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Author Topic: Uthil's cosmetic model update [1.12v]  (Read 28715 times)

Uthil

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Uthil's cosmetic model update [1.12v]
« on: January 01, 2016, 02:48:23 am »
Hello to all, im kinda new member here and got started a small project a few days back while i was looking a way to use the new models to a classic client. Accidentally i step to Spik96 project with the converter. Also with some other member video tuts and tools here got an image how wow is been modded these days what amazing projects exists. I was modding games, but did back in CoD UO years, and FPS with tools is an easy way to mod. Anyway i want to saw you what i have done till now, this is a WiP and don't know yet when completely done.

Hydra creature


Ironforge Tanks (still under consideration)


Voidwalker (with working particles)


Owl model


Lich creature


Infernal creature


Felguard creature


Felhound creature


Skeletal Mage


Pterrodax creature


Gryphon creature


Devilsaur creature


Tiger creature (it also affects druids travel form)


Wyvern creature


So those are the changes at the moment, all animations and ect are working, seems at the moment a small problem with particles and not all working. In example on fire elemental and air elemental from WotLK particles work fine when in the rest elemental models it doesnt. Anyway im giving as much feedback i can to Mr Spik96 about glitches i found on the process and thanks to his converter we can mod moar ! :D
Thats all and also Happy New Year to all. News and updates soon!
Cheers Uthil

P.S : I loved your downport from Legion Stan and want to ask if i can use them on my small model enhancent of course :)
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Uthil

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Re: Uthil's cosmetic model update [1.12v]
« Reply #1 on: January 03, 2016, 02:08:07 pm »
I made some updates, here is the link to the album and the new models!

http://s42.photobucket.com/user/Aloucard79/slideshow/WoD_MoP_Cata%20working%20models%20for%20Classic  :D  8-)

DREADLORD


TIGER


CHIMERA


SEALION FORM (By Stan84)


CARION BIRD (By Spik96)


FURBOLG


SHARK
« Last Edit: January 07, 2016, 08:49:05 am by Admin »
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Uthil

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Re: Uthil's cosmetic model update [1.12v]
« Reply #2 on: January 04, 2016, 12:01:31 pm »
I was playing around with character models and found those minor things. Tho im still experimenting with it and not complete it. Bust since i step on those minor "bugs" i wanted to ask if theres a solution on them.

1. The eye glow from deathknight unfortunately is hardcored to the model. So is there a way to remove or replacing with a transparent BLP file ?


2. The belt model seems stuck there and game uses it as the normal place for the belt. Tho the guy seems having a belly problem  :lol:  ! Can i remove it with blender or im gonna have an error ?


Thank you in advance!  :)  :D  8-)
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spik96

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Re: Uthil's cosmetic model update [1.12v]
« Reply #3 on: January 04, 2016, 02:03:58 pm »
You must remove the submeshes with Blender.
WoW works with active hiding : if the client does not explicitly decide to hide a submesh, then it is displayed. So all post classic submeshes like big belts, big foots, death knight eyes, some capes... will be visible.
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Uthil

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Re: Uthil's cosmetic model update [1.12v]
« Reply #4 on: January 04, 2016, 06:17:13 pm »
Aha, i got it, thanks for the heads up.

Quote from: "spik96"
So all post classic submeshes like big belts, big foots, death knight eyes, some capes... will be visible.

Uhm im kinda lost there, what you mean ?!
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spik96

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Re: Uthil's cosmetic model update [1.12v]
« Reply #5 on: January 04, 2016, 07:32:45 pm »
Quote from: "Uthil"
Aha, i got it, thanks for the heads up.

Quote from: "spik96"
So all post classic submeshes like big belts, big foots, death knight eyes, some capes... will be visible.

Uhm im kinda lost there, what you mean ?!

Recent WoW have more submeshes than Classic. New shapes for newer items, for example. Those shapes must be removed with Blender in order to prevent them from being displayed.
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Uthil

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Re: Uthil's cosmetic model update [1.12v]
« Reply #6 on: January 06, 2016, 10:49:34 am »
Ok i had to go all over again since a pwr failure corrupted my files and i had to go from the begging, no big deal tho but that stall me abit. So here is the final result :

No armor (default texts)


With armor (default texts)


So question, armor texts seems FUBAR, is this normal or i made kinda a mess when i delete those meshes ?
I have to say that i didn't convert the body/hair/face textures, i just edit model and downgrade it to classic to see if the previous effects are disabled.
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spik96

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Re: Uthil's cosmetic model update [1.12v]
« Reply #7 on: January 06, 2016, 03:11:11 pm »
Quote from: "Uthil"
So question, armor texts seems FUBAR, is this normal or i made kinda a mess when i delete those meshes ?
I have to say that i didn't convert the body/hair/face textures, i just edit model and downgrade it to classic to see if the previous effects are disabled.

You're in uncharted territory so nobody can answer for sure, but it is known there is a required texture editing for HD character models when you downgrade them to LK (and obviously same for BC and CL). I'm not expert about it, tho, so I can't help much.
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Uthil

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Re: Uthil's cosmetic model update [1.12v]
« Reply #8 on: January 06, 2016, 03:25:30 pm »
Quote from: "spik96"
You're in uncharted territory so nobody can answer for sure, but it is known there is a required texture editing for HD character models when you downgrade them to LK (and obviously same for BC and CL). I'm not expert about it, tho, so I can't help much.

I see and i know what  you talking about. Thanks for your time and patience mate  ;)  8-)
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Neyo

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Re: Uthil's cosmetic model update [1.12v]
« Reply #9 on: January 06, 2016, 05:16:03 pm »
It's really nice to see how much Spik has done for the vanilla wow community. And good job to you too Uthil for making all of these conversations cause I know you've messed a lot with the files to get so far and I think it's a great idea that you're working on these edits too - not only helping Spik that way but also exchanging experience and showing off your own work this way.  People will really appreciate all of your effort and I mean that to both you.  

P.S. I think you both could make a great team.
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spik96

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Re: Uthil's cosmetic model update [1.12v]
« Reply #10 on: January 06, 2016, 05:42:31 pm »
I kinda form a de facto team with every 1.12 modder since all of them use my tools. Which is why I started to code. Allowing people to express their mods in Vanilla was always my number one goal. Now I see larger and begin to make programs for all versions, but I always ensure the Vanilla community and their old client is not forgotten.
The projects of Stan84, Uthil and Leeviathan shows at least some people begin to look at modding the old game.
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Ghaster

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Re: Uthil's cosmetic model update [1.12v]
« Reply #11 on: January 06, 2016, 06:21:20 pm »
If you want the new WoD Models on Vanilla, you are gonna have to fix the uvmapping (http://modcraft.io/viewtopic.php?f=20&t=8564) Once done, you will need to fix all the textures for the model, to fit the vanilla format, use the tutorial above, and resize the texture to half (eg. if the body texture is 512x512, you need to resize it to 256x256.)
When you have done that, you will need to fix CharSections.dbc. No easy way to do this, but just compare the two and you will find out easily.

When all that is done, the finished result should look something like this:



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Uthil

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Re: Uthil's cosmetic model update [1.12v]
« Reply #12 on: January 06, 2016, 07:23:01 pm »
Hey people. I own that to spik96 for his tools but also from those forums too guys. So thanks again in advance. For example Phantoms tut i build some base to re map the texts and edit WoD models, tho if that tool didn't exist we couldn't move on down to BC or Classic.

Anyway, didn't had much time today and also was 1st touch with heavy 3d editing but at the end i made too see how it works and also put back the texts on the models.

NO ARMOR


WITH ARMOR


CHARACTER CREATION

Here something went wrong with the head or eye concept. I think whole head is positioned backwards  :lol:
Not sure to be honest. Also if you notice that thing near the mouth is the ear texture, thas why i believe whole head went wrong. Also all animations work fine, only sound like if you type /laugh doesn't work.

So as you see again i manage to put things back. Textures was made pretty fast and sloppy just to see the whole procedure.

Quote from: "Ghaster"
If you want the new WoD Models on Vanilla, you are gonna have to fix the uvmapping (http://modcraft.io/viewtopic.php?f=20&t=8564) Once done, you will need to fix all the textures for the model, to fit the vanilla format, use the tutorial above, and resize the texture to half (eg. if the body texture is 512x512, you need to resize it to 256x256.)
When you have done that, you will need to fix CharSections.dbc. No easy way to do this, but just compare the two and you will find out easily.

Thanks for the tip mate, im gonna check it since that re start i did due to file corruption and plus i need re made the texts at least one of each for testing purposes. Tho i did this, in my last test i didnt edit the DBC file, i just deleted the _HD at the end so file much the original name. Don't know if its bad idea or good, but i think trying to rename all those textures is far more painful than just change the DBC file.

I will update soon since im gonna try to push Human re texturing for a final result. Any ideas or tips for the newbie wow modder will be appreciated  :)  8-)

Cheers
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darkvexen

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Re: Uthil's cosmetic model update [1.12v]
« Reply #13 on: January 07, 2016, 01:31:47 am »
holy shit! new models for vanilla! damn son! will pay for release.
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Uthil

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Re: Uthil's cosmetic model update [1.12v]
« Reply #14 on: January 07, 2016, 08:35:57 am »
ok so i finally fix the model uvMap completely.

1.


 2.


Only one thing remain. That effect in the back of head. As it seems it changed when i click facial Hair tho rest of face textures and hair isn't working since i haven't convert any files.
Those that i convert is :
HUMANMALEFACELower00_00.blp
HUMANMaleFACELower00_01.blp
HumanMaleFaceUpper00_00.blp
HumanMaleFaceUpper00_01.blp
HumanMaleNakedPelvisSkin00_00.blp
HumanMaleNakedPelvisSkin00_01.blp
HumanMaleSkin00_00.blp
HumanMaleSkin00_01.blp

So any idea what happen up there ? I mean in the back of the head ?
I will continue to convert rest of textures . . . . seems like to try climb K3 !!!  :D  :)  :lol:
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