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Messages - inico

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61
"Retro-Porting" / Re: Legion Melee Combat Animations
« on: December 25, 2016, 09:03:27 pm »
Quote from: "Aligader"
is it possible to port legion melee combat animations to WOTLK 3.3.5a ?
Yes.

Quote from: "Aligader"
how ?
Open your model in 010 editor, with the m2 templates. Swap the animation IDs in "animationlookup".
If you want to keep the original animations and add the new set of animations, change the "next animation ID" of the attack animation. If it has a ".anim" file attached to it, just rename it.
I haven't tested it with the new combat animations yet because I don't like to retro-port stuff, but did it with other animations and it works just fine.

62
Modelling and Animation / Re: [QUESTION] [WotLk] Custom gun problem
« on: December 18, 2016, 11:33:06 pm »
Un cubo significa que el juego no puede encontrar el modelo porque hay algo mal escrito. Chequea que escribiste todo bien, incluida la ruta del archivo. Y fíjate que el modelo del arma esté en la carpeta correcta.
Intenta reemplazar el modelo de alguna criatura (por ejemplo un oso) por el del arma para ver si lo convertiste bien primero, por las dudas.

---

A cube means that the game can't find the model. Check if you wrote everything right in the file path. Also, check if the weapon model is in the right folder.
Try to replace the model of any creature (for example a bear) with your weapon, to check if you converted it correctly, just in case.

63
First of all, this goes into the Retro-porting forum.
Secondly, use PhilipTNG's converter, it fixes the particles, and works perfectly with this model.

64
Quote from: "pallam"
Or I missed something, or this doesn't working...

Changes are not visible in pymodeleditor's viewport because it doesn't play animations. What you are doing is creating a rotation animation. If your model has multiple bones, bind all bones to the bone 0.

Just tested it, and works perfectly:

65
Quote from: "pallam"
So, get a little question - how to create a two models of warglaves? For RightHand and for LeftHand?
We can get from Legion only RH model. I need to rotate it for LeftHand - what I need to use? (I don't wanna break a animations..)

-Open your model in PyModelEditor.
-Create a new global sequence (I usually make a sequence of "1234")
-Go to the base bone (bone0). Change the bone flag to "transformed".
-Go to rotation and create a new linear animation with the global sequence you just created:
Code: [Select]
0:{ 32767 , 32767 , -1 , -32767 }
1234:{ 32767 , 32767 , -1 , -32767 }

(Similar to what I did in , but click on rotation instead of translation and put the rotation coords from above)

This method will keep particles and animations untouched.

66
"Retro-Porting" / Re: [RELEASE] Final fix for Legion helmet
« on: November 24, 2016, 05:10:42 pm »
Nice tool! Tested it with a few models and it's working correctly.

67
"Retro-Porting" / Re: [QUESTION] Lich King Alpha model
« on: November 24, 2016, 04:44:35 pm »
Quote from: "brotalnia"
Maybe they replaced the model in a later patch? Look in the wotlk alpha client, maybe it has the model you want.

Yes, the Lich King model used standard human animations and different particles until around alpha build 8400. Here is the old m2 file if someone want it:
https://www.mediafire.com/?wdgbaj8gg5hlwdy
Alpha models use the M2 structure from Burning Crusade, so it won't work in current versions of the game, however you can use Blender to attach the Lich King helmet to the current undead Arthas model and clone the eye particles from "WorldExteriordesignersTestFrozen_Throne_Nosky_EyesOpen.m2".

Quote from: "Alastor"
In WrathGate cinematic is used normal Lich King's model

The cinematic was released before they updated the Lich King model, so it has standard human animations.

68
Modelling and Animation / Re: [QUESTION] Particle-Bug
« on: November 22, 2016, 09:28:16 pm »
Basic model editing. Green = missing texture.

Open the helmet/shoulder model in 010editor or any other model editor and look for the particle texture path. Extract the missing textures and put them in your wotlk client.

69
Tutorials / Re: [TUTORIAL] WotLK "Procedural" Water
« on: November 19, 2016, 11:06:04 pm »
Post updated. Added information about the "wave affect" or "lava lamp effect" that some people complain about.

70
Modelling and Animation / Re: [QUESTION] [WotLk] 
« on: November 18, 2016, 06:47:24 pm »
Quote from: "Amaroth"
Since Cata? Wow, I had no idea its so old feature.

It was introduced along with transmog. However, most asymmetrical weapons, like the Spine of the Thousand Cuts weren't flagged until MoP.

71
Modelling and Animation / Re: [QUESTION] [WotLk] 
« on: November 18, 2016, 03:28:18 pm »
Since Cataclysm there is a flag in itemdisplayinfo.dbc that mirrors the fist weapon, but as far as I know it doesn't exist in WotLK.
You need to mirror the weapon by hand, either in Blender, or creating a rotation with global sequence in PyModelEditor, as you do with the helmets (If the model has animations this is a must).

72
Quote from: "amoiseenok"
I would be grateful if you will upload working blender and m2 / m2i plugins. I have working M2ModRedux, but none of all the downloaded blender versions i tried (2.49b, 2.62 and newest) could not import m2i model for some reasons. :(

That's because you didn't read the m2mod redux post. It clearly says "works on Blender 2.73".

Quote from: "Uthil"
So i manage to re-position the helmet and make it work, tho seems that the transparent area inside isn't transparent anymore and you cant see characters face. Any idea inico about it ?

M2mod can flip the renderflags after import, specially in retroported stuff.
Try opening the model skin file and assigninf the correct renderflag to that geoset.

Other thing you can do to skip blender (only takes a few seconds):
-Open your model in PyModelEditor.
-Create a new global sequence (I usually make a sequence of "1234")
-Go to the base bone (bone0). Change the bone flag to "transformed".
-Go to translation and create a new linear animation with the global sequence you just created:
Code: [Select]
0:{ -0.0587258 , 0.0 , -0.18623257 }
1234:{ -0.0587258 , 0.0 , -0.18623257 }

[media:2qzvkif5]https://www.youtube.com/watch?v=1WRhMITtT48[/media:2qzvkif5]



This should put the model in the right position. I was working on a 010editor script to do this automatically but it's not working correctly and I have no time to finish it, so it has to be done manually.
For some reason helmets are a little bit bigger in Legion. Maybe it has something to do with the new face animation system...I don't know. You can make a scaling animation with global sequence as well if you want.
If the model has multiple bones or particles, bind them to the base bone, or edit all of them.
I've only tried this on human male helmets, don't know if the translation coords are exactly the same for the other races (in case they are wrong, just change them).

73
Quote from: "Uthil"
Aha, i thought that the items had the attachements, ough. So as i see the only solutions  is to throw into blender with a static model and move it there. If i touch model helmet attachment isnt going to be a mess with the rest of the default helmets ? or cause its the legion armors no problem ?

You should extract the models from Warlords of Draenor instead of Legion.
As I said before, during a stage of the Legion development they increased the Z axys of every helmet model. The WoD model should have the same position as in WotLK.



If the model was added in Legion, the only way to fix it is by using Blender.

74
Quote from: "Uthil"
After load it and removing the legion heading from the MD20 and column four, again i cant see attachments. Tho 010 gave me those WARNINGS .

Did something wrong there ?  :x  :?  :cry:

You are getting no attachments because item models don't have attachments.
The only models with attachments are creatures, characters and UI backgrounds. The helmet attaches to the character model, not the other way around.

75
Quote from: "Uthil"
Which template you are using?  Have both m2 and M2_603 and they dont have attachments under structure.

This one:
https://www.mediafire.com/?avhffhgwqqf7sb7

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