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Author Topic: [SOLVED] [QUESTION] Attachment points in item  (Read 2678 times)

Corax

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[SOLVED] [QUESTION] Attachment points in item
« on: November 29, 2014, 02:39:07 pm »
Hi guys!

Sorry for my English? I study  :)

Help me please  :)

Where the information about where the sword attachment.
Looking for a dbc, result 0, not found...
Looking for a player.cpp and player.h, found only
uint8 Player::FindEquipSlot  <-- but there is talking about slots, but not where they attachment.

 :arrow: ???

My purpose is for example:

Attach the helmet in place of the sword  ;)


Thanks!
« Last Edit: November 29, 2014, 06:46:13 pm by Admin »

Rangorn

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Re: [QUESTION] Attachment points in item
« Reply #1 on: November 29, 2014, 02:52:04 pm »
Hi, i don't really understand what you want to do.


But the attachments points are fixed in the .m2 model for each races.
check this : http://www.wowdev.wiki/index.php ... ttachments
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

kojak488

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Re: [QUESTION] Attachment points in item
« Reply #2 on: November 29, 2014, 03:30:04 pm »
I don't know why you'd want to do this, but here you go:

1.) Find the attachments listed in the m2 character file when open in 010 editor with the .m2 template.  Go down to helmet since that's the one you want to change.



2.) Expand it and use the drop down box to change it to the palm you wish to bind it to, which is where the swords attach.



3.) Change the float positions to match the actual palm's position.  Step 2 is changing it so it moves with that bone.  Step 3 is changing where it's actually located.  You could skip step 2 if you want helms to still move with the head.



4.) Result.

« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Corax

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Re: [QUESTION] Attachment points in item
« Reply #3 on: November 29, 2014, 03:40:28 pm »
Yes, thank you very much!!!  :)

Two  more question...

As a helmet learns what he needs to stand up towards this spot???
Can create a new point and attach to it for example a helmet?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

kojak488

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Re: [QUESTION] Attachment points in item
« Reply #4 on: November 29, 2014, 04:36:24 pm »
Quote from: "Corax"
As a helmet learns what he needs to stand up towards this spot???

I don't understand the question.  Can you rephrase it?

Quote from: "Corax"
Can create a new point and attach to it for example a helmet?

That's outside my expertise.  I've never tried it.  However, I don't see why not since people have created and animated .m2s from basically scratch.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Corax

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Re: [QUESTION] Attachment points in item
« Reply #5 on: November 29, 2014, 05:20:36 pm »
Quote from: "kojak488"
Quote from: "Corax"
As a helmet learns what he needs to stand up towards this spot???
I don't understand the question.  Can you rephrase it?


Subject of has a point of attachment on the model, for example helm, how to change this point without changing the coordinates (as above).
What would change the helmet 1 on the point in hand, all the others remain at the head....
Something like this  :roll:
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

kojak488

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Re: [QUESTION] Attachment points in item
« Reply #6 on: November 29, 2014, 06:39:15 pm »
Quote from: "Corax"
Subject of has a point of attachment on the model, for example helm, how to change this point without changing the coordinates (as above).
What would change the helmet 1 on the point in hand, all the others remain at the head....
Something like this  :roll:

You want to change just 1 helm to the weapon attachment?  Without changing the other helms?  You can't do that.  Just make the helm a weapon instead.  That's the only solution if I've understood your question correctly.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Corax

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Re: [QUESTION] Attachment points in item
« Reply #7 on: November 29, 2014, 06:41:34 pm »
Quote from: "kojak488"
Quote from: "Corax"
Subject of has a point of attachment on the model, for example helm, how to change this point without changing the coordinates (as above).
What would change the helmet 1 on the point in hand, all the others remain at the head....
Something like this  :roll:

You want to change just 1 helm to the weapon attachment?  Without changing the other helms?  You can't do that.  Just make the helm a weapon instead.  That's the only solution if I've understood your question correctly.

Yes that's what I wanted to find out, thank you very much for your help  :!:
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Ulec

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Re: [QUESTION] Attachment points in item
« Reply #8 on: December 02, 2014, 07:22:52 am »
Quote from: "kojak488"
Quote from: "Corax"
Subject of has a point of attachment on the model, for example helm, how to change this point without changing the coordinates (as above).
What would change the helmet 1 on the point in hand, all the others remain at the head....
Something like this  :roll:

You want to change just 1 helm to the weapon attachment?  Without changing the other helms?  You can't do that.  Just make the helm a weapon instead.  That's the only solution if I've understood your question correctly.

So create a weapon using a helmet's displayID first and then make it render the model instead of a cube how?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

kojak488

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Re: [QUESTION] Attachment points in item
« Reply #9 on: December 03, 2014, 03:51:21 am »
Quote from: "Ulec"
So create a weapon using a helmet's displayID first and then make it render the model instead of a cube how?

I'm going to respond and hope you're not asking seriously, but as a joke.  The reason it displays a cube in your method is because the display ID for a helmet isn't complete.  For example, item 1280 "Cloaked Hood" has a display ID of 15298.  That display ID has a m2 path of Helm_Cloth_A_01.mdx.

Does that model exist in any WOW patch?  No.  Why?  Helms are race specific.  So that helm actually has 2 versions for each race (male and female).  The fix is easy.  Specify an actual helm, such as Helm_Cloth_A_01_BeM.mdx.  The result:



Now it's not a cube.  The green texture is because of how textures are handled between helms (via the item.dbc) and weapons (hardcoded into the .m2).  If I were to do this, then I'd just make the .m2 helm into an object and convert the object to a new .m2 like a weapon that hardcodes the texture.  Maybe you can edit the .m2 directly from reading the dbc to being hardcoded; I don't know how to do that though.

This is why you shouldn't have sarcastic undertones in your post when you're wrong.  ^_^
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Ulec

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Re: [QUESTION] Attachment points in item
« Reply #10 on: December 13, 2014, 09:35:46 am »
Quote from: "kojak488"
Quote from: "Ulec"
So create a weapon using a helmet's displayID first and then make it render the model instead of a cube how?

I'm going to respond and hope you're not asking seriously, but as a joke.  The reason it displays a cube in your method is because the display ID for a helmet isn't complete.  For example, item 1280 "Cloaked Hood" has a display ID of 15298.  That display ID has a m2 path of Helm_Cloth_A_01.mdx.

Does that model exist in any WOW patch?  No.  Why?  Helms are race specific.  So that helm actually has 2 versions for each race (male and female).  The fix is easy.  Specify an actual helm, such as Helm_Cloth_A_01_BeM.mdx.  The result:



Now it's not a cube.  The green texture is because of how textures are handled between helms (via the item.dbc) and weapons (hardcoded into the .m2).  If I were to do this, then I'd just make the .m2 helm into an object and convert the object to a new .m2 like a weapon that hardcodes the texture.  Maybe you can edit the .m2 directly from reading the dbc to being hardcoded; I don't know how to do that though.

This is why you shouldn't have sarcastic undertones in your post when you're wrong.  ^_^

I wasn't being sarcastic; I was precisely referring to what you have just stated that you do not know how to do; that last paragraph.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

kojak488

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Re: [QUESTION] Attachment points in item
« Reply #11 on: December 13, 2014, 04:39:29 pm »
Quote from: "Ulec"
I wasn't being sarcastic; I was precisely referring to what you have just stated that you do not know how to do; that last paragraph.

That's not what you were "precisely" referring.  In fact you didn't refer to the green texture issue at all.  Getting the model to display rather than the cube is what you "precisely" referred to.  You said fuck all about the green texture.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »