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

Uthil

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Re: Uthil's cosmetic model update [1.12v]
« Reply #15 on: January 08, 2016, 09:12:39 am »
I found another "glitch" lets say. When using the facial hair buttons to change if he gonna has beard or what ever i notice that 2-3 facial hairs are presented and that weird behavior:



If you check closer you'll see that its a part of chest text on the face. This is not normal i believe but not sure since i haven't finish all face upper and lower textures.

So want to ask again any ideas and can i correct that ?
Is in anyway possible using spik96 tool to hurt the model during the process ? ( i mean that i might have found a bug during compiling model down to classic)
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spik96

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Re: Uthil's cosmetic model update [1.12v]
« Reply #16 on: January 08, 2016, 09:21:47 am »
Quote from: "Uthil"
Is in anyway possible using spik96 tool to hurt the model during the process ? ( i mean that i might have found a bug during compiling model down to classic)

Someone already converted a couple models to vanilla and reported no bug. Through maybe he just did not find them.
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Uthil

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Re: Uthil's cosmetic model update [1.12v]
« Reply #17 on: January 08, 2016, 09:26:43 am »
Well asking since its first time that im on that, some other has passed that stage already and might have seen similar staff. In any case that someone wants i can send him my model for test. I also i might have FUBAR something when was uVmapping texts on face. Tho your tool is an addition of the arsenal of modding that old crusty game  :D  :D .

** Found something new, when in game model doesn't unsheathe weapons, he does the animation correct but no weapons.
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Uthil

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Re: Uthil's cosmetic model update [1.12v]
« Reply #18 on: January 09, 2016, 03:45:04 pm »
Ok, here is the situation, at the moment since that weird behavior on the model i thought i made a new one from all over again. This time i used the files from my WoD installation.  thats 6.2 version. Only difference was the teh broken geosets, which i edit with 010 and chnaged so i could make the M2.
So all when done i made it back m2 and then downport it to LK with the CataToLKM2 tool. Before i re downport it to classic i made a new mpq and i add those file so i can read it with LK WMV .
So here is the results :





I have again the same effect on the back of the face and again the same when i downport it to classic. So i believe that problem exist elsewhere, which i cant get where, and not to the conversion tool from Spik96.
Also i have add the CreatureModelData into my classic custom mpq and have convert some textures. Tho the face is completely off. Also i want to say again that /laugh and /cry sounds isn't working as also model doesn't unsheathe weapon too.

Since im stuck in a dead end at the moment and if anyone can spare a tip or information it would be much appreciated.
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stan84

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Re: Uthil's cosmetic model update [1.12v]
« Reply #19 on: January 10, 2016, 07:50:00 pm »
Hi

I'd like to have such troll character select screeen too, so i decided to convert it from cataclysm.

but  after using my UI_troll.m2  

textures are black, any sugestions how to fix it ?
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Uthil

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Re: Uthil's cosmetic model update [1.12v]
« Reply #20 on: January 10, 2016, 11:30:25 pm »
Quote from: "stan84"
Hi

I'd like to have such troll character select screeen too, so i decided to convert it from cataclysm.

but  after using my UI_troll.m2  

textures are black, any sugestions how to fix it ?

As far as i know when black means no texts mean either wrong size or wrong format (png instead of blp).
Did you resize your textures ?
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stan84

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Re: Uthil's cosmetic model update [1.12v]
« Reply #21 on: January 11, 2016, 06:44:17 am »
Nope, just used oryginal ones, the backgroud tiles are 512x512, and the black ones are 512x256 or 256x128 i will try resizing them to square (256x256 or 128x128). Did You do something with textures while conversion of Your character UI_ models?
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TheMetalCarrots

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Re: Uthil's cosmetic model update [1.12v]
« Reply #22 on: January 11, 2016, 08:43:58 am »
Quote from: "stan84"
Nope, just used oryginal ones, the backgroud tiles are 512x512, and the black ones are 512x256 or 256x128 i will try resizing them to square (256x256 or 128x128). Did You do something with textures while conversion of Your character UI_ models?

That looks like a lighting problem, where for some reason the conversion stopped any light from being shown. Did you replace the actual M2 or swap them via DBCs?
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spik96

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Re: Uthil's cosmetic model update [1.12v]
« Reply #23 on: January 11, 2016, 12:11:48 pm »
That could be a problem with my tool. The main source of bugs in my converter is :

WotLK : No info ==> always enabled, always lit, always opaque...
BC : No info ==> disabled, off, transparent...
I struggle to fix this but it's hard to find when it occurs.
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Uthil

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Re: Uthil's cosmetic model update [1.12v]
« Reply #24 on: January 11, 2016, 03:35:39 pm »
So made many tests converting many models, till now same end result. Face been FUBAR and can't get where's the problem. Its been 4 days now doing tests and trying to understand the error but im in a no point to move on. If anyone is willing to help will be grateful.
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stan84

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Re: Uthil's cosmetic model update [1.12v]
« Reply #25 on: January 11, 2016, 03:58:47 pm »
I think it could be something wrong with  tex renderflags or blending modes ? That is werid because Uthil did conversion too, and he got propper working UI_troll.m2 model. May I ask from which version it is taken? Cata ? Pandaria ?


my is from cataclysm

link to Uthil's screenshot from previous page:
http://i.imgur.com/HVMDJfN.jpg


found solution- model taken from pandaria client is working as should be
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spik96

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Re: Uthil's cosmetic model update [1.12v]
« Reply #26 on: January 11, 2016, 05:04:29 pm »
Quote from: "stan84"
I think it could be something wrong with  tex renderflags or blending modes ? That is werid because Uthil did conversion too, and he got propper working UI_troll.m2 model. May I ask from which version it is taken? Cata ? Pandaria ?


my is from cataclysm

link to Uthil's screenshot from previous page:
http://i.imgur.com/HVMDJfN.jpg


found solution- model taken from pandaria client is working as should be

So the Pandaria one works and the Cataclym don't ? That's interesting. I don't have the clients at home right now but I should make a comparaison to see the difference.
I suspect the 0x01 "Unlit" Renderflag, but I'm not sure yet. If it is the source of bugs I'll automatically disable it when converting from LK to BC.
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Uthil

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Re: Uthil's cosmetic model update [1.12v]
« Reply #27 on: January 11, 2016, 05:14:17 pm »
In my tests i used 6.2 retail models and the ones that Phantom has in his link. Both gave me the same ruined face texture, where hairstyles sit on top of face texture. Im another test on right now, dunno if i can complete it since i have to bail for work. Ill continue when i get back.
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stan84

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Re: Uthil's cosmetic model update [1.12v]
« Reply #28 on: January 11, 2016, 05:18:15 pm »
Quote from: "spik96"
Quote from: "stan84"
I think it could be something wrong with  tex renderflags or blending modes ? That is werid because Uthil did conversion too, and he got propper working UI_troll.m2 model. May I ask from which version it is taken? Cata ? Pandaria ?


my is from cataclysm

link to Uthil's screenshot from previous page:
http://i.imgur.com/HVMDJfN.jpg


found solution- model taken from pandaria client is working as should be

So the Pandaria one works and the Cataclym don't ? That's interesting. I don't have the clients at home right now but I should make a comparaison to see the difference.
I suspect the 0x01 "Unlit" Renderflag, but I'm not sure yet. If it is the source of bugs I'll automatically disable it when converting from LK to BC.

Yes Spik, pandaria model works, textures are visible. Indeed it is because render flags, after adjusting them, cataclysm  UI_troll model is working too. Maybe this issue can't be fixed by "AI", simply sometimes human have to adjust them by hand :)
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Uthil

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Re: Uthil's cosmetic model update [1.12v]
« Reply #29 on: January 13, 2016, 12:39:21 am »
I made a minor update and change some models. So here we are:

Gryphon stationary




Change beds, chairs and some some tables, plus some other furniture :










I tried to change the other two tables but seems the WoD model to be smaller than the classic (normal) one and need to be scaled a bit.I might try to get it done.
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