Forum > Modelling and Animation
[QUESTION] [WotLk] Item Swapping, Hands & Heads
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morbent:
Hello, first post here, I hope I'm posting in the correct place.
I've been changing WOTLK tiers to Vanilla & TBC ones, using patch files and recently got into dbc editing to fix some issues I faced. I searched a lot for a tutorial on this but found nothing so I thought I'd ask, at least to get refered to such a tutorial perhaps.
[attachment=2:b4q7ydzp]Test.png[/attachment:b4q7ydzp]
First issue, the nose of the human is going through the helmet in the Void Warlock Tier 4. I am trying to paste this model on the ArgentAlliance/Horde tier 9. Now I read about dbc editing and went on to fix this by editing the fields 14 & 15 (helmetgeosetvis), following this: https://wowdev.wiki/DB/ItemDisplayInfo but I'm not sure what exactly to edit since there are tons of argentalliance/horde head models and they all share the same name in the dbc, unlike in the mpq files, where they end with BeF, DwM and such. Also, the helmetgeoset from the Void Warlock Tier 4 was the same as that of the ArgentAlliance/Horde, so there was nothing to change, but then again, there is a nose sticking out. I'm actually really confused since everything is thrown around everywhere in the dbc and can't even explain this properly. If someone can just give me a quick step-to-step guide on how to fix this or refer me to one, that would be great.
My second problem is with the gloves of the tier 5 warlock in the middle. Here we see what the hands are supposed to look like https://images.duckduckgo.com/iu/?u=htt ... r1.jpg&f=1. I know why this occurs, I don't know how to edit it though. I need to edit the Tier 10 Dark Coven set to the Tier 5 one.
On a side note, that's what I'm working on (the right side is what I want to turn the left side into). I love WOTLK, but man are those sets ugly:
[attachment=0:b4q7ydzp]Work.png[/attachment:b4q7ydzp]
Amaroth:
Fields #14 (1-based) and #15 should be the ones which are responsble for hiding certain geosets on head items. Both fields are used, one for male, one for female. Which value to use? I would simple find some head which hides the same geosets and copy value from there, if you find HelmetGeosetVisData.dbc too confusing.
About your glove problem, field 8. Use value 0, 1, 2 or 3 for different shapes.
https://wowdev.wiki/DB/ItemDisplayInfo https://wowdev.wiki/DB/HelmetGeosetVisData
morbent:
Thanks!
You see, the problem was that the Tier 4 (that I got the appearance from) used the same 14 & 15 fields as the one I was placing it onto. And there's also the fact that there are many Argent Tier Head IDs, one in like 47547, another in 52565 (made up numbers here) and they don't differentiate at all. I'm thinking they are for the different races but I am not sure, since they do not end with different letters (BeF, DwM, as I stated above).
So what do I change field 14 & 15 to exactly, should I like get it from a different hide-face item? I'll look for such an item to hide the nose then, but I do not know of one. Also, should I change the numbers for all argent heads? Sounds like a lot of work and guess-work, but if it's the best I got.
Thanks for clarifying the hands one, will try it. edit: what exactly do I have to edit for the hand now? ArmLower / ArmUpper / HandTexture? I can't find the hand texture in the dbc though.
edit2: I changed every ArgentAlliance&Horde head (there were like 20 lines or so and the search function doesn't even have a hotkey -.-') and it still doesn't work. What I put in the 14 & 15 fields was 248 & 306, taken from the void helmet itself, meaning that they should be the right ones but I really have no idea.
Now, since all these different head models (argent ones) used different numbers in their own 14 & 15 fields, I'm guessing the void helmet does so too and that I just copied the first void helmet 14 & 15 numbers I saw. But even if I do get all the 14 & 15 field numbers the void helmet IDs have, I couldn't possibly know where to place each since there are no race identifications on each ID. They are the same. How does one work in the dbc editor? It's so messy and the ctrl+F function does not work. Am I doing something wrong or is it a lot of guess work? Now, I don't mind this tedious work, but I want to know how to modify helmets and such properly. Every helmet model has a ton of lines, which are indistinguishable from one another and they are spread everywhere. How does one mod helmets?!
Amaroth:
Gloves use actually both hand and armlower texture. Some may maybe use even armupper texture, but I am not sure f its possible or ever used. Anyway, hand and armlower are commonly used. Most of items are made of multiple parts. Just btw, I am not entirely sure if nose really is actually a geoset which can be hidden. Isn't it part of head geoset? If it is so, it simply can not be hidden. Ears, hair and facial hair can be, but I am not so sure about that nose. Its actually quite possible that void helmet doesn't hide nose at all, but that it just overlaps it correctly while other head models don't.
About DBCs, they are mess. About MyDBCEditor, that surely is mess, too. You will learn how to live with it, though. Its not easy nor convenient, I know that too well. You might want to try to take a look at this editor here: viewtopic.php?f=59&t=10057
CSV is normal database table format which can be edited by much better editors.
Amaroth:
"head models and they all share the same name in the dbc, unlike in the mpq files, where they end with BeF, DwM and such." And btw, about this, thats absolutely normal. Those _something are just for different race and gender combinations. You don't enter these into DBC. So, if there are models like My_Head_Hum.m2 and My_Head_Huf.m2, enter only My_Head.mdx (always use extension and always just .mdx for m2 models, never m2) into DBC. Thats for head models. There's no such problem with shoulder or weapon/shield items.
The same applies to textures and actually to all textures. There are _U, _F and _M endings for unisex, female and male versions of textures. Again, those are not to be put into DBCs. So instead of My_Texture_U.blp enter just My_Texture into DBC (for textures without any extension).
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