This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Vesageough

Pages: [1]
1
Modelling and Animation / [QUESTION] Change helmet size
« on: February 22, 2015, 06:32:52 am »
Hello,

I'm pretty sure it has been asked before, but I can't find the topic.

I've made a mod for Human male to female.
It looks good, but the helmet is too big!

I've managed to change its position by moving the attachment #11.
But how do I change its size? Blender? 010 Editor? DBC?

2
Modelling and Animation / [QUESTION] WoW animation editing
« on: February 18, 2015, 06:06:52 pm »
Hello,

I've seen a lot of topics about animations and .mdx files, but I'm a bit confused.
First, many links are brokens and some tools are many year old...

But most important, I did not find a clear tutorial about editing animations?
I have 3 main questions:

- I want to use BE HD model for Undead, it works, but there is a mesh explosion when I sit, eat, read map, etc.
I suppose I have to edit something in the .m2 file? But I don't know what.
- How should I edit existing animations, say dances? I just want to edit the animation.
- Is there a way to preview animations? In Blender or another software?

Thanks in advance.

3
Resources and Tools / [TUTORIAL] WoW Blender Tutorials (videos)
« on: February 10, 2015, 08:46:16 pm »
Here it is, WoW Blender Tutorials

Tutorials about editing World of Warcraft models in Blender 2.73.

Please, don't forget to like the video and to subscribe! ;)

You can watch the full playlist here:
http://www.youtube.com/playlist?list=PL ... ixHqB1kTdC

Addons:
- WoW Tools 1.2: viewtopic.php?f=59&t=8864
- MultiEdit 0.3: http://blenderartists.org/forum/showthr ... ost2663167

Official thread: https://forums.darknestfantasyerotica.c ... els.20464/ (warning : Adult content + registration needed)


Part 1: preferences, install add-ons, layout, start-up file, WoW blender file, 3D view, Object selection.

[media:3cxblmb6]http://www.youtube.com/watch?v=RxRRdiCIa2Q[/media:3cxblmb6]


Part 2: Edit mode, basic edits.

[media:3cxblmb6]http://www.youtube.com/watch?v=CGVSvjZ1p3c[/media:3cxblmb6]


Part 3: Advanced edits, smoothing, multiedit, sculpt mode, fixing problems.

[media:3cxblmb6]http://www.youtube.com/watch?v=GEG78mJTEK0[/media:3cxblmb6]


Part 4: Sculpt mode, normals, uv mapping, append.

[media:3cxblmb6]http://www.youtube.com/watch?v=Kpa5W40WuC0[/media:3cxblmb6]

4
M2mod Redux 4.6.1





Versions:
4.6.1:
- buttons replaced by tabs.
- fake LOD auto generated (copies of 01.skin).
- Blender scripts: updated to Blender 2.73.
- Blender: no need to show and select Armature anymore to export.
- Blender scripts: Submesh real ID, better order.
- Blender scripts: added a script to hide Attachments and groups of mesh (armor, cloak, etc.)
4.6:
- fix: haircuts.
- fix: client crash.

Known bugs:
Draenei F: light faces.
Orcs M/F, gnome M(?)/F: LOD.
Tauren F: hair.
Orc M: hair and facial hair.
Pandaren M: faces/hair styles.


Thanks to Redaxle for giving the original source code.
Thanks to the Darknest and Modecraft communities for help.

Download: http://www.mediafire.com/download/5wbqv5jcy5cz1wh/M2ModRedux_4.6.1.zip

Source code: http://www.mediafire.com/download/iyw0e66d1joq481/M2ModRedux+4.6.1+sources.zip

Don't hesitate to ask for features or tell about possible bugs.

5
Modelling and Animation / [TUTORIAL] Here is how WoD .skin works.
« on: January 26, 2015, 05:03:33 pm »
Hello,

After looking at Rangorn posts, I've found how the WoD .skin files work.

010 Editor Templates updated (.WoD skin + M2 light, with mesh and texture info only):
http://www.mediafire.com/download/nx8os47rd17bs30/WoD_010_Editor_Templates_6.0.3.zip

How to use 010 Editor Templates:
http://www.sweetscape.com/010editor/manual/OptionsTemplates.htm
http://www.sweetscape.com/010editor/manual/Running.htm

They used a trick to go over the 65536 limit of the StartTriangle field.
Now, there is also a Level field. It is set to 0, then, when StartTriangle resets from 65000+ to 0+, Level is set to 1.

Mesh part IDs: http://www.wowdev.wiki/index.php?title=M2/WotLK/.skin#Mesh_part_ID

1. submesh:
- ID: Mesh part ID
- Level: 0
- startTriangle: (startTriangle + nTriangles) of previous Submesh.
- nTriangles: number of triangles.

2. if ((startTriangle + nTriangles) of previous Submesh) > 65535:
- ID: Mesh part ID
- Level: 1
- startTriangle: ((startTriangle + nTriangles) of previous Submesh) - 65536. (resets)


ex:
1.
- ID: 13
- Level: 0
- startTriangle: 64272
- nTriangles: 1356
= 64272 + 1356 = 65628

2.
- ID: 14
- Level: 1
- startTriangle: 92 (65628 - 65536) (resets)
- nTriangles: 1083

6
Resources and Tools / M2mod Redux 4.5 sources
« on: January 13, 2015, 09:50:53 am »
I've seen many thread about M2Mod saying that we just have to ask to get the M2Mod source.
But I had no answer to my calls, so I've tried to decompile the C# project.
Here are the decompiled sources. I don't know if it can be of any help. I hope so.
I've decompiled the .exe with .Net Reflector + FileDisassembler.

Here is the repo:
https://bitbucket.org/Fr33m4n/m2mod/src

EDIT: updated with the real sources kindly given by Redaxle. :)

7
Tutorials / [TUTORIAL] How to apply glossy effect.
« on: January 11, 2015, 01:56:43 am »
This guide has been written for WoW 6.0.3.

This is the effect:


Here is how I've proceeded:
To apply the reflect effect, I've studied the Murloc files.
There is no need to touch the renderFlags, because we will use a shader effect.

You will need:
- the .blp file used for the effect: http://www.mediafire.com/download/lxox9 ... eflect.blp
- M2Modder: http://www.mediafire.com/download/9d0p381lgi1wcfi/M2Modder2.rar
- 010 Editor: http://www.sweetscape.com/download/010editor/
- 010 Editor templates: http://www.mediafire.com/download/o3aajs1kzt9e493/010Templates.7z
- WoW Model Viewer 0.7.0.6: https://wowmodelviewer.atlassian.net/wiki/display/WMV/Download+WoW+Model+Viewer
- Ant Renamer: http://www.antp.be/software/renamer/download
- a .mpq version of WoW files: You can find them stored online, for instance on a FTP.
Go here and search "texture.MPQ": http://www.ftpsearch.co/
For instance: http://ftp://85.225.206.55/Public/World%20of%20Warcraft/Data/
The needed files are: alternate.MPQ,  itemtexture.MPQ,  misc.MPQ,  model.MPQ,  texture.MPQ, wow-update-base-*.MPQ, /EnGB/*.MPQ, except the speech files.

You need to use old version 0.7.0.6 of WoW Model Viewer until the new version allows use of local files.
The new version is in alpha, on the date of 14/01/2015.

1. The trick here is to apply the BodyOrClothes texture, then a Reflect texture on top of it.
To do so, I've added the 2 new textures with M2Modder2:
- 1.BodyOrClothes
- 0.Hardcoded, Texname: the path to your relect texture, for instance, CharacterDraeneiFemaleReflect.blp
This .blp must be in black and white. White will be the reflect spots, you can made them grey and smooth them for a less "plastic" effect.

But there is a bug: the TexLookupTable is all messed up.
In 010 Editor, open your backup .m2 to put back the good values and just add the 2 last Texture ids in the 2 last TexLookupTable.

We are done for the .m2.

2. Open 01.skin file with 010 Editor.
We will change values in TextureUnit:
- order (shader_id): 32769 (apply the reflect effect).
- d4 (op_count): 2 (number of textures to load, one over the other).
- textureid: the id of the .m2's TexLookupTable.
I've only changed it in 01.skin, because it is the skin used for character selection and when zoomed in in-game.

3. We have to find which textureUnit is assigned to the body parts Submeshes.
One trick is to modify all the textureUnits with the field renderFlags pointing to the .m2 renderFlags set to 0,0.
This means it is a body part Submesh, most of the time.

4. A most efficient way is to open the .m2 file in WoW Model Viewer.
To do so, the trick is to get an old client version of WoW, with .mpq files, so we can use WoW Model Viewer 0.7.0.6 with all its features!
To load custom .m2 and .skin, you have to put them into "WoWData" folder, or in a custom .mpq file.

5. In WMV, click on the menu Options, Settings and add the custom .mpq in the list or check Use Local Files to use unpacked files.
The last trick is to rename the HD files, so it will be listed instead of the old model files.

An easy way to do this is to use Ant Renamer and remove _HD in all the file names.
By the way, you just need the .m2 ans .skin files, as the textures will not apply correctly.
But we don't need the textures to identify submeshes.

6. Select the model you want to edit and click on the menu View, Show ModelControl.
In this new windows you can view the .skin render by changing the value in the View drop-down list.
1 is 00.skin, 2 is 01.skin, etc.
Personally, I've only changed 01.skin, so I set it on 2.

7. You can check the Wireframe option to better see which submesh appears when you check it in the Geosets list.
Geoset number is the same as the TextureUnit in the .skin file opened in 010 Editor.
Now, you just have to change the values of order, d4 and textureid for each submesh desired.

Notice that the last submeshes will not appear in the Geoset list.
Here, you will have to guess by hand as explained in point 2.

8. That's it! You've added the textures in .m2 file and the shader effects in the 01.skin file.
Now, save the files, launch the patched Wow.exe and cross your fingers. Do not use WoW-64.exe as it will be very unstable.
You can change this in Battle.net Launcher by clicking the blue icon in the upper left corner, Settings, Game settings, and checking Launch 32 bits client.

Feel free to ask for the softwares, but you can find them with Google.
I can add some screenshots if needed.

8
Modelling and Animation / [QUESTION] M2/skin: identifying submeshes
« on: January 09, 2015, 03:34:24 am »
Hello,

I want to modify some submesh textureUnit in a .skin file with 010Editor.
But first, I need to know which submesh is what.
How should I do? I've tried to convert the .m2 to .m2i with M2Mod Redux, but this custom .m2 file crashes.
Maybe I could load it in WoW Model Viewer, but how?

Pages: [1]