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Author Topic: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models  (Read 28860 times)

Vesageough

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Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
« Reply #30 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?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

quillerk

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Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
« Reply #31 on: January 30, 2015, 04:27:37 pm »
i am trying to port all WOD character models from WOD to Cata - 434
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Vesageough

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Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
« Reply #32 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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

quillerk

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Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
« Reply #33 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?
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Clockworkapple23

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Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
« Reply #34 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



The races don't loose so many Hairstyles before:

*Human Male
*TrollF/M
*Gnome F/M
*NightElf Female
*Orc F/M
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phantomx

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Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
« Reply #35 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.
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quillerk

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Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
« Reply #36 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 :)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

xJKz

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Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
« Reply #37 on: January 31, 2015, 04:18:32 pm »
I don't know why, but.
M2Mod give me this error, can anyone help me?

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phantomx

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Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
« Reply #38 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?


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.
« Last Edit: February 04, 2015, 06:06:13 pm by Admin »
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quillerk

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Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
« Reply #39 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!
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Vesageough

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Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
« Reply #40 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

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.
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Clockworkapple23

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Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
« Reply #41 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

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.
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Vesageough

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Re: [TOOL] M2mod Redux 4.6 - compatible with WoD models
« Reply #42 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.)
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Clockworkapple23

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Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
« Reply #43 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.

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detonatorss

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Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
« Reply #44 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
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