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Author Topic: [QUESTION] Non-existing geosets in character models  (Read 4247 times)

gorq

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[QUESTION] Non-existing geosets in character models
« on: July 11, 2010, 08:51:29 pm »
Well, i have some problems with some modificated models.

I modify texture type with Pymodel editor from Tigurius (thnx :D). New models show clothes and different skins, ok. But i have seen that in most complet models (ogre, crackelf, tuskarr, foresttroll) some parts disappear when i equip an item like boots or rope.

I have looked and learned a bit and i think i can fix it. There's my theory:

Parts of models disappear cause item equipped uses a geoset that not exists in it. So, if i copy or add this non-existing geosets with exisiting ones (with copygeoset tool) the item will show; not disappear.

Am i right? Can i fix it with copygeoset tool?

Thanks in advance
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Jack

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Re: [QUESTION] Non-existing geosets in character models
« Reply #1 on: July 11, 2010, 10:02:52 pm »
That depends on what you mean by "dissapear".
Yes, if some clothing isn't shown correctly, then it means that the geoset is missing (which is another reason why it's a pain in the ass to create "real" race models from existing WoW models).
That just means that instead of a bulge the texture of the item appears on the normal mesh of the model.
But I assume you really mean that a part of the model dissapears, like there is not lower arm, just a hand, then nothing and then the elbow etc.
I haven't played around with that yet but that could also be a problem which appears when there are geosets missing, yes.
As stated before, really good working race models is much, much, much, much more work than just implementing them into the client and server, you have to do a lot of stuff to the model itself (correct UV layout, adding missing animations, adding missing geosets)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

gorq

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Re: [QUESTION] Non-existing geosets in character models
« Reply #2 on: July 12, 2010, 01:54:51 pm »
there's a thing interesting. Simple models as furbolg, tigon or vrykulfemale; which have 2 or less geoset mesh does not have the disappearing problem of some parts. Is it posible to group or fusion all geosets in one? This could work for the ogre. Make it more simple.

I just have this geoset mesh disappearing problem. In the future i hope i will learn how to add them more animations to work better ^^

I do not know how to edit UV layout :S With this is posible to "fix" murloc's textures, if i'm right. Humanoid models work..quite good without UV layout modification. Tigons, vrykulfemale, ogres, furbolg, troglodyte... Not the same for murloc, gnoll, wolvar...

I has been testing copygeoset and i'll try to move some geosets from original character models to ogre one, to see the result. It works really fine but i have to choose the correct bone. I think this cannot repair my problem but i want to try it.

It is posible to create new geosets with the same model? Let me try to explain this.. I want to copy existing boots geoset from ogre, to all boots geosets missing. Boots will look with the same and basic geoset but..they will show. Can i copy geosets to new ones, with their own "number id"? As i see tauren have more than 70 geoset parts. lol! 7 geoset parts are used in legs and boots. So my ogre..have to got this 7 parts? With the same "number id" or name or does it not matter?

I'll update. Thanks Jack ;)

apologyze my english..^^
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Tigurius

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Re: [QUESTION] Non-existing geosets in character models
« Reply #3 on: July 12, 2010, 06:53:56 pm »
http://www.wowdev.wiki/index.ph ... sh_part_ID for the  geosets.
The 00000 geoset will always appear, that's why eg furbolgs have not that problem.
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gorq

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Re: [QUESTION] Non-existing geosets in character models
« Reply #4 on: July 14, 2010, 02:18:37 pm »
Now i have Unwrap3d (ordered) and i have played around it. It have UV layout , Animation, Mesh group, bones and attachment tools. Fanastic! It imports .m2 but...not export.

It can only export in 3ds... So.. What can i do? i have to convert 3ds to mdx and then to m2? Thanks!
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gorq

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Re: [QUESTION] Non-existing geosets in character models
« Reply #5 on: July 14, 2010, 10:12:16 pm »
Unwrap3d can export in Neverwinter wdl. Any posibilities to convert to m2 after?

well i think 3ds exporting is not working fine.. So i want to try exporting the model to MilkShape3d format; then export to mdx and convert to m2.^^

Another way could be using tbc .m2, convert it to mdl, modify and then mdx - wtlk m2
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gorq

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Re: [QUESTION] Non-existing geosets in character models
« Reply #6 on: July 15, 2010, 03:12:10 am »
argh! i'm going mad xD lol Ok, i understand now. How can i change the group of a submesh? I have tried with taliis but there is no result. Hex editing?
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Tigurius

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Re: [QUESTION] Non-existing geosets in character models
« Reply #7 on: July 15, 2010, 10:15:35 am »
Hex-Editing atm, PyModelEditor will also be able to do that in some weeks or so...
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gorq

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Re: [QUESTION] Non-existing geosets in character models
« Reply #8 on: July 15, 2010, 03:47:40 pm »
awesome! :D Thanks a lot Tigurius ;) I will wait to PyModel update, i dont understand hex editing :S.
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gorq

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Re: [QUESTION] Non-existing geosets in character models
« Reply #9 on: July 26, 2010, 01:25:30 am »
i'm sorry Tigurius but i have been looking in your examples at pymodeleditor SVN. Could you write one to change geoset group? I hope this will be easier and quick to do for u ;)

Thanks on advance
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Tigurius

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Re: [QUESTION] Non-existing geosets in character models
« Reply #10 on: July 28, 2010, 04:56:25 pm »
PyModelEditor now can do this.
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gorq

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Re: [QUESTION] Non-existing geosets in character models
« Reply #11 on: July 30, 2010, 12:29:23 am »
yes i have done it ^^ Now my ogres show great :D Thx tigurius
« Last Edit: January 01, 1970, 01:00:00 am by Admin »