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Topics - Met@

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1
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
https://vk.com/zim4ik
So, that's it...

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 .
On his computer left many files . He worked up to the end .
Here is a screenshot of what to do about it ?



Yes, better to tell everyone . Let remember the day of his death 07.14.2014
.....
so, you can write at my email https://mega.nz/#!VQZWSLhL
I think, I had to do it earlier, but I accidentaly opened his email with mails from Modcraft few days ago..
So, anyway, use it.

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

!rThTc2gf21r55mWoto9WwTgJdaQtDS2N-qXNfV_fFP0

and, I'll be in touch
Best regards!

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.

2
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 ?

3
Tutorials / [TUTO:Texturing] Learn basics : Workshop with Jamin Shoulet
« on: February 02, 2016, 10:13:53 pm »
Hi fellows, long time ago I discovered an interesting workshop on youtube with a guy who worked in game industry with famous enterprises like Blizzard and Ubisoft. Here, he teaches to a class of students how to paint textures from scratch for low poly models with a cartoonish style.
There's tons of videos about texturing on the web, but this workshop is particulary helpful because this guy, Jamin Shoulet, gives some tips and talks about experiences, techniques, etc...

Plus, you can work "with him" in the same time, like the others students because it's not a timelapse.

Have a good class !

[media:1jomiryy]https://youtu.be/c_GWVez_UHM[/media:1jomiryy]

[media:1jomiryy]https://youtu.be/QSFKEvH6ZJA[/media:1jomiryy]

4
Tutorials / [TUTORIAL] Import M3 Heroes of the Storm to Blender
« on: August 07, 2015, 07:55:16 am »
Hi guys, someone asked how to import models from HotS to blender, but this 3D software doesn't have a lot of plugins to do it. I'll share with you my researches and how I personally do it for me.

Tools


  • CascView
  • Blender
  • Addons for Blender (links in the section dedicated to this program)
  • Heroes of the Storm game folder
  • 3DSmax 2012 and up (for the second technique)(if you take a lower version, you'll need an older plugin)
  • This addon for 3DSmax

Extract models from the game


    First, you need to have the game installed.
    Open the Casc Viewer, click on
Game Storage, and select your game folder.


Now, explore the folders and choose the model that you want. In my case I'll take Uther.


Now, right-click (or F5) on it to extract the model.


Choose your folder and save it.

[/list]

Direct to Blender


I've searched on the web after some plugins for Blender, but have not managed to make them work. Some are too old, others not compatibles, etc...

    The new M3 file format from HotS is a little bit different of M3 files from StarCraft, so SC modders are using a converter to make the models compatible with their tools..
  • Heroes M3 To Sc2 M3 Converter

    Here's some M3 blender plugins, maybe you'll have more chance than me to make them work :
  • This one is 5 years old, so I think it can possibly work with older versions of Blender.
  • This second seems more complete and more up to date.
  • This last is normally compatible with the 2.71 version.

Sadly, no one was working for me (and I don't have time to test all blender versions with all plugins), so I've chosen the second solution.

To Blender with 3DSmax


    3DSmax part


    I don't really like this program for now, I have not taken the time to understand all the tools, but I can use it for simple things.

    So first, open 3DSmax. Click on the MAXScript pannel and choose Run Script.


    In the new window, you'll see the scripts that you can run. You can just drag and drop the M3 addon in this folder, or add it manually in your program folder (in my case " C:Program FilesAutodesk3ds Max 2013scripts " ). And open it.


    Go to the right side of your screen, in the tools section. Switch to Utilities and click on MAXScript.


    Scroll down to see the new pannel called TM's M3 Import (v2.1) and choose Select file.


    Choose your file and open it.


    Once your file is selected, check what you want to keep in the model (bones, animations, etc...) and import it.


    Now you have your model.


    You can export it in *.obj file, click on the Autodesk logo and choose export.


    Choose a name and the file format to open in Blender later.



    Blender part


    Now launch Blender, go to import option and open your file. And here it is ! In my case, I have a blue pill (hitbox). Your *.obj will be like a *.fbx, it will keep all the informations like materials, bones, and animations. Just keep and remove what you want.


    And voilà.


    After that you can work on the modell as you wish. Let's paint Uther with abdalrahman9's technique. (all the red is the material color, not the weight paint)


    And I rework the face to fit well with the human model.

    [/list]

    I hope it was helpful, and good luck.

    5
    Hi guys, today I'll show you something to get faster when you are working on the UV map of the HD models. As inicio has did with his script in photoshop, I'll give you a tip to save time in blender.

    With the help of the MultiEdit addon. I didn't checked if there's a release for Blender versions under 2.7, but you can see the topic of this addon on this forum.

    Tools


    - Blender 2.73
    - MultiEdit 2 (I use the version 2, but there's already a version 5)

    Process



    It's really simple, this addon allows you to edit multiple meshes in the same time without merge them. You just have to select the meshes, enter in the multi-edition, modify what you want, and exit the multi-edition.

    Here's the process in video.

    [media:nftzscsn]https://youtu.be/7ngefXYlmnc[/media:nftzscsn]

    Good job all.

    6
    Random / Modding : the little extra to get a job
    « on: April 11, 2015, 05:55:46 pm »
    I saw the conversation about getting a job with modding experience in the Neo topic, and I was thinking the same thing as some peoples. Showing some stuff from modding can help sometimes to show what we can do.

    Like Kaev said: "we should create another thread to discuss stuff like that."
    So here it is. I suggest you talk about the jobs we can found in the game industry with the help of modding, share some experiences, tips,...


    In my case, my dream is to work at Blizzard as a 3D modeller. It's an impossible dream, but it helps me to move forward. Since I've decovered the Warcraft universe when I was young, I decided to work for them. I entered in modding some mounths after that. I started 3D because of that, and I love it. With modding, I've had the opportunity to try a lot of things what I never thought I'd touch before like. Since I was a kid, I wanted to be a comic drawer, but it's hard to find a job and impossible to gain his life with it now, and video game was my lifeline.

    For now, I study drawing, some years after my graduate, I decided to go in a school to learn the making of video games. With modding, I've already some bases and it's helpful.

    The models that I make for WoW modding can help me to fill my portfolio and to show what I'm able to do.

    And I agree with the fact that talking about private servers is quite risky if it's in this same game that you want to work.

    Sooo, let's talk.

    7
    Tutorials / [TUTORIAL] Custom WMO's Survival Kit
    « on: December 29, 2014, 06:51:56 am »
    Hi Modcraft !

    I'm happy to share with you my knowledges about custom wmo's. After months of research and work, I've decided to make a tutorial for those who want to make their own wmo's.

    Special thanks to stan84, Supora, Waveworms and other peoples who helped me.

    Tools Used



    Summary


    • 1] Build the model before conversion
    • 2] Conversion of *.obj to *.wmo
    • 3] Add some doodads with WMOeditor
    • 4] Add a doodadset
    • 5] Additional informations
      • 1) Use textures with transparency
      • 2) Collisions
      • 3) Adding lights
      • 4) Coming soon and WIP...


    1]Build the model before conversion



    To begin, you should know what you want to do. Do some research to find references that will help you give more "credibility" to your building. If you work in a particular architectural style, do not hesitate to find your inspiration from photography, if you are not in a specific style look anyway how Blizzard constructed houses, castles, and other buildings, so your model fits well and is coherent with its environment. The style of Blizzard is particular with its distortions and its side a little "used".

    I will not teach you how to make 3D models (I'm not a professional) but I will give you some tips to make it a little bit "optimized" for WoW.

    Here I am working on new models of houses for Kul Tiras. The island is in a Mediterranean / Tuscany theme, I did some research to see how the houses are built in these regions.



    To be sure that your home is at the right scale, you can use (and it is even advisable) the human model humanmalescale.m2 (because it is the "basic" scale in WoW), but open it large enough for passing a Tauren because it must be accessible to all races (a Tauren can enter in a human house without much problem because of its wide input) . The goal is that the player's camera could pass without taking the door jamb in the head.



    Don't forget to delete useless faces.



    For your model is well composed, it takes several geosets, the number varies depending on the number of "large parts" (as the capitals for example, who have a lot, by districts, house interiors, etc ...). For mine, I based on basic models of human houses, so it will be two geosets: inside and outside.



    For the instance of Gnomeregan the model has 73 geosets, because it's a big model. Each rooms and tunnels are geosets, sometimes divided into several parts.



    This palace (from Phantomx) has 63727 polygons and 58997 faces, it's a really huge model ingame, but it has only 24 geosets.





    In fact, the number of geosets really depends on how you organize your model, you can't have a wmo with only one geoset if it's a big piece because MirrorMachine can't convert it, you must divide it.

    To have a better render with light and shadows, remember to apply the smooth shading on the concerned parts (mainly for use on curved surfaces, straight walls don't necessarily need it).




    2]Conversion of *.obj to *.wmo



    We will go to the conversion of the model. First, save it in .obj with the correct options as below.



    Once done, you have two files: your model in .obj and a .mtl file with informations about materials and textures. Open the .mtl file with your notepad, you will see the names of materials and patchs of the textures used. Simply change for that of .blp's in the mpq patch. Do it for each texture. (Insert the extension .blp instead of .jpg or .png it's not really important because the converter will add it automatically)



    When finished, save and close the .mtl and open MirrorMachine to convert your .obj in .wmo . Select "OBJ File " instead of "WMO v14 ", "Open File " to select and open your model, "Settings " to check that your options are much like on this screenshot. Click "Start Convertion", if your model is well built, it should work without problems.



    After conversion, you must have your wmo + his group files (the 00 .wmo) corresponding to geosets, so I have two in my case.
    To verify that the paths of the textures are good, open your wmo main file in 010 editor with wmo template. Here you can see that's good.



    Once everything is checked, you just have to put it in a patch and test it.



    Here is the result with a basic human house next for comparison.



    3]Add some doodads with WMOeditor



    A house that's fine, but without furniture it's a little empty.
    We are going to fill it with WMOeditor and 010 editor.

    This time, open the group file in which you want to add doodads. Do CTRL+F to open the search window. In Type you must have "ASCII String (a)" and write "NBOM" in Value, then click on Find All.



    You will have a line including what you want that appears in the lower part of the window. Now do CTRL + I to open an insert window and look for the file containing the chunk for upgrading your sub -parts of wmo.



    If you compare with your original line and it has changed, then it is good. Save it.



    Repeat for each subpart involved in your wmo.

    Time to get serious and open WMO editor . At first it can be a little confusing to use because it displays models with a mirror effect.



    So once your wmo is opened, go to Root File to find the geosets that compose it. Click Edit to see their options, check "Has Doodads". Close the window and repeat on the other remaining.



    We can finally start placing those famous doodads. Now go to Doodad, in the bottom box is the doodadset that indicates how many m2 it has in total. Most houses have several doodadsets, but I have not figured out how to add a second, I'm working on it.
    Click on the [...] to open a window with a list of m2 similar to WoW Model Viewer. Once your selected an object, double-click on it, the window will then leave and you can place it in your wmo. Please note that the window does not close so far, it just comes up behind the first one.



    To navigate through the window of your building, the controls are the same as Noggit. Once you have decided where you want to place your object, place your cursor there and made CTRL + V to paste it.



    Here are the commands that allow you to move your objects as you like.



    Once you're done, save your work in File>Save. Your wmo completed will be saved in the WMO editor folder, in world.



    You just have to go in game to see the result.







    Congratulations, you are with a furnished house!

    4]Add a doodadset



    Quote from: "Supora"
    So this time is about "how to add a doodadset"
    When you got your model just after convertion you need to open your root_wmo and all of the group_wmo files in 010 Editor.
    Root_wmo edition:

    1) In MOHD chunk you need to set the nSets to "1" like this:



    2) After edition of nSets you need to insert a MODS chunk. For this you need to find(ctrl+F) NDOM and insert "this". Then you need to find SDOM and change the value after it to 20(hexademical) like this:



    3) Follow the steps which I've already explain to Met@
    Quote from: "Met@"
    3]Add some doodads with WMOeditor

    A house that's fine, but without furniture it's a little empty.
    We are going to fill it with WMOeditor and 010 editor.

    This time, open the group file in which you want to add doodads. Do CTRL+F to open the search window. In Type you must have "ASCII String (a)" and write "NBOM" in Value, then click on Find All.

    You will have a line including what you want that appears in the lower part of the window. Now do CTRL + I to open an insert window and look for the file containing the chunk for upgrading your sub -parts of wmo.

    If you compare with your original line and it has changed, then it is good. Save it.

    Repeat for each subpart involved in your wmo.

    Time to get serious and open WMO editor . At first it can be a little confusing to use because it displays models with a mirror effect.

    So once your wmo is opened, go to Root File to find the geosets that compose it. Click Edit to see their options, check "Has Doodads". Close the window and repeat on the other remaining.

    We can finally start placing those famous doodads. Now go to Doodad, in the bottom box is the doodadset that indicates how many m2 it has in total. Most houses have several doodadsets, but I have not figured out how to add a second, I'm working on it.
    Click on the [...] to open a window with a list of m2 similar to WoW Model Viewer. Once your selected an object, double-click on it, the window will then leave and you can place it in your wmo. Please note that the window does not close so far, it just comes up behind the first one.

    To navigate through the window of your building, the controls are the same as Noggit. Once you have decided where you want to place your object, place your cursor there and made CTRL + V to paste it.

    Here are the commands that allow you to move your objects as you like.

    Once you're done, save your work in File>Save. Your wmo completed will be saved in the WMO editor folder, in world.

    You just have to go in game to see the result.

    Congratulations, you are with a furnished house!

    4) When you are finished with first doodadset you can add another one. For this you need only to edit the root_wmo file. So agan load it in 010 Editor. Go to MOHD and change the nSets to "2". Then ctrl+F NDOM and insert "this" just like we did earlier. But now it's time for some differences: when we added a new row for MODS chunk we need to change the name of our second doodadset like this:



    Then you need to change the index of first doodad used in this set to summ number of doodads used in previous sets(if you already have 2 doodadsets and wanted to add third you set this value to number of doodasds in first set + number of doodads in second. etc etc). In my case I've added only second set when first have only 9 doodads used. So I've change the "first doodad index(FDI)" to "9":



    That's it. You can save the file. Pack to mpq and load in WMOEditor.

    5]Additional Informations



    1) Use textures with transparency

    In your buildings, you may be asked to use textures with transparency as a grid for example. On blender, you can see the transparency with the rendered mode or other stuff like that, and the material clearly indicates that there is transparency.



    In game you will have opaque texture like all other.



    To set the transparency, we have to open the wmo in 010 editor and look in the MOMT chunk. In it, find your texture, at the line " UINT32 blendMode " you will see that the value is 0, it corresponds to the opaque mode, just put 1 in place in order to transparent mode. It's as simple as that. Save everything and voila.




    2) Collisions

    Normally Mirror Machine manages well enough collisions each surface must have. If some places are little bullshit on collisions or you want to make collisions as Blizzard putting invisible walls to avoid falling into a ditch, or just block passages, well I'll tell you how.

    Here is an example of collisions that Blizzard has done in Gnomeregan, most of the time there are "boxes" goshawks some pipes or rounded elements such as barrels and also invisible walls to avoid falling in some holes.



    Collisions are in fact a double of the model but with the same number or sometimes fewer polygons and fully transparent. To do the same, you just have to use an invisible texture on your geoset.



    Quote from: "Skarn"
    If you have collision bugs likr falling under the textures, try to increase the polycount on the buggy place and reconvert the model. If you can't pass trough the door even if the geometry allows that, decrease the collision leaves size in the conveter.

    3) Adding lights
    a) Manually with hex editor.

    You can look at the video made by PhilipTNG, it's pretty well explained.

    http://modcraft.io/viewtopic.php?f=20&t=9271

    Maybe later I'll add this part in text with images.

    4) Coming soon and WIP...

    I wanted to wait a bit to publish my tutorial and put in more informations, but they need intensive work and research, so I'll put it later by updating this tutorial.

    What I want to show you:
    • add music in the wmo
    • add footstep noises on the floor (wood, metal,...)
    • add more  lights (glowing windows,...)
    • add liquids (water, lava, ...)

    And here are some WIP screens:




    I hope this has been helpful. Enjoy.

    (ps: sorry for my bad english if there are strange sentences)

    8
    Modelling and Animation / [QUESTION] Vertex Painting in cutom WMOs ?
    « on: April 16, 2014, 09:41:30 pm »
    Hello Modcraft.

    Since yesterday, I thought about using vertex painting to put shadows and lights in my custom WMOs with blender.



    But the .obj format doesn't retain vertex painting informations. I wanted to know if anyone knows how to keep these informations (in .3ds format, may be) or if you know another technique to put lights and shadows in a custom WMO.

    Gnomically, Meta.

    9
    Hello everybody! I'm a belgian modder (therefore I speak french, so please apology my bad english).
    I started model-changing 3 years ago but I haven't practiced for a while. I restarted to work last year, and progress is still necessary.
    This is my rebuild of Gnomeregan for this small race called gnomes, who have been nearly ignored in model-changing. I'm here to change that! I made a new capital, new houses, a new factory, a new airport, new mounts, etcs...! It's not finished, I'll add a lot of things, trainers, areas... FOR GNOMEREGAN!
    It's for the french project "Shadow Storm".

    Enjoy.



    Update 3



    New Mekkatorque's statue, more impressive.

    New walls with electric fence





    And new little fence



    Update 2


    Mekkatorque's statue








    New tavern!





















    New mount's garage

    And green smoke disabled, yeah!

    Update 1


    The City









































    Crash-test, yeah!



    Small airport :p



    I've started to make tavern but...


    To the Factory








    The steamtank factory
















    To be continued...
    (I'll make video later.)

    10
    Level Design / [QUESTION] Problems with M2s & WMOs
    « on: July 14, 2012, 03:06:15 am »
    Hello everyone :D

    I have any questions for you.

    (my english is not perfect, i'm french)

    1) Put M2 in MWO [Solved 1/1]
    For my project, I need to put a lot of m2 (chairs, tables, beds, furnitures,...) in wmo (houses and Gnomeregan, but not the instance). But when I place m2 in wmo with noggit, they not appear in game. And the official blizzard's houses have already furnitures inside, in noggit oO



    Do you know how I should do to avoid the bug? How Blizzard do that? Wich program to use? (I didn't want to use gobjects)

    2) Use part of WMO [Solved 0/1]

    I need also parts of big WMO (Gnomeregan).



    When I put it in noggit, it does crash. I try to rename it, but it does crash again.
    Do you have solution for that?

    Thank you in advance for your precious help.
    Cordially, Met@.

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