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Wrath of the Lich King Modding => Resources and Tools => Topic started by: Vesageough on January 28, 2015, 03:01:10 pm

Title: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Vesageough on January 28, 2015, 03:01:10 pm
M2mod Redux 4.6.1

(http://www.mediafire.com/convkey/fee7/9lq9ywf9dwt569rzg.jpg)

(http://www.mediafire.com/convkey/5953/6nch3tc8w334gmozg.jpg) (http://www.mediafire.com/convkey/a94c/lp8af2jbj649b9ozg.jpg)

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.
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: Rangorn on January 28, 2015, 04:15:12 pm
Good job dude !

Now with this, everybody can choose which geoset will be deleted, and which  geoset can stay

You can now get haircuts missing and all geoset in blender, but you can't get all geosets ingame.
(viewtopic.php?f=7&t=8859 (http://modcraft.io/viewtopic.php?f=7&t=8859" onclick="window.open(this.href);return false;))



Anyway, you have to modify some values in the .skin01(no need to edit others skin when you have to fix textures) after conversion
Bad renderflags for the dreanai face and bad texture ID for few orcs haircuts and taurens pilosity
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: Clockworkapple23 on January 28, 2015, 09:03:22 pm
I can't open/import the m2i ... The program works but my blender don't open the file.

i guess i need change something in the script?
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: Vesageough on January 28, 2015, 11:38:02 pm
No, but did you use Blender 2.62 ?
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: Vesageough on January 29, 2015, 12:04:23 am
Quote from: "Rangorn"
Good job dude !

Now with this, everybody can choose which geoset will be deleted, and which  geoset can stay

You can now get haircuts missing and all geoset in blender, but you can't get all geosets ingame.
(viewtopic.php?f=7&t=8859 (http://modcraft.io/viewtopic.php?f=7&t=8859" onclick="window.open(this.href);return false;))
Yes, I can get all geosets in game! :)
Haircuts are working, no more crash, etc.

But there is still the bugs about some pilosity texture not set right (UV mapping problem, maybe) and Draenei face lighten up.
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: Clockworkapple23 on January 29, 2015, 03:09:37 am
Quote from: "Vesageough"
No, but did you use Blender 2.62 ?

yes.
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: Vesageough on January 29, 2015, 04:41:20 am
So please, give info about your problem, otherwise, I can't help you...
What error message do you have?
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: phantomx on January 29, 2015, 06:04:10 am
Hey thanks for the post I've been meaning to make some changes to M2Mod.
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: quillerk on January 29, 2015, 07:00:26 am
Oh man! If that's gonna fix all those geoset problems...
Can't wait to get my hands on this... ts 11 AM and i work till 18 PM... you got me so excited  right now
If only it fixes all of  them
i will even forget that Pixologic 3d Print expo and all my efforts in making LK->Cata converter, kek.
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: Rangorn on January 29, 2015, 10:12:36 am
Quote from: "Vesageough"
Quote from: "Rangorn"
Good job dude !

Now with this, everybody can choose which geoset will be deleted, and which  geoset can stay

You can now get haircuts missing and all geoset in blender, but you can't get all geosets ingame.
(viewtopic.php?f=7&t=8859 (http://modcraft.io/viewtopic.php?f=7&t=8859" onclick="window.open(this.href);return false;))
Yes, I can get all geosets in game! :)
Haircuts are working, no more crash, etc.

But there is still the bugs about some pilosity texture not set right (UV mapping problem, maybe) and Draenei face lighten up.

Rly ?

Did you try braces, gloves, pants, capes and other stuff like that ?
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: Clockworkapple23 on January 29, 2015, 01:14:48 pm
(http://www.imageupload.co.uk/images/2015/01/29/pythonfailagain.jpg)

This is the error
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: quillerk on January 29, 2015, 02:30:52 pm
ure using Blender 2.49
the script is for blender 2.62
not Python
BLENDER 2.62
https://download.blender.org/release/Blender2.62/ (https://download.blender.org/release/Blender2.62/" onclick="window.open(this.href);return false;)
Check it
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: quillerk on January 29, 2015, 03:29:51 pm
tryed blood elf female with this tool - UVs look a little offset ( its curable)
Hairstyles are back  thats cool
but some are gone as well - thats not ok

Ears are gone.... - thats sad... what can i do about it?
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: Clockworkapple23 on January 29, 2015, 04:14:49 pm
now i have Blender 2.62

but i don't see the import-m2i ^^U
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: Vesageough on January 29, 2015, 04:17:52 pm
I've only tested WoD HD models.
There may be some problems with old models and retro porting.
Btw, BloodElf model will be soon HD with patch 6.1.
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: quillerk on January 29, 2015, 04:18:30 pm
U now need to enable that plugin
File-User Preferences - Addon

and click on both checkboxes
Import M2 and Export M2
and there you go
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: quillerk on January 29, 2015, 04:19:29 pm
I used PTR BLood Elf  Female HD  model and it gets messed up.
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: Lawes on January 29, 2015, 04:41:44 pm
works for items ?
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: Clockworkapple23 on January 29, 2015, 05:01:22 pm
The human model, too...T^T

(http://www.imageupload.co.uk/images/2015/01/29/testblender.png)

I don't see it DX
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: quillerk on January 29, 2015, 05:25:44 pm
check if u put the script into correct folder

blender-2.62-release-windows642.62scriptsaddons - works for me
put it right way
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: Clockworkapple23 on January 29, 2015, 05:45:29 pm
Yes...


(http://www.imageupload.co.uk/images/2015/01/29/yes.png)



inside addons are the files:

(http://www.imageupload.co.uk/images/2015/01/29/chapter.png)
(http://www.imageupload.co.uk/images/2015/01/29/still.png)


Maybe i lost something...? ._. U Because i still don't see them
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: Vesageough on January 29, 2015, 06:41:37 pm
Quote from: "quillerk"
I used PTR BLood Elf  Female HD  model and it gets messed up.
Where did you get the files?
How did you test it? With the PTR client? The .exe files need to be patched, right?
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: phantomx on January 30, 2015, 02:43:13 am
Quote from: "Vesageough"
Quote from: "quillerk"
I used PTR BLood Elf  Female HD  model and it gets messed up.
Where did you get the files?
How did you test it? With the PTR client? The .exe files need to be patched, right?

Same way you extract WoD files Casc Explorer.
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: phantomx on January 30, 2015, 02:48:14 am
Quote from: "Clockworkapple23"
Yes...

inside addons are the files:

Maybe i lost something...? ._. U Because i still don't see them


From the looks of those screenshots you didn't place the scripts in there.

Make sure you place these highlighted files in your addons folder like the image below.

(http://puu.sh/fdjWD/3f8a4e2807.png)

Then in Blender you have to enable it.

(http://puu.sh/fdkeR/7bc8da31dc.png)

Then you're done.

P.S

I haven't tested this 4.6 version but the 4.5 version mostly only works with 272 m2 models which are Cata+.
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: Vesageough on January 30, 2015, 03:50:36 am
Quote from: "phantomx"
Same way you extract WoD files Casc Explorer.
Yep, I've manually added HD files in listfile.txt.

But I still don't understand how he could test the BloodElf HD model, which is only used on PTR and thee is no fixed .exe for PTR to my knowledge.
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: Clockworkapple23 on January 30, 2015, 04:03:08 am
Where is the Scripts? Because i download the blender file of here https://download.blender.org/release/Blender2.62/ (https://download.blender.org/release/Blender2.62/" onclick="window.open(this.href);return false;)

and the scripts is the same with the addons, etc. >_<U I'm sorry
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: phantomx on January 30, 2015, 05:27:54 am
Quote from: "Clockworkapple23"
Where is the Scripts? Because i download the blender file of here https://download.blender.org/release/Blender2.62/ (https://download.blender.org/release/Blender2.62/" onclick="window.open(this.href);return false;)

and the scripts is the same with the addons, etc. >_<U I'm sorry

????


Did you not download M2Mod Redux 4.6??

When you download it open the rar and then grab the files from the addons folder which is in the scripts folder.

(http://puu.sh/fdF57/eebbb301d8.png)

Then throw those files into your installation of blender 62 scriptaddon folder.
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: phantomx on January 30, 2015, 05:29:25 am
Quote from: "Vesageough"
Quote from: "phantomx"
Same way you extract WoD files Casc Explorer.
Yep, I've manually added HD files in listfile.txt.

But I still don't understand how he could test the BloodElf HD model, which is only used on PTR and thee is no fixed .exe for PTR to my knowledge.

I don't understand what you mean by "thee is no fixed .exe for PTR" I just have casc explorer load the PTR instead of live is all.
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: quillerk on January 30, 2015, 06:02:01 am
You can check my thread in Retro-porting - i've uploaded the converted PTR Blood Elves there.
They have same problems like other races with missing geosets.
used blender 2.49b and M2mod4 for it.
So, yesterday i got this tool (M2mod redux 4.6) used it to make m2i from the PTR model - it converted without errors, (even without manipulating with .skin file) but ingame i still have missing geosets like some hairs  and ears.
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: Clockworkapple23 on January 30, 2015, 01:07:22 pm
Quote from: "phantomx"
Quote from: "Clockworkapple23"
Where is the Scripts? Because i download the blender file of here https://download.blender.org/release/Blender2.62/ (https://download.blender.org/release/Blender2.62/" onclick="window.open(this.href);return false;)

and the scripts is the same with the addons, etc. >_<U I'm sorry

????


Did you not download M2Mod Redux 4.6??

When you download it open the rar and then grab the files from the addons folder which is in the scripts folder.

(http://puu.sh/fdF57/eebbb301d8.png)

Then throw those files into your installation of blender 62 scriptaddon folder.

Aaah, that was my mistake! x_x

Thanks >_<
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: Vesageough on January 30, 2015, 04:21:03 pm
Quote from: "quillerk"
You can check my thread in Retro-porting - i've uploaded the converted PTR Blood Elves there.
They have same problems like other races with missing geosets.
used blender 2.49b and M2mod4 for it.
So, yesterday i got this tool (M2mod redux 4.6) used it to make m2i from the PTR model - it converted without errors, (even without manipulating with .skin file) but ingame i still have missing geosets like some hairs  and ears.
Hmm I'm not sure it will work.
What do you call retro porting? You mean your game client is not 6.0?
You sue it because you don't have WoD? Or because you use a private server?
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: quillerk on January 30, 2015, 04:27:37 pm
i am trying to port all WOD character models from WOD to Cata - 434
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: Vesageough on January 30, 2015, 05:17:35 pm
Quote from: "quillerk"
i am trying to port all WOD character models from WOD to Cata - 434
Ok, I'm not sure, but  I think there is a limit of triangles before WoD, up to 65536.
Did you manage to import some HD models to Cata with all submeshes?

For instance, Dwarf Female Old model has 33726 triangles when HD model has 105216.
So, if you convert to Old model, you will have 105216 - 65536 = 39680 triangles missing!
For some models, it will be barely visible because they have just a few triangles over 65536.

BloodElf Female HD has 88728 triangles.
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: quillerk on January 31, 2015, 11:55:40 am
then.... what;s the point of using this tool?  There are no private WOD servers yet.
 i have all geosets in m2 and skin now... how can i choose whick geosets i want to keep and which to delete?
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: Clockworkapple23 on January 31, 2015, 01:58:49 pm
Quote from: "quillerk"
then.... what;s the point of using this tool?  There are no private WOD servers yet.
 i have all geosets in m2 and skin now... how can i choose whick geosets i want to keep and which to delete?

The point is, u can choose what geo can stay and not.

For example, if u want the hairstyles, u have to sacrifice a lot of capes and something more. Maybe textures of equip...

Well. In my case, i got the BEs with some more Hairstyles (AND EARS! YES! *O*) but, i have to sacrifice almost all the capes xD

(http://www.imageupload.co.uk/images/2015/01/31/WoWScrnShot013115095037.jpg)

The races don't loose so many Hairstyles before:

*Human Male
*TrollF/M
*Gnome F/M
*NightElf Female
*Orc F/M
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: phantomx on January 31, 2015, 02:06:49 pm
Pretty much so everyone knows and stops talking about  it, there will never be fully working HD models in wotlk with all their geosets.....

The game client just doesn't support that many faces and vertices.

You will always need to sacrifice some submeshes for others, in the end you're just breaking the up the model.

On another note
Quote from: "quillerk"
There are no private WOD servers yet.

Actually there are quite a number of WoD private servers some more stable then the next depending on the following:

#1 bad server = repack

#2 slightly more stable server = server with actual core developers working on it.

#3 ^^^ How ever with a bigger team lets say 5-7 is a good number for a team.

So now that you know the three types of servers you can choose just google or go to an advertising website like ac-web.
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: quillerk on January 31, 2015, 02:18:31 pm
Soo i might just delete unwanted submeshes from the armature and it shall work ? Hmmm i ll try that

2phantom
i prefer  core binaries instead of repacks... i couldn't even find a proper MoP core that has at least 50% working, so i chose to get my hands on cata :)
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: xJKz on January 31, 2015, 04:18:32 pm
I don't know why, but.
M2Mod give me this error, can anyone help me?

(http://puu.sh/fhqvf/bc9319708e.png)
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: phantomx on January 31, 2015, 06:23:47 pm
Quote from: "xJKz"
I don't know why, but.
M2Mod give me this error, can anyone help me?

(http://puu.sh/fhqvf/bc9319708e.png)

That mainly just means at least when you're porting the m2i to m2 that you have a submesh name that isn't in the original model.

If that's the case then it's an easy fix just rename the submesh to one that the model has.

On another note I'm probably going to try to start pushing out 1 to 2 video tutorials this week on how to put custom models into wow and some things that relate to your problem, thus hopefully the leacher count would drop and people would do more work and move the modding community forward instead of feeling entitled to handed other people's work & time with no effort on their part.

P.S

That wasn't a rant that's just a sad fact.
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: quillerk on January 31, 2015, 08:19:27 pm
I'd really appreciate a tutorial  thatt can explain the way how can i put custom models to cataclysm client :)
Thanjs in advace, you rock!
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: Vesageough on January 31, 2015, 10:05:49 pm
I think that if you reduce the number of triangles in Blender, you can put all submeshes.
But that is true, you have to sacrifice some triangles somewhere.
You may use the decimate modifier, or more powerful Blender tools / addons.
https://www.google.com/search?q=blender ... +triangles (https://www.google.com/search?q=blender+2.7+reduce+triangles" onclick="window.open(this.href);return false;)

EDIT: be careful, in Blender 2.6, decimate seems to reset the UV map, you will probably have problems with textures.
In fact, the decimate tool is way more useful in Blender 2.7.
So, you can save your .blender file, open it in Blender 2.7, apply decimate, then switch back to Blender 2.6 to export .m2i.
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: Clockworkapple23 on February 02, 2015, 05:00:05 pm
Quote from: "Vesageough"
I think that if you reduce the number of triangles in Blender, you can put all submeshes.
But that is true, you have to sacrifice some triangles somewhere.
You may use the decimate modifier, or more powerful Blender tools / addons.
https://www.google.com/search?q=blender ... +triangles (https://www.google.com/search?q=blender+2.7+reduce+triangles" onclick="window.open(this.href);return false;)

EDIT: be careful, in Blender 2.6, decimate seems to reset the UV map, you will probably have problems with textures.
In fact, the decimate tool is way more useful in Blender 2.7.
So, you can save your .blender file, open it in Blender 2.7, apply decimate, then switch back to Blender 2.6 to export .m2i.

It's a interesting solution. I'll see what could be done with it. Although it looks complicated.
Title: Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
Post by: Vesageough on February 04, 2015, 08:13:13 am
New version 4.6.1:
- buttons replaced by tabs.
- fake LOD auto generated (copies of 01.skin).
- Blender: no need to show and select Armature anymore to export.
- Blender scripts: updated to Blender 2.73.
- Blender scripts: Submesh real ID, better order.
- Blender scripts: added a script to hide Attachments and groups of mesh (armor, cloak, etc.)
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Clockworkapple23 on February 05, 2015, 10:39:15 pm
If I remember ... The face of Draeneis fixed it merge with another texture. To take off the clown face.

(http://www.imageupload.co.uk/images/2015/02/05/WoWScrnShot020515183745.jpg)
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: detonatorss on February 11, 2015, 11:43:50 am
The 3D View Script isn't working like in your video, everything you have is a lot diferent, you've made a lot of changes and we don't have it
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Vesageough on February 18, 2015, 02:09:49 am
Quote from: "detonatorss"
The 3D View Script isn't working like in your video, everything you have is a lot diferent, you've made a lot of changes and we don't have it
Are you sure you have downloaded the zip file recently?
I've updated the 4.6.1 with the new scripts, without changing version number.
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Lynnarda on March 02, 2015, 07:52:08 pm
Hello! First post over here by the way :P

I can't make it work. Does anybody know what am I doing wrong or how to fix this?
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Vesageough on March 02, 2015, 11:13:20 pm
Be sure to use the last version of the BE .m2, not the PTR one.
I've tested import/export in M2Mod, I had no problem.
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Sprucey on March 07, 2015, 07:15:42 pm
Getting an unhandled exception when I try convert any wotlk character model m2 to m2i.

I'm assuming it needs .net 4, would there be any other reason for the exception?
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Vesageough on March 07, 2015, 07:32:40 pm
I don't know about WotLK models, M2Mod 4.6.1 is meant to be used with WoD.
Maybe you could try an older version of M2Mod?
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Alastor on March 07, 2015, 10:23:46 pm
M2 from WOD is diferent compare to M2 from LK diferent structure uncompactable with 4.6.1. needed MOD3
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Sprucey on March 07, 2015, 10:46:56 pm
Spurred me to do some research into the differences and I see what you mean! Sorry for the confusion.

I dropped down to m2mod3 and 2.49b to import/export then work in my preferred version of Blender. Thanks a lot!
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Vesageough on March 08, 2015, 07:54:52 am
Thanks dahaga for the info and the link!
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Atlas on May 16, 2015, 02:37:53 pm
Hello.

My friend is getting this error:

[attachment=0:dywqkfp0]ss+(2015-05-16+at+08.07.05).png[/attachment:dywqkfp0]

I told him I'd ask around to find out what the problem is, any help please?

TIA.
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: kojak488 on May 17, 2015, 03:27:49 pm
He's not following the steps outlined in the various tutorials as he should be.  He's missing a step(s).  Nine times out of ten that's the issue, even for people who are "sure they followed every step 100% correctly."
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Ascathos on May 17, 2015, 04:44:43 pm
Quote from: "Atlas"
Hello.

My friend is getting this error:

[attachment=0:ahsbaa8x]ss+(2015-05-16+at+08.07.05).png[/attachment:ahsbaa8x]

I told him I'd ask around to find out what the problem is, any help please?

TIA.
He tries to port converted wotlk models.

Had the same issue.
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Atlas on May 18, 2015, 12:49:04 am
Thank you very much for the reply guys, it's appreciated.
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: abdalrahman9 on June 17, 2015, 06:54:09 am
I am currently getting this error when i am importing the m2i to export it as m2. I am using the clockworkhorse as my base model:
(http://i.imgur.com/z0agCYL.png)

EDIT: it would seem the problem is with the size of the file or the number of vertices. As i remember reading, there was a max number of vertices of roughly 6000 and my model has roughly that much vertices. I will update if i find a solution!
EDIT2: wow...i can't believe that this error occured to me before and i forgot about it. This is where phantomX solved the solution http://modcraft.io/viewtopic.php?f=7&t=8766
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Deexgnome on June 30, 2015, 09:35:17 am
Sadly same errors here =/ also can't get it work with Textures.
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: abdalrahman9 on June 30, 2015, 11:49:05 pm
Quote from: "Deexgnome"
Sadly same errors here =/ also can't get it work with Textures.
Which ones exactly?
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: spik96 on August 10, 2015, 06:32:37 pm
Hi !
Has this tool any effect on collisions ?
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: abdalrahman9 on August 11, 2015, 05:55:13 am
I do not think so, as far as i know.
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: coldsteelj on August 16, 2015, 01:49:48 pm
Quote from: "abdalrahman9"
I am currently getting this error when i am importing the m2i to export it as m2. I am using the clockworkhorse as my base model:

EDIT: it would seem the problem is with the size of the file or the number of vertices. As i remember reading, there was a max number of vertices of roughly 6000 and my model has roughly that much vertices. I will update if i find a solution!
EDIT2: wow...i can't believe that this error occured to me before and i forgot about it. This is where phantomX solved the solution
Hello everyone.
Since I am new here I can't post links, so here is M2tool error text :
File: M2.cpp
Line: 2148

Expression: ( Elements[iElement].Offset <= AnimationBlock.oTimes ) && ( AnimationBlock.oTimes < ( Elements[iElement].Offset + Elements[iElement].DataSize ) )

As you can see it is exactly the same problem here when I am trying to increase vertex amount on CelestialHorse.M2 model and on any creature models which was released in cataclism or later. I tried to use 010 Editor like phantomX said and changed nParticleEmitters to 0  with ofsParticleEmitters to 0. After that m2tool converted my m2i to m2 without any errors, but in the game my model is fully invisible. Can someone tell me please how can I fix this issue? I want to import any WoD mount to blender, increase the vertex count on it and export to the game if it is real with existing m2mod redux 4.6.1.
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: MR. Farrare on November 17, 2015, 07:20:03 pm
thx
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: MR. Farrare on December 02, 2015, 09:51:17 pm
I cant convert the .m2i weapon to m2 even if I didn't edit it !
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Alastor on January 26, 2016, 11:31:25 am
i just wanted to ask that same convertor is unable to work with weapons and some kinds of low models mostly from vanila like pig.m2 you can convert them to M2i then to blender but any attepmt to make new M2 leads to crash

ps: that link for source code is for 4.5 version ? could you possibly post lastest version here ?
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: spik96 on January 26, 2016, 12:32:48 pm
I would like to know what is the specification of the m2i file, the internal data that are stored.
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: YourArthas on March 22, 2016, 10:06:17 am
Hi whenever I try to export ogredreanor.m2 shatteredhandmelee.m2 etc to m2i I get an submesh eror which should not be can somebody explain me how to fix it ?
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Alastor on March 22, 2016, 03:51:36 pm
number of submeshes is too high you can only remove some of them manualy in 010
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: YourArthas on March 22, 2016, 07:37:54 pm
Quote from: "Alastor"
number of submeshes is too high you can only remove some of them manualy in 010
Hmm another question can I select which submesh to go by 010 editor
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Alastor on March 22, 2016, 08:12:12 pm
execute this in 010 on skin files

Code: [Select]
int i;
Printf( "Submeshes num - %dn", SkinHeader.nSubmeshes );

for (i = 0; i < SkinHeader.nSubmeshes; i++)
{
if (Submeshes[i].ID > 65000)
{
Printf( "SUB num - %dn", i );
Submeshes[i].StartTriangle = 0;
Submeshes[i].nTriangles = 0;
}
}

credits to sheldon
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Uthil on March 31, 2016, 08:28:51 pm
I want to ask if it possible for any update and fixes for Legion ? In some legion models seems to work fine, but in others crash. I tried many different things but always im getting same result and im starting to think that redux is messing things up.

I.e:  Human Warhorse (Legion Model)
(http://www.model-changing.net/uploads/monthly_2016_03/WoWScrnShot_032216_233820.thumb.jpg.66edd0ceef520431c4666b3f91f2893a.jpg)

Textures are so bad, and mount tail and ass small section near heads is messed up with no textures applied even if i created the double textures. I re created the mount with different groups, again same effect.
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Met@ on May 22, 2016, 04:10:01 pm
Do you think if it's possible to add support for 3.3.5 models from M2mod3 in the latest blender plugin ?
Blender 2.49 is horrible to work with.
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Alastor on May 22, 2016, 06:09:20 pm
Then why do you use 2.49 ? when you can use M2redux for wod models and then just downport them to LK
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Met@ on May 22, 2016, 06:22:07 pm
I already do this for WoD models.
I tried some legion models but I don't know how to convert them to wod, so I convert them to wotlk.
I think I'll wait for a Legion=>WoD convertor.

Sorry for my dumb question.
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Alastor on May 23, 2016, 05:08:20 am
just use this
to convert Legion model to Wod
all you need to do is actualy delete MD21 prefix of 8 bytes and change version from 12 01 00 00 to 10 01 00 00
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Met@ on May 24, 2016, 02:58:17 am
Thanks, I didn't knew if I should delete or change the MD21 prefix.
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Uthil on May 31, 2016, 08:36:55 am
I was trying to take the m2i for OgreDraenor model and redux always crash with this error. I tried Legion and Wod but both give same error.
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Alastor on May 31, 2016, 10:20:43 am
Actualy Error Log says all you need to know

(http://image.prntscr.com/image/c2d2c22d87b244938755996bcc47e373.png)


which mean that 3d grinde datas are out of M2redux's limits iv been looking to code of 4.5 which is useless since we have 4.6 but code of 4.6 wasnt released ... so back to 4.5 as structure of M2 says on WoWDevWiki those ranges for 3d data ( vertx,edge,face, ) are set to limit 2^16 and that ogre model is over stepping that range cuz of additional geosets in skin files so M2 redux has no idea what to do with it ... unless variable that handles it would be changed and structure slighthly too

Creator of this was always almost unavailable and he didnt even left code of his lastest version that brings crucial improvements in compare with 4.5 so starting with 4.5 code is back step back and even then its in C# which i dont understand that much to finish it i work only in VB.net so even when i want to help i dont want because learning those holes in my programing or converting tool too VB is quite too much work that would never pay back to me ...


all you can do is deleting oversteping datas and load what m2redux can load so you loss everything abowe limit
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Uthil on May 31, 2016, 05:31:36 pm
Well i wish someone could start over the 4.5 debug and reach again to 4.6.1 or even better. That tool is realy helpful since you cant do anything with the older versions of M2Mod.exe files, not even phillip one. With the coming of the Legion many will want to edit those models and we don't have a supportive tool. All work up to early version of legion and i suspect things gonna be kinda more complicated upon legion release. If anyone has something that works in such models as ogre i would appreciate. Thanks alastor for the info.
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Vesageough on July 15, 2016, 10:14:47 am
The source code of M2Mod Redux 4.6.1 is here since March 2015:
http://www.mediafire.com/download/iyw0e ... ources.zip (http://www.mediafire.com/download/iyw0e66d1joq481/M2ModRedux+4.6.1+sources.zip" onclick="window.open(this.href);return false;)

And of course, if no one else update it, I will do it for Legion, but not before September.
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Skarn on July 15, 2016, 09:58:41 pm
There are sources of other versions of M2Mod among Zim4ik's files. In case someone needs them.
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: Uthil on July 21, 2016, 09:28:40 pm
well i would gladly see an update for this tool. Thanks in advance!  :ugeek:  :D
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: xJKz on August 27, 2016, 02:56:17 pm
There's a way to get a fix for the known bugs ?
I want to modifiy Orc character but there's the facial and hair bug...

Thanks in advance.
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: balsh on October 01, 2016, 06:46:05 am
Great tool thanks but there's the facial/hair bug with the dwarves aswell !
I hope we can get some fixes
Title: Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
Post by: IPEINA on January 11, 2017, 04:50:22 am
The export file error