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Messages - Mjollna

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211
Resources and Tools / Re: [TOOL] [M2 edit] Collision Adder
« on: October 27, 2011, 08:54:12 pm »
lol, I feel bad, I should have seen my error (looks like I forgot to change nInd to nTri a few lines up) -_-
Thanks again.

I have a noob question... g++ complained with the include using < > (it couldn't find the files) and I had to change to " " to compile... I tried to read about the difference (quick googling), but I'm not really sure if it changes something in the end or not... Is it really bad to use one instead of the other ?

212
Resources and Tools / Re: [TOOL] [M2 edit] Collision Adder
« on: October 27, 2011, 07:18:37 pm »
Wow, thank you :)

213
Resources and Tools / Re: [TOOL] [M2 edit] Collision Adder
« on: October 27, 2011, 06:17:58 pm »
O_o

That one is weird... On Vel's model I have a converter crash with my modified version (but not with the original one : the collisions are then saved but not correctly created).

There's definitely something I don't get :)

214
Resources and Tools / Re: [TOOL] [M2 edit] Collision Adder
« on: October 27, 2011, 05:40:38 pm »
I tried to solve the problem yesterday night but I still haven't a clean solution to correct it. I will try again though, when I have a new idea.

Do you still have some models you can't convert at all, even with the "add more vertice" trick ?

215
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: October 27, 2011, 05:35:49 pm »
At first I used allwater option from Taliis, and then we made a special update to support Gretchin's All water wotlk. It should work with both... Tell me if it doesn't, I don't have much feedback/testing from worldbuilders and we are probably going to find other problems with custom maps conversion.

It might be safer to add water just before you convert, to be sure there's no problem. The app adds mh2o at the end of the file, so the converter ("worldbuilding" option) is waiting for it at the end of the file. If it's not, it will probably not like it and reject the adt :)

216
Resources and Tools / Re: [TOOL] [M2 edit] Collision Adder
« on: October 26, 2011, 10:33:44 pm »
Thanks, that was really helpful :)

I don't get why for the moment, but I have a simple fix :

If number of vertice < number of faces in mdl/mdx (you have both numbers in mdlvis in the upper right corner of the vertice editing mode), the conversion crashes.

So you can take the model, copy a free vertice (on both models you have one in more or less the center of the grid), and paste it until you have more vertice than triangles. The the converter doesn't complain and it goes ok.

I'll try to see if I can correct that better.

(And btw, I really like the shape of the fence you sent ^^)

217
Resources and Tools / Re: [TOOL] [M2 edit] Collision Adder
« on: October 26, 2011, 09:35:09 pm »
Mmh, could you send me your mdx for this model ? It would be really easier for me to see if there's something different from the one I use, and why one of them works and not the other.

Are there lots of models that don't work for you ?

218
Tutorials / [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.

219
Resources and Tools / Re: [TOOL] [M2 edit] Collision Adder
« on: October 26, 2011, 06:47:13 pm »
Oooh great ! :)

Thanks for testing, and I'm so happy it also works on other models than mine ^_^

220
Showoff - what you are working on / Re: [SHOWOFF] Custom M2 : Road
« on: October 26, 2011, 04:35:52 pm »
Thank you ^_^

Actually it's simpler than I thought, at least for non-animated things.
I'm making a tutorial describing the method I used, I check every step and I post it.

221
Level Design / Re: Wmo crashes Noggit.
« on: October 26, 2011, 01:36:31 pm »
The empty lines you have in the "object files" menu may be the reason of the crash.

I had "fake" links like this on some of my adt (failed attempts I didn't clean), it didn't bother rev104 but I had to remove all of them with fileinfo/loadinfo for my map to work with the beta.

222
Showoff - what you are working on / Re: [SHOWOFF] Custom M2 : Road
« on: October 26, 2011, 01:20:49 pm »
Thank you :)

Yes, it's mdlvis on the screenshot.

223
Resources and Tools / Re: [TOOL] [M2 edit] Collision Adder
« on: October 26, 2011, 01:30:49 am »
Hello !

Ok, so here's how I added collisions to my model (the road I posted earlier).
When I started to look at collisions, I tried to use Collision Adder, but it didn't seem to work exactly the way I expected.
That's why I decided to have a look at the source (thank you so much for including it) and try to understand how it works.

After some time, I thought it was related to the way normals were handled. As I understand it, the program copies the model vertice and normals, as well as the skin file triangles, to make a custom bounding box.
The wiki (and that's also what I observed on a Blizz model) says there's one surface normal per triangle for the bounding box, and not 3 like the ones that go with the model vertice.
So I slightly edited the program to make it fit : one normal per triangle (so their number was divided by 3), and I added cross product + normalize to calculate the values for each of them using the existing functions.

Of course I include the modified main.cpp as well as the exe.

Be indulgent, C++ (and M2 actually) is like a whole new world to me. It took me time to figure out how to compile the original program, adding my 4 lines at the right place, etc.
Nonetheless, it looks like my changes work here (and I'm the first one surprised they do), so I post them. Hope it'll be useful.

I tested the program on 2 models only, since I don't have many of them. Of course, on both it worked.

Feedback is welcome :)

Direct download: http://d.pr/8PGT+

224
Showoff - what you are working on / [SHOWOFF] Custom M2 : Road
« on: October 25, 2011, 11:21:21 pm »
Hi there !

So I made my first custom model, as some of you may have seen on the chatbox. It's complete now, it has custom collisions, so I thought I would share it. It has no animations, but for a road it's pretty normal <!-- s:) -->:)<!-- s:) -->

It really fits my own zone, so I don't know if it will be useful to someone else, but in case, it's available <!-- s:) -->:)<!-- s:) -->

I used Blizz unmodified textures, so they should be already in 3.3.5 files. However, to avoid any problems I've included them in the zip file with the right relative path from the model.
There's also the mdx if some of you want to play with it and change the model.



The edges are a little different than what's on the video, I had a corrupted vertice in each angle (copy/paste) and I had to redo them tonight.

Normally the model should work fine in 3.3.5, at least on my install it's all ok. If you have problems with it let me know.

Happy downloading !

http://gaming.mjollna.org/docs/road.zip

225
Noggit / Re: Suggestions
« on: October 25, 2011, 12:35:16 am »
You're limited to 4 different textures per chunk, that's normal :)

As far as I know, it's a Wow limit.

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