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Messages - inico

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47
Modelling and Animation / Scrapped chimera mount model from WoD alpha
« on: March 31, 2017, 04:31:48 am »


This mount was added in build 18164 but totally removed from the game files a few builds later.
This model was supposed to be an iconic mob of Draenor, but for unknown reasons it was scrapped. You can still find its skull in the Legion login screen and all around Draenor, specially Gorgrond.

It was requested many times, so here it goes.

DOWNLOAD

It's in WoD file format, to use it in Wotlk you must retro-port it.

Note: there is no "model releases" forum, so I will post it here.

48
Resources and Tools / Buckle Texture Hardcoder
« on: March 16, 2017, 08:59:59 pm »
This script changes the texture type of a belt buckle m2 to "hardcoded", so you can attach it as a spell in WotLK.
Requires 010 editor.



How it works:
-Put the models you want to modify inside the folder called "Models".
-Run "MassBuckleTextureHardcoder.bat" and wait

It copies the name of your current model and creates a texture path with the same name. If your model is called "Buckle_pinkunicorn" it will create a path called "Item\ObjectComponents\Waist\buckle_pinkunicorn.blp".
This script only works if your model has "BUCKLE_" at the start of its name.

If the model has multiple texture variations, just change its name and a different texture path will be created for that specific file. Example:
Buckle_Leather_RaidMonk_N_01.m2 has 3 textures:
-Buckle_Leather_RaidMonk_N_01.blp
-Buckle_Leather_RaidMonk_N_01Blue.blp
-Buckle_Leather_RaidMonk_N_01Red.blp

If you wish to have all 3 variations, copy the model and change the name of its copies to "Buckle_Leather_RaidMonk_N_01Blue.m2" and "Buckle_Leather_RaidMonk_N_01Red.m2" so the path matches.

EXTERNAL LINK:
https://www.mediafire.com/?wlm3d7rja3ojtmw

To make this script work there must be an entry for 010 editor in environment variables (this allows windows to launch 010 editor through the cmd window, otherwise it won't work):
-Right click on My computer -> properties -> advanced system settings -> environment variables -> Path
-Click edit
-Add your 010 editor directory to the list separated from the rest of the entries by a ";" (Example: ;C:Program Files (x86)10 Editor)
(Detailed guide on this video)

49
"Retro-Porting" / Re: [RELEASE] Final fix for Legion helmet
« on: January 10, 2017, 08:53:54 pm »
Quote from: "Simple_Spectr"
Link on PyModelEditor tool is dead. :(

Then use THIS ONE.

50
"Retro-Porting" / Re: Looking for help / information
« on: January 05, 2017, 08:29:26 pm »
-This goes in the retro-porting forum.
-There are many threads in this forum about models that appear as cubes.
-99% of the time, a cube means that the game can't find the model (aka the path is wrong in the dbcs or the folders you made have wrong names, etc).
-Have you tried swapping the model with another one instead of editing the dbcs to check if the model really works?
-You are giving almost not information or screenshots of your model, or your dbcs, or the converter you used.

Note: Inico died on the way back to his home planet.

51
Modelling and Animation / Re: Exporting animated models?
« on: January 04, 2017, 08:55:11 pm »
The best way I found is using WoW Model Viewer and exporting the model as M3 (Starcraft II format). It keeps many aspects of the model, such as animations, helpers, materials, etc. Then, import it using Starcraft II tools for 3Ds Max. Once it's inside 3Ds Max, you can export it to almost any other game engine. You can even export it as MDX for Warcraft 3 and it will keep its animations.

Quote from: "Skarn"
You have to suffer by using Autodesk software
It's not that bad once you know how to use it. It has more tools than Blender.

52
Quote from: "Amaroth"
If you still don't know what is wrong, post rather screenshots of your DBCs.
He already made a post about this in the retroporting forum with screenshots of his dbcs.

53
Quote from: "Stefan"
there is no way to add a wmo to noggit to texture it fast right..?

You can't texture wmos in Noggit. However, you can use the texture painting tools from blender or 3Ds Max to create a new texture. It's quite similar to the noggit painting system.

54
"Retro-Porting" / Re: [QUESTION] [WotLk] import legion model to wotlk
« on: January 02, 2017, 09:04:45 pm »
I don't get it. You are trying to convert a zebra model from legion that is already in the wotlk client. Why?
Posting those images is not usefull at all. Why don't you post images of the convertion process instead? We can't help you with the non-specific information you are providing. The converters work perfectly, you are doing something wrong.

55
"Retro-Porting" / Re: [QUESTION] [WotLk] 
« on: January 02, 2017, 06:01:52 pm »
Quote from: "rowin12"
Is there any converter that you can recommend me?

viewtopic.php?f=59&t=10806

or

This + This.

56
The person from your second image just swapped the Flying Cloud model with a sword and rotated/scaled it in Blender. It's a basic model edit.
Just use Blender and M2mod (there is one for WotLK and another one for WoD).
Since you are not specific at all, I would think that you are trying to achieve the "cloud" effect under the sword, right? Well, that's inside the flying cloud mount model. You don't need to edit any DBC. You can clone the cloud particles to your sword model with Particle Cloner or just convert the cloud mount model with m2mod, edit it with blender and add the sword geometry.
By the way, this goes in the modeling forum.

57
You can import the ADT to 3Ds Max, and export it as obj to maya. However, there is no way to convert it back to ADT, and your ground textures are removed. I used this method a few times for Legion maps, don't know if it works with wotlk.
Caves are separate wmo files, they are not part of the ADT itself.

[media:ys54s6gk]https://www.youtube.com/watch?v=qVUrrq-nkjY[/media:ys54s6gk]

58
Tutorials / Re: [TUTORIAL:Tools] How to clone particles ?
« on: December 30, 2016, 05:13:24 pm »
Quote from: "IPEINA"
THE  particlecloner  is "File has expired and does not exist anymore on this server"

Here you go:
https://www.mediafire.com/?6rey8d9mp5xpzx6

59
"Retro-Porting" / Re: Legion Melee Combat Animations
« on: December 26, 2016, 06:12:48 pm »
Quote from: "Aligader"
Where can i find M2 file for the melee combat animations ? And swap id to what ?
Also can i port it from legion to wotlk ? I mean to Warmane Private Server ..

The M2 file of the playable character has the animations inside. Read my posts above, please. I already told you that it is possible and how to do it.
If you don't have a clue about 3D modeling, I suggest you to start browsing the tutorials forum and the wowdev wiki.

60
"Retro-Porting" / Re: Legion Melee Combat Animations
« on: December 26, 2016, 05:18:31 pm »
Quote from: "Aligader"
How can  i open the animation model ? And where do i find it ?
Can you help me cause i'm still a beginner

What you are trying to achieve is not for beginners. Once you know how models work, it's just common sense.
There is no such thing as an animation model as in Unreal Engine. Animations are stored inside the character M2 file, however some of them (mainly emotes) are separated into .anim files, but you have to edit the M2 file to swap the animations. You must rename those files only if the animation has a .anim file attached to it, but that's just the easiest part.

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