particles to the right place. Open the m2 with 010editor and load the M2 Template. Go to the end of the file at the line " struct Particle ". You'll have all the informations you need, the attached bones, coordinates, etc... Particles have the bone from the original model, for a simple animation like this, there's only one bone. For this fire, there's three elements (flames, smoke and sparks), so there's 3 bones. I used it for a Sargeras model. You have to set the number of the bone where you want the particles to be. To move it to the right place, go to the " struct FloatVec3 pos " line. As you can see on the picture above, I modified the values on the x axis. You can change what you want to have the good coords. Just try and retry with the help of WMV to visualize the result. For the sheep, I set the particles on bone 3 who's attached to the head. This tool can copy the texture path of the BLPs used by the particles. But when you'll go ingame to see if it works, you'll have little cubes instead of the texture. WMV can load them, but not WoW. Why ? Because the tool does some mess too. In the " struct VModelFileName " 1 & 2, you have random symbols at " struct filename texture > string value " . Delete all and reload the template, or save and close the model. Do it for each particle in your model. And it's finally done ! Good job, you can manage particles ! PS : for unknown reasons, my fork is invisible ingame after I added the particles on it. Maybe because the model doesn't have enough "informations" in it because it's a little model, or because there's no bones in the original model. I don't know. Maybe one of you will find the solution ? 7
Showoff - what you are working on / Re: [SHOWOFF] What Are You Working On« on: June 19, 2016, 08:47:06 pm »
Mixed beavers with Wolvars to make the "Casripos" for Shadow Storm. (still lot of work to do on it like weight paint, texture, etc...)
I wanted to modelise them but I'm not skilled enough and I can't do custom animations yet (there's some old and first sketches) 8
Resources and Tools / Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models« on: May 24, 2016, 02:58:17 am »
Thanks, I didn't knew if I should delete or change the MD21 prefix.
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Resources and Tools / Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models« on: May 22, 2016, 06:22:07 pm »
I already do this for WoD models.
I tried some legion models but I don't know how to convert them to wod, so I convert them to wotlk. I think I'll wait for a Legion=>WoD convertor. Sorry for my dumb question. 10
Resources and Tools / Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models« on: May 22, 2016, 04:10:01 pm »
Do you think if it's possible to add support for 3.3.5 models from M2mod3 in the latest blender plugin ?
Blender 2.49 is horrible to work with. 11
Showoff - what you are working on / Re: [SHOWOFF] What Are You Working On« on: April 24, 2016, 02:03:57 am »
I had free time, so I did some conceptarts of gnome crates for Gnomeregan.
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Neo / Re: Neo - A WoW Development Suite« on: February 15, 2016, 03:34:04 am »
Yeah, an amazing tablet, but I did bullshit with it, I have to practice more.
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Resources and Tools / Re: [TOOL] Wmo Editor - All versions« on: February 06, 2016, 07:59:40 pm »
Sorry I'm late, I wanted to tell you to see in regedit and to check thaht, but I'm glad Skarn helped you
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Resources and Tools / Re: [TOOL] Wmo Editor - All versions« on: February 05, 2016, 01:56:07 am »
Do you can open the program or it shows you this and won't open ?
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Tutorials / Re: [TUTORIAL] Custom WMO's Survival Kit« on: February 04, 2016, 02:20:58 am »
Try to add an "empty texture", in blender, just set a basic material, and when you do the conversion you change for the blp texture path.
And switch to "blend mode" for this material with hex editing |