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Topics - phucko1

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1
Tutorials / [TUTORIAL] Converting Animated Models.
« on: September 30, 2013, 04:21:06 pm »
Hello, I will explain the process of converting an animated model with the use of Milkshape (MDL Exporter), MDXTOM2 (Lazy), 010 Editor, MDLVIS, Pythonresizer and WC3ModelEditor+ a TBC WoW Model.

First step is ofcourse to download these tools. Which I now have taken my time to link for you lazy people that maybe can't bother to google.

MDL Exporter for Milkshape: http://www.wc3c.net/attachment.php?atta ... 1153288123
MDLVIS English: http://filebeam.com/885ca24eb5bd0a7b103c80008be09c6f
MDXTOM2Lazy: download/file.php?id=192
010 editor: http://www.sweetscape.com/010editor/
PythonResizer: download/file.php?id=233
TBC Model: http://scorpionshare.com/download/1607/Ogre.rar
WC3ModelEditor: http://www.hiveworkshop.com/forums/tool ... tor-62876/

Alright. Once you have these downloaded let us get started.

1. Export your model to Wavefront .OBJ from 3dsmax/Blender/Maya or other 3D Modelling tool you are using.
Import this model into Milkshape 3D and then export it using the MDL Exporter.

Like so:



2. Now your model should be able to open in MDLVIS. If it is not, look at my tutorial for unanimated models for more information on converting OBJ > MDX/MDL. Open your model in MDLVIS, select all vertices and hit F2 to check if the UV-Map is alright.

Like so:



3.  If everything looks okey, simply close this model down and then open the Ogre.m2 model. Save it down as Ogre.MDL.

4. Now open your model again, select all vertices and hit CTRL-C or Edit > Copy.

5. Open the Ogre.MDL and paste your model to this model and then click detach as new geoset.



6. Now delete all the geosets of the ogre model so only you're part is left.

7. Go into Sequence Editor and then delete all the bones of the Ogre model aswell as all the animations.

8. Now make your own skeleton by hitting CTRL-B to make an armature/bone. Remember to attach vertices to bones.

9. You have to build your skeleton in a specific way otherwise it won't work. This picture explains it a little bit but it is not as complicated as the picture looks like.



To explain this in an easier way it works like this: You have to start by making bone 0 = at the bottom. Then bone 1 in the center of your model and the parent of this bone will be bone0. If a parent of a bone has a higher boneid then the childbone it will crash. (For example if Bone10 is the parent of bone 7 it will crash.)

10. When you have your skeleton done you can start making your animations, the only thing I can give you a tip for about this is copy the first frame of the animation to the last frame, otherwise your animations will look weird in-game even if it looks good in MDLVIS.

Now open your model inside the WC3ModelEditor and delete all textures except the one that tells you "Are you sure you wanna delete this texture" same with Materials. Also delete the Camera.

11. Once you've done all these things you can finally use the MDXTOM2 converter, simply drop your model on it and it will give you a m2 and a skin file. Open the model in WoWModelViewer and you will see that all animations are now named "Stand". This will be bad in-game since the game won't know when to do your animations, since they're all listed as stand. To fix this:
Open your model in 010editor and go to the sAnimations section at the bottom and simply change their type of animation to Run, Walk whatever. But you must also change their id in the AnimationLookup_Table.

For example in AnimationLookup Table it will say 0 = 0 and 1 = -1 and -1 for everything else aswell.

0 = Stand animation.
1 = Walk Animation. So you must put the id of your walk animation at the line that says "1"  instead of -1.

12. Use the PythonResizer and your model should be resized to good size and now it should work in-game.

2
Tutorials / [TUTORIAL] Animated Models with MDX TO M2 Converter.
« on: September 11, 2013, 02:30:55 pm »
Hello, Modcraft. Been a long while since my first tutorial about MDX TO M2 For Static Models. Well I've learned a few things that makes it possible to convert animated models aswell. Before you start reading this tutorial, I recommend you to read my old tutorial and try to convert an unanimated model at first, otherwise this will just be harder and you will ask questions that I will not answer.

Alright, so before I get started on the steps I am going to explain a few stuff about this converter and the m2 structure.

Infobox:
The model cannot have a camera, otherwise it will bug. You will delete this in Notepad.
I advise you to get MDLVIS 1.39, this is in russian but is much more stable and doesn't corrupt files as high chance.
You can only have 60 bones in the skeleton of your model, otherwise it will instantly crash.
You cannot have duplicate geosets.
You must use the LAZY CONVERTER for this, it is much more stable.
You must build skeleton in MDLVIS, not in another 3d editor.
Animations can be done in other programs, like Maya/Milkshape/3dsmax and then imported through notepad. I however advise animating in MDLVIS aswell.
In your model, the bone order must be 1 > 2 > 3 and so on. If the parent bone of a bone is a higher bone number or after the child bone in the list, it will not work. The parental bone must always come first in the list and have a lesser bone numberid.

Tools you will need:
PyModelEditor or 010 Editor. I advise getting both.
MDX > M2 Lazy.
Microsoft Notepad.
MDLXCONV.
Ladik's MPQ Editor + WC3.

Alright, the introduction part is finished. Lets get ready to do the actual editing.
I suppose you already have your model as an MDX or MDL that can be opened in MDLVIS, so open your model. Select the vertices and hit CTRL-C to Copy. Then open a Warcrat 3 Model and paste it into this model, I usually use the pandarenbrewmaster model. If it did not work with this model, try with nullmodel which is uploaded at my tutorial for static models, I think it could also be done with a TBC M2 opened in MDLVIS.

Go into sequence editor and delete all old animations and old bones.

Now make your own skeleton from scratch in MDLVIS, and make your own animations.

When this is done, save your model as an MDL-File.

Open the MDL File with notepad and scroll to the bottom, here it will say Camera and "BlizzParticle" and stuff like that. Delete all that kind of stuff. Now save it down.

Now drop your MDL File on the MDXToM2_Lazy.Exe and it should convert.

You now have one skin file and one m2 file, add these two files into a MPQ and load that MPQ into WoWModelViewer. Open your model and all your animations will say "stand" with different ids. We must change this, so open the m2 file in 010editor or PyModelEditor if you prefer that.

I use 010editor, scroll down to the animation section, open it up and you will see that even here it is X-amount of Animations called "Stand". If you click the arrow on one of them, you can change this one to "Walk" or "Attack1h" and similiar stuff. So how do I know which of these stand animations should be renamed to Walk For example? Well just go into WoWModelViewer and look at the animation, until you find the animation for stand. Look what order it is in the WMV List. Example: 6th animation from top, then it will also be 6th animation from top in the 010 Editor. So simply change that to Walk.

Do this to all animations, pack into an MPQ and rename the model files to for example Wolf.m2 and Wolf00.skin, go to Elwynn Forest and look at the wolves. They should now have been replaced by your custom model.

I wrote this very quickly, and since I have no computer at the moment I cannot provide pictures or anything like that.

Thanks for your time - Phucko1.

3
Recruitment / Application: Phucko1
« on: September 09, 2013, 01:18:34 am »
--------------------------------------------------------------------------------------------------------------------------
Accountname: Phucko1.
Language: Swedish, English.
Age: 17
Skypename: Governor Mod

-----------------------------------------------------

Brief introduction of yourself:

Heya, Phucko1 here. Been on Modcraft for quite sometime now and it just struck me:

Steff and the other developers have worked really hard to make modding possible, but none helps them back by helping Maruum out. So I thought meh, I might just help them as a way to say thanks.

I am however working on Ashbringer aswell.

List of skills you have: Model Editing / Creation / Conversion, Worldbuilding, I plan lore as I make my edits, nothing happens without a reason.

What do you want to do: Same stuff that I listed above.

Have you worked on other projects:


Chronicles of Azeroth.
Memories of the Past.
Ashbringer.

-----------------------------------------------------

4
Noggit / Yet Another Noggit Error.
« on: July 28, 2013, 02:34:25 am »
Heya, I've used Noggit for 2 years now and never had any troubles running it, but 2 days ago when I reinstalled windows on my computer it no longer is able to start up. This is my error I get from log:

"0 - (Noggit.cpp:130): Noggit Studio - SDL 1.2
701 - (Video.cpp:204): [Debug] GL: Version: 3.3.0
701 - (Video.cpp:205): [Debug] GL: Vendor: NVIDIA Corporation
702 - (Video.cpp:206): [Debug] GL: Renderer: GeForce GTX 260/PCIe/SSE2"

5
Showoff - what you are working on / Phucko1's Workshop.
« on: July 24, 2013, 03:55:59 pm »
Hello MC! I'm starting to do some modding again and thought I would simply make a workshop for posting all my editing.

Duggum, a small mole-creature race living in Azeroth's underground:



That's all for know.

6
Showoff - what you are working on / [SHOWOFF] Ashpine Woods
« on: January 23, 2013, 04:35:25 pm »
Hello, everyone. Worked on this for some hours now, this is a practice soon to learn worldbuilding.

This is what I got to you show you so far:

Current progress on mountains, the cave is a tunnel to hidden valley.



Old pic, there is grass over the top part of the cliffs now and the mountains on this pic is old.


The start of the city, Emberdril:


The road to Emberdril:

7
Noggit / Noggit Suggestion for 1.2
« on: July 21, 2012, 01:58:16 am »
Heya, I would like to see a set rotation and rotate by degrees.

8
Modelling and Animation / Transparent Geosets after Blender?
« on: July 16, 2012, 07:04:14 pm »
Hello, I've added some gloves and boots geosets on my ogre model and for some reason, some of them becomes like 60% transparent? Anyone got idea of how to fix this?

9
Yes, well the topic speaks for itself.
Is it possible to add collision to character/Creature models?

10
Hello, Modcraft. I was wondering how would I delete all doodads in a wmo? Or replace them with others :P Thanks in advance.
- Phucko1

11
Modelling and Animation / [Mdlvis] Model Dissapear?
« on: April 21, 2012, 02:20:16 am »
Hello, everyone. I'm editing a model in MDLVis. So I wanted to animate it and it looks awesome and all in vertex editor module but as soon as I switch to F3 (Sequence editor) nothing shows up, no vertices at all. Any tips on how to fix this?

12
Miscellaneous / New class?
« on: April 07, 2012, 12:39:53 am »
Hello, I'd like to know what files I need to change in order to make a new class. I edited Charbaseinfo and Charclasses. Pretty sure I need to edit luas to.

13
Hello, I added hairstyles to my ogre but it seems that I can't get any textures on the hairstyles. I just copied the orc hairtexture (it uses orc hairstyles) and changed raceid to 23 (which is my ogre) but still does not work. Tips?

14
Modelling and Animation / [Question] UV-map?
« on: February 12, 2012, 02:19:25 pm »
Hello. M-Craft. I tried to unsymmetrize my human male's face in Blender. This is how it looks in Blender. UV-Map + 3DView.

UV-Map: http://i.imgur.com/n0l7e.jpg
3D-View in Blender: http://imgur.com/n0l7e,zVyGZ,mESaW,pps6P#3

View from back in WMV: http://imgur.com/n0l7e,zVyGZ,mESaW,pps6P#2
Front View in WMV: http://imgur.com/n0l7e,zVyGZ,mESaW,pps6P#1

15
Tutorials / [Turtorial] Mdlvis and Convertion
« on: January 21, 2012, 09:14:12 pm »
Hello, Modcraft. For once I would like to contribute and not just ask for help so I am going to write a turtorial on how to get stuff to show up in Mdlvis and convert it back to .m2. So first off make sure you have following tools:

MdlxConverter. (mdx to mdl).
M2Converter_Lazy.
Mdlvis.
Ladik's MPQ Editor.
Python M2 Resizer.
BLP2PNG
WoWModelViewer.
Obj/3ds to mdx.

You also need this: http://filebeam.com/9217ab94e2dd009d379a304e98cbd535(Nullmodel.rar)

Okey, hope you have these now. This turtorial will let you even mod 3.3.5 and Cata models and not just TBC models as you maybe have been told are the only ones you can edit in Mdlvis.

1. If you want to mod a model from TBC (Not a model added in TBC but you have 3.3.5 have to be from TBC Client.) just export it with Ladik's and open in Mdlvis. But if you want to mod a 3.3.5 or Cata simply open your WoWModelViewer go to Item > Whatever > Select your model.
When you have the model you want go File > Export > Export to .3ds. Now  convert your .3ds file to .mdx with the Obj/3ds to mdx converter you should now have a .mdx.

2. Use the mdx to mdl format (3.3.5 and Cata step only).

3. Now you should have a mdl open it and your nullmodel.mdl and search for a row that says "Geoset" copy from here all the way down till it says "Bone" stop at the " } " above Bones. And copy that into the geoset part on nullmodel.mdl and take save as: Yourmodel.mdl. (Cata step only, also always keep a backup of nullmodel) I should also say that it may take a few tries before you get it to work. (Cata step only)

4.  Now open your new .mdl in Mdlvis, look if it shows up as it should which it probably does if it does, then simply copy-paste geoset by geoset from Yourmodel.mdl to Nullmodel.mdl. If your model uses many geosets and many different textures files. Simply open one of the texture files and if the textures all are 128x128 simply rescale the canvas size to 256x256 you should now have space for 4 textures, now simple copy-paste the others to this one. (NOT cata/wotlk step only)

5. Set back the texture map: Simply copy the geoset which has its own texture and its vertices and press u2 you can now easily move/scale it down to the new posistion of the uv-map :).

6. Convert your mdl back to mdx and run in through Converter_MDX_Lazy.exe (Simply drop it on it). It should convert without problems you should now have 1 .m2 and 1 .skin file, however we are not done yet. We have to rescale them so simply use the python resizer and decrease size by 50. (rescale by 0.02).

7. Add to patch and should now work.

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