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Author Topic: Custom Pandaren... doesn't work with current client.  (Read 12404 times)

Serifaz

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Custom Pandaren... doesn't work with current client.
« on: July 03, 2010, 10:24:52 pm »
Taken off because of lack of appreciation
« Last Edit: June 19, 2011, 01:14:31 am by Admin »

Jack

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Re: Custom Pandaren... doesn't work with current client.
« Reply #1 on: July 04, 2010, 03:15:44 am »
I suggest you remodel the head first, the WC3 Pandaren model should work as a perfect reference, since it's just a lower poly version of what you want.
Once you're done you have to edit the UV coords so it fits the standard Character texture (export a Race model out of ModIt or WoW Model Viewer and open the UVW maps in your favourite modelling program and then bring the pandaren UVs in line with those), add all the standard character model animations and then your model should be ready to be converted and act as a new race model (you probably should add different geosets and textures for the customization).
The rest is just implementing the race using dbc editing, xml editing and serverside scripting, but first of all you should get the model done.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Serifaz

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Re: Custom Pandaren... doesn't work with current client.
« Reply #2 on: July 04, 2010, 04:02:40 am »
Thanx Jack I appreciate you taking the time to look at this, and give me a kind reply..
Mostly i just get flamed on for everything I post about this subject.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Jack

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Re: Custom Pandaren... doesn't work with current client.
« Reply #3 on: July 04, 2010, 04:23:16 am »
There is no reason I should flame you, this isn't a board full of weird children (but weird adults  :uok: ), always glad to help.
It would be great if you could tell me a little about your skills on the subject so I know what I need to clarify a little more. Do you have experiences with Milkshape? 3D Modelling in general?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Serifaz

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Re: Custom Pandaren... doesn't work with current client.
« Reply #4 on: July 04, 2010, 06:18:29 am »
Thanx again for giving me the heads up...its sweet to be able to get to know some good peeps.
there kinda hard to find sometimes.
Yes I'm somewhat knowledgeable in milkshape not as much with 3ds .... don't ask ... I just suck with it.
I could probably learn but, eeh I'm lazy to say the least lol.

But as far as my coding skills... I kinda need instructions to be able to do anything.I have been doing a lot in the way of research to try and rebuild this model I would love to make it so I could release it, but in short I kinda need help lol I followed a guide on here from Tigurius saying how to convert to the current .M2 format, the whole post, I was utterly lost.
lol.
If there is anything that can be done... please let me know otherwise I think this may be a lost cause.
don't want to sound like a leecher I'm really just trying to release something cool to the community

Don't know if any of this answered your question. Sorry for the rant. :ulol:

Also I would like to Reiterate that this was not really my creation, but my idea...
my friend Floodge made it a reality.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Jack

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Re: Custom Pandaren... doesn't work with current client.
« Reply #5 on: July 04, 2010, 10:36:17 am »
It doesn't matter which 3d program you use, as long as you're comfortable with it.
You should do this step by step, the first thing is extract a pandaren model out of WC3 (google it and you'll find help in one of the many WC3 modding communities) or if you like you can also try get your hands on a concept art showing a pandaren and use them as reference images for your modelling.
Once the model of the head is done, extract any character model (HumanMale, UndeadFemale etc) using WoW ModelViewer/ModIts "File -> Export Model" feature. This creates not only the mesh but also extracts the textures together with correct UV coordinates.
You then unwrap your pandaren body and have the UV map fit exactly on top of the other character model you exported.
In 3dsMax this can be done by attaching both models to each other ("Editable Poly -> Attach"), simply unwrapping and overlaying the UVs by hand and then either detaching ("Editable Poly -> Detach") or deleting the faces of the non-pandaren character model.
Now this should leave you with at least 1-2 days of work if you model like a crazy maniac like I did the last days with my raptor. Depending on your modelling experience it could also take you a few more days :D
For detailed help on setting up reference images in the viewports, modelling, unwrapping please consult the hundreds of milkshape modelling communities for help/tutorials, and maybe if you're experienced enough you could write a milkshape modelling tutorial here on Modcraft?  ;)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Serifaz

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Re: Custom Pandaren... doesn't work with current client.
« Reply #6 on: July 04, 2010, 11:30:41 pm »
I will try my best to get this finished over the next week... I'll update this post as to how I'm doing with it.
Thank you again. :ugly:
And yes if i get this done ill post a topic on how it was done.
So others can enjoy there own models aswell.
I will also release the model mpq when it is finished.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Serifaz

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Re: Custom Pandaren... doesn't work with current client.
« Reply #7 on: July 07, 2010, 02:59:36 am »
O.k. well we got the model made.
this is what we got.

Looking for some advice on how i can convert the 3ds file to m2 ... I have 3dstom2 but its not converting it... if you can help me with this it would be much appreciated.
« Last Edit: June 19, 2011, 01:15:55 am by Admin »

Jack

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Re: Custom Pandaren... doesn't work with current client.
« Reply #8 on: July 07, 2010, 11:57:47 am »
Are the UV Maps correctly layed out? And did you skin it? (Add Bones, assign vertexes to bones)

You need these steps to create an animated model for which you can select several different faces and body textures in the race selection screen.

If so, you need to find a way to convert it into the WC3 format .mdx and from that point on you can use Tigu's mdx -> m2 in order to create a m2 file with animations. viewtopic.php?f=20&t=32

Normally you shouldn't have problems with 3dstom2 AT ALL. It's the most reliant converter (apart from pngtoblp) in my opinion, I've never had problems with it.
Maybe I can help you if you specify your problem, do you get errors?
Anyways, keep in mind that when converting with 3dstom2 your model will not move at all. Animation that is. If you press any key for walking it will sort of float through the air and be completely stable.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Serifaz

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Re: Custom Pandaren... doesn't work with current client.
« Reply #9 on: July 07, 2010, 09:20:31 pm »
Currently we have skinned it we have the skin for the head and the body.
I hate to sound like a nab, but me and my friend, don't know how to
Add Bones, and assign vertexes to the bones...
were kinda just armatures, but if you can help us in understanding this better and how to make the bones and vertexes that would be much appreciated...
we currently just made a model with texture...
but we would like to see movement lol. :ucheers:
Also if you can help us figure out why it won't convert... or is that part of the fact that we have no bones and vertexes once again sorry for the nubiness.

And thanx again for all your support, and help
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Jack

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Re: Custom Pandaren... doesn't work with current client.
« Reply #10 on: July 07, 2010, 10:41:51 pm »
Actually, I used the term "skinning" as what wikipedia describes, and that is "assigning the mesh (vertexes) to bones", but it's also used for unwrapping and texturing a model.

I'm afraid I can't help you with any milkshape related stuff, you'll have to learn how to add bones to a model in milkshape yourself, but there are thousands of milkshape tutorials out there, you'll just have to search google.

Now here's what each converter does, so choose the right one:

3dsToM2.exe : converts into an unanimated model without collision (good for armor, items etc)
3dsToM2.exe (other version): converts into an unanimated model with collision (doodads, trees...)
Neodex (google it) and MdxToM2.exe: exports animated models out of 3dsMax and converts these mdx files into animated models without collision (characters, creatures...)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Tigurius

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Re: Custom Pandaren... doesn't work with current client.
« Reply #11 on: July 07, 2010, 10:59:51 pm »
For Milkshape, there is MDX Im/Exporter Plugin avaialble also: http://world-editor-tutorials.thehelper ... stools.php

If you speak german; http://www.gargi.org/showthread.php?173 ... eil1-Bones (I haven't found an english tut fast, so use google translate)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Serifaz

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Re: Custom Pandaren... doesn't work with current client.
« Reply #12 on: July 08, 2010, 01:45:13 am »
Thanx again... I'll try to make this work out... I guess its just gonna take some practice.
=D
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Serifaz

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Re: Custom Pandaren... doesn't work with current client.
« Reply #13 on: July 08, 2010, 03:00:22 am »
The bones are in but, I just found out that I cannot export the model with the program I'm using [Blender].
When I export the 3ds model, it just exports a blank file.
Still working on it, but if there is any way to export this file properly, I would love to know how.
I made A simple model in 3ds max to test out the 3dstom2 and it came in perfectly in the game.
So I think this model has to be made in 3ds max and then saved and converted...
I could be wrong but, I'm thinking I will need to remodel it../Sad panda
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gorq

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Re: Custom Pandaren... doesn't work with current client.
« Reply #14 on: July 08, 2010, 01:42:18 pm »
keep it up serifaz, you're near to have it :D
« Last Edit: January 01, 1970, 01:00:00 am by Admin »