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Topics - abdalrahman9

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1
Modelling and Animation / [QUESTION] MLIQ of WMO
« on: September 09, 2016, 06:54:38 am »
Hello there Modcraft, i just have a few questions that i want to ask about MLIQ of a wmo. So here goes:

1: So for the heightmaps, i don't get what the first four bytes are referring to. From what i found it is trying to refer to UV map or another words texture coordinates of the vertices and the transparency. However, i don't understand how they are represented. Is each byte a specific information or every two bytes? Here is a picture to elaborate my misunderstanding:



2:Does anyone know what the types of the tiles are which come right after height maps? I have tried to play around with them but weird things happen when i do. Another pic for understanding:



If anyone knows any type of information that will be of great help. Thank you again for reading!!!

2
Hello there. So my question is exactly like the title of this topic. What i want to do is in my WOTLK WOW, i want to make the character stand on my mount instead of sitting down on it. The only example i found was the Disk cloud (thanks Kruithne) but as you can see, it had appeared in the MOP patch after WOTLK. I had tried to report it to WOTLK but when i mounted it, the character unfortunately just sat on the mount instead of standing. I had tried to see if any attachment information changed from the MOP and WOTLK version but i couldn't see any difference. So my only guess would be that it has to do with the database. Any ideas how i can make my WOTLK mount compatible with the character standing instead of sitting down?

3
Resources and Tools / [WotLk] 3ds max WMO Exporter
« on: January 31, 2016, 09:22:00 am »

3ds max Wmo Exporter


[paragraph:1bpn2nx2]Hello there, I have finally decided to release my exporter as I feel it has reached a level to where I think it might be usable or maybe be some use for some people. This is my first project and when I first started off, my intention for this exporter was to be THE Wmo exporter. I had realized through some wow Documentary that there was a very high chance that Blizzard was also using 3ds max as its home development for its Wmo models. I had first started the project in the summer in August I think. I had worked on it for a month but I eventually halted the project as university started. In the winter break (end of December), I felt the urge to reinitiate my project in create the best Wmo exporter out there that I was capable of. When I began, I had absolutely no knowledge or experience in coding (though I learned many years back python but was very basic). So it was truly a challenge for me to create a functional exporter. I had put all my heart and soul in creating this exporter and I hope it becomes what I had first envisioned it to be. It took me roughly three months to type the code and after each day I had learned new things in both programming and in the Wmo format. It was truly an interesting project to start in gear and it had its up and downs but it was worth it nevertheless. I know I have already prolonged the introduction and so before you guys get bored, I will start explaining the exporter itself.[/paragraph:1bpn2nx2]

Introduction:


[paragraph:1bpn2nx2]The function of this script is to export the Wmo scene that you currently have in 3ds max into the Wmo format which can be read through the wow engine. The wow expansion that this export supports is the Wrath Of the Lich King (WOTLK). Right now I don’t have any interest in supporting any other expansions but you never know what the future holds. To run the exporter, you must first go to “Utilities-->Maxscript-->Run Script”and press on the exporter file. You will have to re-run the script if you change anything major in the scene such as deleting a group and if an error occurs. I will inform you right now, the exporter is not flawless and I am releasing it to know the different bugs that it contains. It is hard to use if you don’t know 3ds max well but I think it is doable. I will begin by stating the properties that the exporter supports and what it doesn’t.[/paragraph:1bpn2nx2]

Supports:


•   Geometry (Indoor/Outdoor)
•   Texture/Material (Standard and Multi-Sub Materials Only)
•   Groups
•   Wmo Lights (Omni Preferable)
•   Doodads/Doodad sets
•   Portals (Rectangles Usually)
•   Binary Partition Tree
•   Vertex Color

Unsupported


•   Liquids (I got no idea how to implement. Any ideas are welcomed)
•   Skybox (Also no ideas, welcoming suggestions)
•   Flags (There are multiple flags that I don’t support which are usually ones that are unknown even in the wmowiki)
•   (Will add more if I remember anything else)

Geometry:


[paragraph:1bpn2nx2]So what would the exporter be if it didn’t even export the most basic geometry in the scene huh? Now from what I have tested so far, there hasn’t been a problem with the geometry themselves when it comes to exporting. I believe all geometries are supported.[/paragraph:1bpn2nx2]

Texture/Materials:


[paragraph:1bpn2nx2]My script only supports two types of materials which are Standard Materials and Multi-Sub Materials which are made up of Standard Materials. You can have multiple meshes having the same material and you can have even materials that are not even used in the scene but are in your material editor. Try to make sure that your material is appearing in the scene. The name of the material will be the name of the texture file name that will be used in the Wmo group. That means that if you have your material named as “Texture1”, then you should have BLP texture file name “Texture1.BLP”. Please do not add “.blp” in your material name as I add it in the script itself.[/paragraph:1bpn2nx2]

Groups:


[paragraph:1bpn2nx2]You are able to link multiple meshes/geometries under one name which is called a group. This is a function in 3ds max which can be easily used.  Every single mesh you want it to be in your Wmo has to be in a group. You are able to make each mesh/geometry to be its own group but it might be time consuming depending on the amount of meshes/geometries you have. Also, the group’s name will be the name of the group in the Wmo root file and not the individual meshes in the group. You will have three different types of groups which are Indoor or Outdoor and Indoor/Outdoor. The Outdoor group (Batch C) is just the meshes which are exterior like the outside of a house. The indoor group (Batch B) is the interior of a building which uniquely supports Wmo lights and an example is the interior of a house. Finally, the indoor/Outdoor (Batch A) group is something between the interior and exterior. It is usually a group which is the transition between an outdoor group into an indoor group. For example, the gate and the first few sets from the exterior of a house into the interior of the house is an Indoor/Exterior. A special characteristic that I found an outdoor/Indoor group has that distinguishes it from an indoor is that if it has Vertex Color then it does not only color the Wmo group but also the character himself. Take into consideration that each group can only be one type as I don’t know how to support multiple types in one group. What I mean is that one group cannot be both outdoor (Batch C) and indoor (Batch B). Each group must be only one type (Batch A, B, or C)[/paragraph:1bpn2nx2]

Wmo Lights:


[paragraph:1bpn2nx2]I will tell you the truth right away, I had never been able to see my Wmo lights in the Wmo ever or see a change of color in anything. However, my exporter creates the light anyhow and I might just be missing a flag or something which is the reason it isn’t working. Now the Wmo lights are created from actual lights in 3ds max which are created from the: Create->Lights rollout. I think the exporter only supports Omni lights but I had tried supporting the other lights but I don’t think they work. Also another important piece of information is that you will have to use a function which called “Select and Link” in 3ds max. This will allow you to link the light to the group you desire. So in essence what you need to do is create a group and after that group has been created and it is closed, link the light to the group. NOTE: Do NOT add the light into the group when you are constructing the group from the first time. What I mean by that, don’t make it a member of the group. What you need to do is link the light to the whole group.[/paragraph:1bpn2nx2]

Doodads/Doodad Sets:


[paragraph:1bpn2nx2]Doodads are representing by geometry in the scene and they could have any shape or form you like. However, it is better to actually import an m2 file from wow model viewer (OBJ) into 3ds max to have a good representation of the doodad. The name of the doodad has to be the directory to the m2 file in the MPQ. An example is if you have a doodad named as "duskwoodfootlocker01.m2", then the name it should have in the 3ds max scene is "WorldGenerichumanpassive doodadsfootlockersduskwoodfootlocker01.mdx". Make sure you remember that you put "MDX" at the end and NOT "M2".  If I remember correctly, if you import from WMV, you will have to rotate the model 90 Degrees in the positive X direction and reset it's XForm to be oriented correctly in term of how it will show up in the WMO. There is no need for the doodad to have a material as after some tries I found it troublesome. You are able to also scale the doodad BUT it has to be a UNIFORM scale. What this means is that all the three directions (x,y,z) must be scaled equally. If there is one direction which is scaled differently than another direction then a default scale of 1 will be set. Finally, when you imported and positioned all of your doodads, you will have to use another function in 3ds max which is called “Create new Set”. How you use this tool is that you select all the doodads you want to be in a set as you are able to have multiple sets and press the “Create new Set” button to create the doodads selected a set.  After you have created all your doodad sets and named each one, then you must link the set to the group. When linking, DO NOT select on one doodad and then link!! You must press on the set from the rollout to select ALL doodads in the set. Then just simply link any doodad (while have all the other doodads selected) to the intended group. With that, you would have added the doodads to the group. So the only difference between Wmo geometry and a doodad is that Wmo geometry is part of the group and the doodad is linked to the group.[/paragraph:1bpn2nx2]

Portals:


[paragraph:1bpn2nx2]The purpose of portals is to link the outdoor groups with the indoor groups so you can see outside if you are inside the indoor group. Portals are represented by Shapes in 3ds Max. Please use rectangles all the time but I do think I have written the script in a way that it can accept other shapes. However, I had not tested if it works with other shapes so I can’t guaranty it is flawless. To create Shapes, you must go to the “Create-->Shapes” rollout. Position it between the gateway of the Indoor and Outdoor groups. Now do not link the shapes to any groups and leave them by themselves. I have created a special rollout in the exporter utility where you must manually state the interior and exterior groups that the portals must link between. Now I have labeled which group should be the external and which the internal, though one time it didn’t work and I had to flip the groups around (External <-> Internal) for it to work. So if it doesn’t work in the first time try to reverse the selected groups.  I really got no idea why that time it did that. Not to mention that the shape has to be an "editable Spline" when you export.[/paragraph:1bpn2nx2]

Binary Partition Tree (BSP)


[paragraph:1bpn2nx2]Ow my … This was the HARDEST thing to write as I had no idea what this BSP was about in the beginning. After receiving help from Schlumpf, Gamh, and others from Modcraft, I had gotten the rough idea. I took much time to write it and I hated every second of it. Now I have realized that there some areas that might not have collisions and it could be because of the BSP but I thought I did a very good job in it. I might come back to it and see if I can fix it. Also to mention, there is a flag in the exporter called “MOBR/N” which is by default on. I would highly recommend that no one unchecks it as I am not sure what it will do to the Wmo groups. I just don’t want to work on the BSP for some time as I just recently finished it and can’t handle working on it again. You are not asked to input a number of nodes/leafs like how the Mirror Machine does. The reason behind that is that I had created the script to create a tree until there is at least 50 verts or less in every single leaf in the tree. This means that if you have a group which has A LOT of verts like 10,000, then the exporter will be slower. Just give it time until it process the data and 3ds max might stop responding but just give it 5 minutes and it should work find. I would suggest keeping low verts in every group so collisions can be perfect.[/paragraph:1bpn2nx2]

Vertex Color:


[paragraph:1bpn2nx2]The way that I usually add vertex color is by adding the “Vertex Paint” modifier. By default, if the modifier hadn’t been added to the mesh and no color was added through the “Editable Mesh” (Not Preferred) then no vertex colors will be exported. However, when you add the modifier, vertex colors will start to be exported. Now there are two types of painting you can do which are vertex color and vertex alpha. Ambient is just roughly how bright the vertex will be. I am not going to teach you how to use the modifier. However, I will just inform you how you can add an alpha color. By default, when you just add a vertex color layer to the mesh, the alpha of the whole vertex is set to 0 (Not Lighted). If you want it to be brighter, you must add a new vertex paint layer but this time change the channel to ‘Vertex Alpha’.  Now just paint it and the new alpha values will be exported. There are a few important notes that you must be aware of. The first one is that if one mesh in a group has vertex color then ALL the geometry/meshes in the group which are members must also have a vertex paint modifier applied to them. You can easily just do that by selecting on the members and add the vertex paint modifier on all of them. The second point is that Indoor groups DO NOT show up in game if the group doesn’t have vertex color. This means whenever you want an indoor group, you must add a vertex paint modifier on all of the mesh members in the group for them to appear in game. This only applies for indoor groups (have indoor flag set)[/paragraph:1bpn2nx2]

Unsupported:


[paragraph:1bpn2nx2]There are many things that I want to add to the exporter but I just don’t know how to implement them such as liquids. 3ds max has no supports or any type of representation for liquids in its scenes. So if anyone has a suggestion on how to implement any new feature then please get in touch with me.[/paragraph:1bpn2nx2]

Tips/Procedure:


1.   SAVE your scene BEFORE using the exporter at ALL (Trust me you will want to)
2.   Collapse/ Convert All the geometry/meshes members to Editable Mesh (Must be Mesh!)(Very Important!)
3.   Group all the meshes/geometry that you want in your individual groups
4.   Select all doodads and create the doodad sets
5.   Link the doodad set to their respective group
6.   Link the lights to their respective group
7.   Run Script
8.   Input the directory to where you want to save the file
9.   Input the Texture location in the MPQ where you will have your textures in
10.   Leave or set a WmoID for the WMO you are creating
11.   Leave/Change the flags for each group
12.   *In Case Of Portals/Shapes” Set the interior and exterior groups
13.   Press the Export Button (First time exporting meshes/scene)
14.   Now usually what happens when you first export is if your model was not exported before and was totally created in 3ds max, my exporter will break the vets of each mesh because the mesh verts must equal the texture verts (Not my function). After my exporter is finished and if you dislike how the mesh was split up then you can export as .3ds format and import it again. This way you use 3ds max’s own function on how it splits the verts.
15.   Export a second time and it usually is faster as it doesn’t have to split the verts.
16.   If no errors then check in game!! (If nothing went wrong!)

Suggestions:


[paragraph:1bpn2nx2]Please before using the export to make sure you save your scene as sometimes the exporter when it runs through an error it does something weird to the scene though only rarely. I would also suggest to first starting off with basic shapes such as a box or a sphere to see how the exporter works before moving on with personally created models. I will update this thread with pictures in the next few days to make it easier to understand and to visualize.[/paragraph:1bpn2nx2]

Thanks/Credits:


•   Will: He is the one that has supported me the most and really is the one who got me interested in wow modding. I mostly grateful for him!
•   Schlumpf: Thank you a bunch for answering all of my questions to the extent of your knowledge. If it wasn’t for you, this exporter wouldn’t be at the level it is now. Thank you!
•   Gamh:  Helped me in the painful BSP process. Thank you for the support
•   Deamon: Also aided me in the BSP understanding. Thanks a bunch!
•   Modcraft: Thank you Modcraft for if it wasn’t for you, I wouldn’t have had learned the basics and couldn’t have had my questions answered.

Download


Wmo Exporter Version 1.0

Importer


I forgot to mention that there is a wmo importer for 3ds max which was made by a coder named Taylor Mouse. It does a very good job in importing the meshs and i have been using it a lot in my process of my exporter. It currently only imports meshs and textures and doodads and nothing more. You can download it from here

Examples:
(Havne't really had the time to create many models and export them but only have one random model that i did for test purposes)




4
Miscellaneous / Wmo Lighting and Batches A
« on: January 15, 2016, 07:40:49 am »
Now i have asked a few times what exactly the difference is between batches A and batches B and i haven't gotten a solid answer. I did some experimenting and i have gotten results. this is a picture of my custom wmo with vertex color while having the interior being set as batch B:

you see that the indoor is normal with nothing wrong. However, when i set this same indoor group as batch A something so weird happened!:

It would seem that batches A seems to be effected by world lighting as some people stated in the chat but something that is more weird is that the character is effected by the vertex color that is on! Here is a better example:

So my question is what exactly does batches A stand for if anyone has any solid understanding of it? Also, i have implemented a custom wmo light into my wmo but it doesn't have at all any effect on doodads or character. Can anyone give a deeper insight wmo lighting?

5
Miscellaneous / WMO Portals/Lights
« on: January 12, 2016, 10:45:58 pm »
Does anyone know how portals really work in a WMO? I have manually inputed a portal in my own wmo and set some of my groups as interior in the root folder in the group info chunk and also in the group file itself in the MOGP chunk flags as interior. I have also tried to place lights but they don't work. My game crashes when i try to log in and even when i am able to log in, i can see through the wmo group which has the interior flags.
Here is an example:

Does anyone know how portals, lights, interior flags work?

6
Miscellaneous / BSP Tree (WMO)
« on: January 03, 2016, 08:44:25 am »
Hello there, now i am trying to create a bsp tree from a 3ds max scene with using maxscript but lately i have been having some trouble with it. I am not a programmer so i don't have the fundamentals that are found in other people. So from what i know, to generate the BSP tree you have to separate the scene into multiple sections which are nodes. Through those nodes, you are suppose to find the the first face that appears. I had looked at the wiki where there is a (c++?) script to generate the bsp tree but i am coding in maxscript and not to mention i would to actually learn how to do it. So i have several questions:

1: How is the first face determined? like what is the point that you take as your reference. Would it be the (0,0,0)??

2: Now the planeType, there are four types and i am guessing this refers to the cut of the node and it can be xy, xz, and yz. But what is the leaf? From what i looked up, the leaf is the node that has no children so what does that have to do with the type of cut?

3:How would i type the code anyways? Like what should i start off with? Should i create dummy planes in the scene to represent the plane cuts which isn't really intelligent as i am sure there is a better way but right now i got no idea how i am suppose to generate the code in 3ds max. Any tips would help!

4:Also, how many cuts or nodes should i do for each object? Like if it is only a box i know i shouldn't be doing many cuts but does the amount of cuts depends on the number of faces/vertices? Like if i had 25 faces there should be only 5 cuts?

Lastly, thank you for reading.

7
Miscellaneous / The WMO MOPT Chunk
« on: July 25, 2015, 11:23:57 am »
Hello there, i just wanted to ask if anyone knows or has any clue what the last four bytes of the MOPT Refer to. As it seems in the wiki it doesn't explain much and also in the 010 templates, it is named "Unknown Float". Through my research of trying to figuring what it tries to refer to, i have found out that it might mean the distance from the portal to one of the axis (x,y, or z). The property that sets the distance it is far from is the direction of the normal. Now i have only proved my theory to be true only for portals that are parallel with one of the axis. Here is an example of what i mean:

In this example, the portal is parallel to the X-axis which means that its normal is perpendicular to that X-Axis. This portal is taken from the GoldShireInn.wmo and it is the third portal of the wmo. I have copied other several portals to see make sure and so far, the distance to the parallel axis is the float number of the unknown.

However, a problem comes up when the portal is slanted. This means that when the portal is not parallel to any axis the float number becomes weird. In the wmo file, almost all the portals that are not parallel to any axis have a very small number float. An example is the sixth portal of the GoldShireInn.wmo. The unknown float is "0.8327567". I tried to recreate it in 3ds max and this is how it looks like:

As you can see, the portal is not parallel to any of the axis and that is why the last float unknown is weird. I am pretty sure it happened because of the translation of the portal.

I will keep on checking and see if i could solve anything but if anyone has any ideas please do tell.

8
Miscellaneous / The Null Value
« on: July 20, 2015, 03:40:49 am »
Hello there, i am having some problems representing a null value in maxscript and even in 010 editor. I have tried the ctrl 2 and alt 00 but with no avail. I was not sure if there was a special way to do this or if i had to do it through hex. The reason is because i am currently making an exporter in 3ds max.

9
"Retro-Porting" / [Question]ClockworkHorse
« on: June 18, 2015, 05:24:39 am »
Does anyone know if the ClockworkHorse is suitable to be used for m2mod? The reason being is that when i try to convert the untouched m2i (Which means i just converted the m2 model to m2i and attempting to convert it back to m2) the program stops working and no specific error comes up, just windows telling me to shut down the program. From what i know, there are specific models that don't work with m2mod and i just wanted to know if the clockworkhorse was one of them?

EDIT: also the weird thing is that the program stops working when it starts creating the third skin file. It might be something to do with the original skin files i had for the m2 but it only had two i am sure. I will see what i can figure out. Here is what i mean (Ignore the m2i, i was just testing something):


EDIT2: well in the end after I did some hex editing to the outputed m2, I got e model to work with the two skins. Though I am still not sure why m2mod ,ad such error. If I am correct, I remember setting the texture animation to all zeros which fixed the m2.

10
Tutorials / [Tutorial] Animation Conversion (Blender)
« on: April 13, 2015, 06:32:47 am »

Animation Conversion (Blender)


Purpose:


So in essence, this tutorial is to help people learn how to convert the animations from a wow model (Panda 5.0.5) to a custom model (Static) of choice. You can easily convert the end model to WOTLK compatibility later. Also,
Quote from: "Alastor"
Just one thing .... use Lastest version of M2redux for Blender 2.72 so you can use model from 6.x.x ( WOD )
In this tutorial, i will be using a old version of blender but you can still follow along with the new version(s). Now I know there is a way through mdlvis but this method is by only using Blender. A heads up, I am a 3ds max user and NOT a Blender User. Thus, if you see me using any wrong methods / terminology for blender, then please point it out. I love to be corrected. (Side note: I am not an expert at this but I will be sharing the knowledge I have so far)

Materials:


•   Blender 2.62
•   M2ModRedux
•   Wow model viewer
•   Custom model (mesh)

Steps:


Step1
Now let’s get down to business. To start off, open wow model viewer and find the model which you want to take the animations from and put it on your custom model. For this tutorial, I will be using the hozumonkeyking model.

Please make sure you are in “.m2” section. Now after you have found your desired model, go to “file > save file…” and save it in your project folder. After it is done exporting, you should have m2 in the folder you had exported the model to. It should look something like this but with a different name.

Now you must go to the skin section, and export ALL the skin files of the model to the same directory you saved the m2 file in. The skin section of the WMV should look like this

After you have exported all the skin files, go to your folder and make sure you have all the files. The folder should only have the m2 and skin files, like this:


Step2
Now taking M2ModRedux (I will not teach you how to install the addons as there is already a section on that. If you haven’t still installed the M2ModRedux, please check this thread Setup M2I Plugins. Now open up the application and where it says “Input M2”, click the “…” that is beside it and open the m2 file that you exported from WMV. After that, click on the “…” for the “Output M2I” and select the folder that you had exported the m2 in. In the end, you should have something like this:

After having everything correct, press “Go!” and the application will generate an m2i file in the directory you had told it to save it in. The m2i file should look like this


Step 3
Now it is finally time to go into blender. Open Blender up and then scroll to “File > Import > M2 Intermediate (m2i)”. Now click the on the m2i file that you had just recently generated.

After you click on the file, blender will open up the model with bones, attachments, and meshes attached.

Now it is the time to import your own custom model. If you are working with 3ds max like me, just export the model as an object format and import it in blender. I suggest that for your custom model, you should separate it into different significant limbs. Such as making the right arm, right arm palm, right arm fingers their own meshes and so on. The reason for this is because you will be weight painting these meshes later it and it will be hard for you to painting them when they are attached with one another. However, if you think that that is too much of a pain, then by all means, ignore this suggestion. Here I will be using Son Goku from the Naruto Series as my custom model because I have already done this model for the project I am working on which is called JutsuONLINE.

As you can see, I have separated each significant limb by itself to make the process easier.

Step 4
Here comes the hard part, now I suggest to move the custom model away from the wow model. Now take the meshes that you want to use from wow model (main body) and make a copy of it by pressing “SHIFT + D” and moving it to the side where the custom model is. Join all the wow model together by pressing “CTRL + J”

Now what you need to do is make copies for each mesh that you have for each custom mesh you have. I have 33 meshes and so I will be creating 33 copies of the wow model mesh that I had separated. Make sure that you press “SHIFT + D” but pressing “ENTER” right away without moving the copies from one another. In the end, you will have 33 copies of the wow model mesh.


Step 5
Now pay close attention to what I say, for if you mess up this part, than all of your model will be ruined. For each custom mesh, head over to the object section of the mesh and scroll down to “Relationship”. You will find a “Parent” section which when you press the box under it, a roll out will pop up. You must pick “Armature” as you want to connect the mesh to the armature of the wow model.

Now I am not sure if this is needed but it’s better to be safe than sorry. Go to “Object Modifiers” and click on “Add Modifier”. Another roll out will appear and this time also pick “Armature”. Under “Object:” click on the box and pick yet again “Armature”.

Now do this for every custom mesh that you have.

Step 6
Now press on one of your custom meshes and then press “SHIFT” and click on one of the copy wow models. Press “CTRL + C” and a copy attribute roll out should pop out. If not, than you must go to “File > User Preferences” and enable the “3D View: Copy Attributes Menu” and then press “Save as Default”.

When the roll out comes up, click on “Copy Location” and the custom mesh should move on to the wow model.

It should look like so;

Press “TAB” to open the wow model in edit mode and you should have all the vertices selected, if not press “A” and then that should work. Press and keep on pressing the red arrow (x-axis arrow) and type in how much you want to move the mesh away from its original point. I usually do use 2 as my number as I find it not too far or too close. After inputting the desired number, you should see that the mesh had moved and if so, let go of the arrow.

Leave Edit mode by pressing “TAB” once again and now you should press “SHIFT + J” to join the meshes together. Now if you had accidentally removed the selection on the two objects through this process for whatever reason, remember to click on the custom mesh and then the wow mesh when joining them.

Do this for each custom mesh.

Step 7
It is finally time for Weight Painting. What I usually do is that I take down all the bones that I will be using and for which part of the model they are for. So for example, I make a list of all the bones that are associated with the right hand and which bone corresponds to which segment. (Bone 44: Right arm shoulder, Bone 12: Right arm middle part, Bone 25: Right arm palm, Bone 52: Right arm thumb, etc…) This will help you to be more organized and in reality it helps me to do it faster. Here is an example of the bones of the Monkey king that I am using for this tutorial.

Now you should start on weight painting. The only thing that I can tell you about this is that you should color the mesh the same colors and positions that you see that wow model is colored in. Here is an example of what I mean:

Here is another tip from Soldan!
Quote from: "Soldan"
Another little pointer that might help you out a bit is when weight painting, you can select the vertices in edit mode, change back to weight paint and hit F (Painting Mask) and then hit Shift-K and it will paint all the selected vertices.

Makes it ALOT easier to paint. (When I started doing models 2+ years back I used to blindly paint and move the bones via pose mode to check what I was missing).
Use the wow model as a reference for your custom model and make sure you don’t leave out any vertices unpainted. For if you do, when you export the model it will crash when converting back to m2. After you had finished painting, to make sure that you haven’t missed any vertices, select the Armature and go to “Pose Mode”. Press on “A” to select all the bones and start to move it around. If you see that some vertices from your custom model don’t move and are left behind, then that means that you hadn’t painted them. Here is an example:

An easy way to fix this is by moving the bone in “Pose mode” a certain units backwards and then clicking on the vertices that didn’t move them and paint them like that. All you will have to do than after you are done is to go in “Pose mode” again and return the bones to where they originally were.

Step 8
We are almost there. The only thing left is to delete the wow mesh from our custom model. To do so, you must press the custom mesh, go into “Edit Mode” and then click on all the wow model vertices. By click “Delete” a menu will come out and just click on “Vertices” and that should do the trick.

Repeat this for every custom mesh you have. Now we must move the custom meshes to where the original wow model was when we first imported it. We should have the original wow model as we only used copies of it so far. Using the same method as before, pressing our custom mesh and then the original model mesh, we press “CTRL + C” and copy locations.

Step 9
Now try to make the geometries positions of the custom model match that of the original wow model(You must do this in edit mode). What I am trying to say is that if the wow model has his arms pointing downwards and your custom model’s hands are pointing to the sides, then edit the arms so that they overlap that of the wow model as much as possible. This is where my downfall comes as I am not good in editing in blender which is why I edit most of models in 3ds max before I export them to blender and start this process. So if you have something like this

Try to make it like this

Now you could move the bones but I don’t recommend that as that could mess up the animations of the model if you translate them too much.

Step 10
The last thing left to do is to delete the left over WOW model meshes and select everything with “A” and by going to “File > Export > M2 Intermediate (.m2i)” save it in a different folder than where you had the original m2i because you don’t want to replace it.

If it had been exported successfully, you should have an m2i file in the directory as so:

The only thing left to do is to convert it back to m2 format, open up the M2ModRedux application once again. In “Input M2” put in the original WOW m2 file that you had extracted from WMV. Leave Output M2I empty. In “Input M2I” put in the m2i file that you had saved from Blender. For “Output M2”, just put it in the same folder as your blender m2i for it will save you time to create a new folder for it.

Then finally press “Go!” and you’re done!!!

NOTE:
Now it might not come out right with your first try but practice makes perfect! You will just have play around with it to get it to your liking. Also remember that if you want to convert it to WOTLK compatibility, follow this guide Cata Models to Wotlk.

Special thanks to:


•   Phucko1: He is the one that taught me how to do this in the first place. He has helped me greatly and answered almost all the questions that I had when I first started practicing this. Much respect!
•   Will: Will was the one that got me into WowModding and as I still work under him, I have much debts due. He is one of a kind.
•   Skarn: Thanks for the M2ModRedux tool and for the great tutorial on how to use it!
•   PhantomX: Thank you for the tutorial on how to convert from Cata to Wotlk
•   PhillipTNG: Your old videos were a great help even if they are not available anymore. Your tools and tutorials helped my knowledge in wow grow drastically.

Here are some examples of my work:







Also, I have been trying to figure out a way to do all of this in 3ds max for the past week. The idea I have been trying to implement is that in 3ds max 2015, python is supported in maxscript. However, when the import/export plugins that are used in blender for the m2i are run through the maxscript’s python interpreter, the bpy module is undefined. So what I have been trying to do is to compile blender as a module for the maxscript’s python but I have been facing great difficulty in compiling blender itself. I really don’t know if this will work or not but if it does, I will update this tutorial with my findings.

11
Modelling and Animation / [Question] Weight painting
« on: April 04, 2015, 12:06:04 am »
Hello there modcraft once again, i have yet another question about blender. Is it possible to to copy the weight vertices from one bone to another bone in the same armature? For example i have an armature which i want both of them to have the exact same weight paint in the same vertices. Any ideas?

Edit: I have seriously tried a lot of ways and i have done my research but everything i have found is to copy the weight from one mesh to another separate mesh. i have also tried many scripts but all of them didn't satisfy what i was looking for. I am using blender 2.62.

12
Modelling and Animation / [Solved] Blender mesh translation
« on: March 29, 2015, 10:19:13 pm »
Hello there modcraft, i have been having some problems with tranlsating a custom model's arm to overlap to a wow's model's arm so i can transfer the bones and animations to the custom model. In the wow model, the arms are going out from the sides but in my custom model, the arms are going out at the front. Here is an example:

My custom model is the more whiter model. So i have been trying to change my custom model's arms to make it roughly overlap the wow model but every time i try to do that, the vertices at the shoulders get messed up. The vertices that connect the shoulder to the main body i want to keep the same as the arm and body are different meshes. Here is an example:

However, i don't mind joining the body mesh with the arms but even when i have tried that it didn't do much and the vertices were still weird and curved and there were many bumps which made the shoulder looked weird. So in essense, i want the custom arm mesh to move like this:

Any suggestions will be appreciated as i am not a real expert in blender even while i have been working on it for almost 8 months. If interested, here is the blender file and you can go and check out the model and see if tehre is any way to fix my problem blender file. Other than that, thanks for reading!

13
Modelling and Animation / [Discovery?]Green Shader
« on: March 19, 2015, 04:30:18 am »
So i was playing around with my core client a little with replacing patches and all that and then after i had run my client, i had discovered something interesting. I am not sure if anyone had discovered this before or not but i personally found it cool. So what happened is that i was testing my wmo but i realized that there bottom my character was kind of green shaded. Then i started moving around and then noticed that where ever the character went and what face it was on, that face would turn into greenish. Then the previous face it was on would return back to normal. and so on. I found it very interesting and wanted to share it with the community and see if anyone knew what the cause of it would be. Here are some examples:

1) on one face;


2)on the intersection of four faces

14
"Retro-Porting" / [PROBLEM] Face Texture
« on: January 26, 2015, 08:30:56 am »
I am pretty sure i am doing something wrong or i might have forgotten something as everyone else seems to not have this problem. I am currently converting the BE model and it looks good in blender but when i go ig, everything seems fine except for the face texture. I am pretty sure i had done the lower and upper face textures blp properly. Here is an image of the problem ig

the weird thing is that when i have used a BE model that someone else had uploaded, he doesn't have the problem when i just replace my m2 with his m2. So i am guessing it could be something with blender. Yet, the texture in blender looks good to me...

15
Modelling and Animation / [PROBLEM] Lighting
« on: January 13, 2015, 01:54:29 am »
Hello there. I have been converting many models for the past few months and i have noticed that for some, they have a strange pattern. From what i can tell, it is probably the lighting of the model and i have tried to edit them, though i did not succeed in fixing it. Giving you an example, here is one model i have done which has some parts of it that have weird lighting and at some parts, proper lighting:

Weird Lighting


Proper Lighting


My question is how  am i soppuse to fix this and make all of the model's meshes have the same lighting. I am pretty sure you can guess that it looks weird for some parts are lightened up and at some other places, it isn't. I have attempted in using the 'WMO Light' CMD made by snoman to see if it would work, but my lack of knowledge on the program has hindered my progress. I ran the cmd on the wmo and a "Hello World" pops out. Not sure if that means it ran properly or not... Anyways, any inputs would be appreciated.

Sincerely,
Abdalrahman9

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