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Author Topic: [TUTORIAL] Creating non-animated custom M2 with mdlvis  (Read 17437 times)

Mjollna

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[TUTORIAL] Creating non-animated custom M2 with mdlvis
« on: October 26, 2011, 07:58:12 pm »
Hi <!-- s:) -->:)<!-- s:) -->

Two weeks ago I started to discover M2 format and M2 making/editing. I think I have now a working process to create a non-animated custom model more or less from scratch, so I make a post here to share how I do it. If you have ideas on how to make it better, I'm totally open to suggestions.

Thanks a lot to Vel for all the tips in the chatbox and various posts over the forum, and to Tigurius for the converting tools & tutorial, it helped me greatly to create my own model and consequently write this post.

I don't use Blender/3dsMax at all here, I tried a little with Blender/M2i but I've had lots of problems converting back to M2, so finally I feel more confortable with mdlvis.

Tools used :
- mdlvis 0.40 eng version : <!-- l -->viewtopic.php?f=59&t=790&start=0<!-- l -->
- ConverterMDX_lazy.exe : <!-- l -->viewtopic.php?f=59&t=785&start=0<!-- l -->
- CollisionAdder.exe (modified version 2011-10-27 - topic page 2) : <!-- l -->viewtopic.php?f=59&t=788&start=0<!-- l -->
- Optional, if you make custom textures : any image editing software like Gimp or Photoshop and a blp converter.
And that's all <!-- s:) -->:)<!-- s:) -->

Preparing a model for editing

I made one that I think I'll reuse every time from now on, so I share it to speed up things a little.
It already has 3 textures linked in it and some starting vertice to make further editing easier. It's based on Wow 1.x NewElfRuin02.
Here it is : http://gaming.mjollna.org/docs/m2_base_model.zip[/url]

It's interesting to have such a model since it passes conversion to M2 whatever the edits in mdlvis (or so it seems to me), and apart from changing/adding textures, you don't have to edit the mdl anymore.

However, I post the method I used to make it, in case you'd be interested in doing that for another model :
- mdlvis can open Wow 1.x M2 models directly. So choose a model you like from a 1.x version and open it in mdlvis.
- If you want a more or less blank model, delete every geosets except one. In the last one, leave a few vertice to make later editing possible.
- Save as mdl.
- Open the mdl file with a text editor.
- Follow this tutorial : <!-- l -->viewtopic.php?f=20&t=32<!-- l -->
- Open in mdlvis again, check if everything looks ok, save as mdx.
- Try converting the file (see the last paragraph of this post). If everything looks ok ingame then you're done <!-- s:) -->:)<!-- s:) -->

Editing the model

You can follow this nice tutorial for mdlvis. It has pretty much every feature covered, even animations which I haven't tried yet :
<!-- m -->http://www.hiveworkshop.com/forums/3d-m ... ng-179193/<!-- m -->

Some things I find useful to know :

Vertice and modeling

- To add vertice, you can extrude from a face or a group of faces. Copy/paste vertice or faces is also very very useful.

- Be careful to keep you model clean : delete free vertice, don't add unnecessary faces, keep the general triangle shapes as nice and simple as possible.

- I've tried the "optimize" function and it seems to work nicely, but I'd make a backup save and ingame test before/after every time anyway just to be sure.

Textures

- To add a new texture : save as mdl, add the texture path in the mdl file and link it to a geoset. Some copy-pasting will do the trick.

- If a face you've just created from 3 vertice looks transparent even though it has a texture (F button), select the face (click in the middle of it) and click the "-1" button to flip the normal.

- If group of faces looks darker/lighter than it's closest neighbours (it can happen if you detach a group of faces as a new geoset for example), try selecting all those faces as well as some other ones nearby with the same orientation and click the "average normals" button.

Other

- Using shortcuts in mdlvis can save you a lot of time.
There's one I've found by luck (and doesn't seem to be indicated in the menus ?) : middle mouse button toggles edit/rotation tools, it's very handy.

Converting and adding collisions

- For conversion, I use the following command on Windows :
Code: [Select]
ConverterMDX_lazy.exe mymodel.mdx 0.02(the 0.02 is a scaling option).

- For collisions, just copy the M2 model you've just converted and it's skin file in the collision_adder.exe (the 2011-10-27 modified version, which changes the way bounding box normals are created) folder, drop the M2 on the program and you're done.

- If you experiment crashes or weird behaviour ingame, try to look exactly where it happens and correct the model. It happened to me mostly because of corrupted vertice or free vertice I hadn't seen, and once deleted + redone it was all ok.

Have fun <!-- s:) -->:)<!-- s:) -->
Feedback welcome as usual.

---------------
2011-10-27 small edit : changed Collision Adder ref. to indicate the latest version.
« Last Edit: April 21, 2017, 03:43:19 pm by Mjollna »

Vel

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Re: [TUTORIAL] Creating non-animated custom M2 with mdlvis
« Reply #1 on: October 26, 2011, 08:34:41 pm »
This method is suitable only for non-animated models.
----
This tutorial you make life easier for so many newcomers.  :)
----
What can be done by this tutorial?
1) Gears models (weaponsshieldshelmetsshoulders e.t.c)
2) Doodads (...  ;) )
3) Menu models (mainmenu  character screen etc) (Unanimated)
-
Thank you for your efforts Mjollna
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Everon Mightbane

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Re: [TUTORIAL] Creating non-animated custom M2 with mdlvis
« Reply #2 on: October 26, 2011, 09:34:05 pm »
Yeah, this has made me think I could start getting into custom models. Thank you very much.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Vel

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Re: [TUTORIAL] Creating non-animated custom M2 with mdlvis
« Reply #3 on: October 27, 2011, 03:28:46 pm »
If you have problems, ask questions, I can help
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Jack

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Re: [TUTORIAL] Creating non-animated custom M2 with mdlvis
« Reply #4 on: October 27, 2011, 04:21:18 pm »
Nice one. I actually was thinking about asking one of you guys to do such a tutorial a few days ago...now that's what I call telepathy :D
Thanks Mjollna, gonna sticky this one.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Mjollna

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Re: [TUTORIAL] Creating non-animated custom M2 with mdlvis
« Reply #5 on: October 27, 2011, 11:34:44 pm »
Thank you very much for the sticky :)

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

If some of you have problems with the mdx not passing conversion, try this archive :
http://gaming.mjollna.org/static/docs/m2_base_model.rar

It looks like zipping/unzipping the file causes some problems to the mdx to m2 converter, but *.rar seems ok.
« Last Edit: February 20, 2019, 04:03:16 pm by Mjollna »

junit

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Re: [TUTORIAL] Creating non-animated custom M2 with mdlvis
« Reply #6 on: November 05, 2011, 01:20:42 pm »
I made a box from 4 vertices and tried to import it to wow. But when i did it all programs crash (noggit, wowmodelviewer..etc..)
I think that it's problem in converting. I don't know which id's i must write to convertion (animation id). Or is there still somewhere ConverterMDX_lazy ? I cannot find that.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Mjollna

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Re: [TUTORIAL] Creating non-animated custom M2 with mdlvis
« Reply #7 on: November 06, 2011, 12:29:26 pm »
The link to the converter "lazy" is at the beginning of the tutorial. Check the second post of the thread :)
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junit

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Re: [TUTORIAL] Creating non-animated custom M2 with mdlvis
« Reply #8 on: November 06, 2011, 10:42:36 pm »
I converted my model (Box) I don't see it in noggit but i see it in game and i can walk trough the box but i used the collision adder.
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Mjollna

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Re: [TUTORIAL] Creating non-animated custom M2 with mdlvis
« Reply #9 on: November 08, 2011, 11:56:49 pm »
Oops forgot to answer yesterday, sorry xD

It's weird that you see your box ingame but not in Noggit... Never had that problem, and I have no idea what it could be if it's the very same file you're trying to display in both programs.

For collision adder, are you using the latest version (not in the first post, read the thread it's on page 2) ?
Are there collisions in the model at all (open it with 010 editor and check with the M2 template, they should be at the end of the file) ?
Have you had any errors/crashes with the collision adder ?
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quillerk

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Re: [TUTORIAL] Creating non-animated custom M2 with mdlvis
« Reply #10 on: November 12, 2011, 05:24:49 pm »
I've done all you wrote to the base model ( without editing it in mdlvis)
but i can't see the model in WMV and there is no combolist where i can switch the skin... and no model   in game ( no crashes though) what is the problem ?
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Mjollna

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Re: [TUTORIAL] Creating non-animated custom M2 with mdlvis
« Reply #11 on: November 12, 2011, 11:54:52 pm »
I have no precise idea sorry, it can be a lot of things...

- Does the model look ok in mdlvis ?

- Have you re-scaled the model (the "0.02" option when converting to M2) ? If it's too big there's a chance you won't see it ingame even though it's there.

- If you try with the base model I gave, do you see it ingame ? Try comparing the mdl of this model with yours to spot the possible differences, it might help.
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junit

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Re: [TUTORIAL] Creating non-animated custom M2 with mdlvis
« Reply #12 on: November 13, 2011, 12:46:49 pm »
Everything looks OK. No errors from covnverting. But I don't still see the model in noggit. What should i write to tallis. mymodel.mdx or mymodel.m2? I don't know where is the problem.

I tried your models and I have same problems..(collision and noggit)I don't know.
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danivane80

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Re: [TUTORIAL] Creating non-animated custom M2 with mdlvis
« Reply #13 on: May 02, 2012, 09:54:18 pm »
Hi, I have a problem and created a m2 when I put in I do not see the texture noggit bone colors if I see the graph in 3d but in gray, but with your perfect mdx if I see any where they might fail?
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