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Author Topic: Unsymmetrical Textures  (Read 2466 times)

Kobiesan

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Unsymmetrical Textures
« on: August 02, 2016, 05:51:14 am »
Hi, I'm trying to recreate this chestpiece in WoW but I can't figure out how to make a texture that isn't the same on both sides. Anyone have a clue?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Amaroth

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Re: Unsymmetrical Textures
« Reply #1 on: August 02, 2016, 09:22:07 am »
You would need to remake character model's UV maps and then remake all other items to fit those UV maps.

So not possible at all. You simply can't do this in WoW.
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Kobiesan

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Re: Unsymmetrical Textures
« Reply #2 on: August 02, 2016, 09:29:23 am »
Quote from: "Amaroth"
You would need to remake character model's UV maps and then remake all other items to fit those UV maps.

So not possible at all. You simply can't do this in WoW.

What if isn't a texture but a 3d model over their chest instead? Is that possible / would that work?
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Amaroth

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Re: Unsymmetrical Textures
« Reply #3 on: August 02, 2016, 02:43:19 pm »
It definitely is possible and it would work, but the question is how to make such model fit different races and genders. You may need to make multiple models for different characters. How to equip a model on chest? By using spells. Check spell 45450 (and its visual effects) to figure out how to make this. Its actually fairly simple, the only challenge is to make that model.

If you want this for multiple character models, you will quite likely need to make multiple items with multiple spells with multiple chest models. Inconvenient, but doable. By using some server side script you would be able to make just one item which would choose correct spell for different player's race and gender. What you probably won¨t be able to do are multiple texture variations. Models of such items will need to have hardcoded textures, so in order to make multiple items with different textures, but the same models, you will quite likely need to make multiple M2s (and spells for them and so on... bleeeh). Tedious, but again, still doable.
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Kobiesan

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Re: Unsymmetrical Textures
« Reply #4 on: August 02, 2016, 08:31:24 pm »
Quote from: "Amaroth"
It definitely is possible and it would work, but the question is how to make such model fit different races and genders. You may need to make multiple models for different characters. How to equip a model on chest? By using spells. Check spell 45450 (and its visual effects) to figure out how to make this. Its actually fairly simple, the only challenge is to make that model.

If you want this for multiple character models, you will quite likely need to make multiple items with multiple spells with multiple chest models. Inconvenient, but doable. By using some server side script you would be able to make just one item which would choose correct spell for different player's race and gender. What you probably won¨t be able to do are multiple texture variations. Models of such items will need to have hardcoded textures, so in order to make multiple items with different textures, but the same models, you will quite likely need to make multiple M2s (and spells for them and so on... bleeeh). Tedious, but again, still doable.

So by hardcoded texture do you mean it'd have to be part of the model?
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Amaroth

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Re: Unsymmetrical Textures
« Reply #5 on: August 03, 2016, 10:47:12 am »
There are two basic ways how to get texture of a model. One is, that texture is hardcoded, which means, that texture's exact path is in models structure and model is to always use that texture. Thats what all doodads for spawning, WMOs and spell models use.

The second way is that a model can be using texture in its folder shich is just reffered by a relative path. Those relative paths aren't written in model's structure, but are given to game from DBC. Thats how object items and creatures work. It gives one possibility to create dozens of items with the same model with different textures used, however, this simply isn't by default possible for spells or spawnable models (doodads, gameobjects...). Maybe its possible to kinda hack this in some way, I'm not sure, but it definitely doesn't work for spawnable doodads and spells by default, like I already said.
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