As a helmet learns what he needs to stand up towards this spot???
Can create a new point and attach to it for example a helmet?
Quote from: "Corax"As a helmet learns what he needs to stand up towards this spot???I don't understand the question. Can you rephrase it?
Subject of has a point of attachment on the model, for example helm, how to change this point without changing the coordinates (as above). What would change the helmet 1 on the point in hand, all the others remain at the head.... Something like this :roll:
Quote from: "Corax"Subject of has a point of attachment on the model, for example helm, how to change this point without changing the coordinates (as above). What would change the helmet 1 on the point in hand, all the others remain at the head.... Something like this :roll:You want to change just 1 helm to the weapon attachment? Without changing the other helms? You can't do that. Just make the helm a weapon instead. That's the only solution if I've understood your question correctly.
So create a weapon using a helmet's displayID first and then make it render the model instead of a cube how?
Quote from: "Ulec"So create a weapon using a helmet's displayID first and then make it render the model instead of a cube how?I'm going to respond and hope you're not asking seriously, but as a joke. The reason it displays a cube in your method is because the display ID for a helmet isn't complete. For example, item 1280 "Cloaked Hood" has a display ID of 15298. That display ID has a m2 path of Helm_Cloth_A_01.mdx.Does that model exist in any WOW patch? No. Why? Helms are race specific. So that helm actually has 2 versions for each race (male and female). The fix is easy. Specify an actual helm, such as Helm_Cloth_A_01_BeM.mdx. The result:Now it's not a cube. The green texture is because of how textures are handled between helms (via the item.dbc) and weapons (hardcoded into the .m2). If I were to do this, then I'd just make the .m2 helm into an object and convert the object to a new .m2 like a weapon that hardcodes the texture. Maybe you can edit the .m2 directly from reading the dbc to being hardcoded; I don't know how to do that though.This is why you shouldn't have sarcastic undertones in your post when you're wrong. ^_^
I wasn't being sarcastic; I was precisely referring to what you have just stated that you do not know how to do; that last paragraph.