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

Neyo

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Re: Uthil's cosmetic model update [1.12v]
« Reply #30 on: January 13, 2016, 05:20:46 pm »
That looks awesome. Keep up the good work!
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Uthil

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Re: Uthil's cosmetic model update [1.12v]
« Reply #31 on: January 14, 2016, 05:58:32 pm »
Ok, i made some more updates on the world

footlockers (tho seems model to be wrong placed by the game, its reversed)


westfall lamp posts (tho particles isnt working as expected)


Outhouse


Tombstones




Campfire (tho again particles isnt working as expected)


Stormwind lampposts




Stormwind fountain (by Spik96)


Book piles replacement




Duskwood lampposts






new well


Now are those arent behaved well :

worgen well (model came up in game to big when it isn't normally)


single beds (instead been vertical as the normal its been placed horizontal)


elwynn fences (again fence wasnt placed normal)


elwynn lamp posts (again game didn't placed that in the normal way it is)


So i want to ask if anyone can tell me how i can fix those ? i have to edit model ? Edit via dbc ? Really dont know how put them in correct angle, i thought that would be handle by game as it does. Like the first picture that i have footlockers are reversed, you cant see the padlock from the front side. So if i can somehow fix it i would like to hear what i can do for it! Thats all more are under work and thanks in advance .
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Uthil

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Re: Uthil's cosmetic model update [1.12v]
« Reply #32 on: January 18, 2016, 06:21:35 pm »
Its been already again five days that i ask anyone's opinion and knowledge how i can fix those wrong placed fences and lamp post but now answer till now. Even topic got some extra views didn't manage to solve the problem and was waiting a hint how i might. Also my major problem exists about weapon unsheathing,model does the animation correct but you don't see any weapon been hold. Cheers!
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spik96

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Re: Uthil's cosmetic model update [1.12v]
« Reply #33 on: January 18, 2016, 07:33:16 pm »
To rotate a model you can rotate the m2 with Blender or edit the position written in the map.
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Uthil

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Re: Uthil's cosmetic model update [1.12v]
« Reply #34 on: January 18, 2016, 10:51:05 pm »
Quote from: "spik96"
To rotate a model you can rotate the m2 with Blender or edit the position written in the map.

Again thanks spik for stepping front, tho i want to inform you that i tried a couple of times, tho when i used m2mod4, since the file comes from my 6.2 client, to convert the m2i back to m2 the m2mod4 stop responding. So i left clueless since i thought that might cant be rotated or indeed i didn't something wrong. Im gonna do another attempt to see if i can turn it back to m2.

Again thank you mate and if you can provide any additional info i would be appreciated.
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Atherion

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Re: Uthil's cosmetic model update [1.12v]
« Reply #35 on: January 29, 2016, 10:32:44 pm »
A little off topic -- but, any of you know of or can make a tool that converts LK or even TBC models to vanilla (1.12)? Or better yet, just convert the couple models for me? ^.^  :P
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Neyo

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Re: Uthil's cosmetic model update [1.12v]
« Reply #36 on: January 30, 2016, 12:47:25 pm »
Quote from: "Atherion"
A little off topic -- but, any of you know of or can make a tool that converts LK or even TBC models to vanilla (1.12)? Or better yet, just convert the couple models for me? ^.^  :P

I think you should have read the whole topic before going ''off topic''.
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Uthil

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Re: Uthil's cosmetic model update [1.12v]
« Reply #37 on: February 03, 2016, 09:09:48 am »
I want to add some extra update, i'll continue to post here too. So i manage to put my hands into a legion beta client and found many things been re worked from blizz. I like the new re worked models tho not all fancy me, like bear i.e old looked like more real but new look like winnie the pooh. Anyway here is the new update:

Dryad


Doomguard




Satyr


Owl




Bear






Squirrel




Rat


Felhound




Basilisk


Lobstrok


Murloc


Kobold




Banshee


Felbat


That all for now, i also made some more changes but ill need to post more and post will turn to wall of pictures :P . At the moment working some spells updates and character models.
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Neyo

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Re: Uthil's cosmetic model update [1.12v]
« Reply #38 on: February 03, 2016, 03:58:17 pm »
These look great, keep up to good work :)
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leeviathan

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Re: Uthil's cosmetic model update [1.12v]
« Reply #39 on: February 11, 2016, 12:39:19 am »
Quote
my major problem exists about weapon unsheathing,model does the animation correct but you don't see any weapon been hold.

Recently Spik96 advised me on how to stop my Druid Bear Form from displaying its weapon in hand. I have a hunch the same fix might work here. If my hunch is correct, the problem is from the HandRight and HandLeft "Attachments" in the m2, specifically the Animation Block for these attachments needs to be enabled ("01") to show the weapon in hand. I guess that the Animation Block binary toggle is only essential for vanilla/burning-crusade(?) Not entirely sure...anyway there's more info here https://wowdev.wiki/M2/WotLK#Attachments

So for my Druid Bear m2, I actually had to do the opposite of what you're trying to do; I had to change the Animation Block for HandRight/HandLeft to "00" (disabled) to stop the Form from showing weapons.

Simple_Spectr

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Re: Uthil's cosmetic model update [1.12v]
« Reply #40 on: February 11, 2016, 06:15:08 am »
Uthil, mb try to use wmo editor for some buged wmos (whos cant swaping) and after change hex code of wmo to compatible it with classic. Or you try to do it and it not work?
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Uthil

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Re: Uthil's cosmetic model update [1.12v]
« Reply #41 on: February 11, 2016, 07:24:39 am »
Quote from: "leeviathan"
Quote
my major problem exists about weapon unsheathing,model does the animation correct but you don't see any weapon been hold.

Recently Spik96 advised me on how to stop my Druid Bear Form from displaying its weapon in hand. I have a hunch the same fix might work here. If my hunch is correct, the problem is from the HandRight and HandLeft "Attachments" in the m2, specifically the Animation Block for these attachments needs to be enabled ("01") to show the weapon in hand. I guess that the Animation Block binary toggle is only essential for vanilla/burning-crusade(?) Not entirely sure...anyway there's more info here https://wowdev.wiki/M2/WotLK#Attachments

So for my Druid Bear m2, I actually had to do the opposite of what you're trying to do; I had to change the Animation Block for HandRight/HandLeft to "00" (disabled) to stop the Form from showing weapons.

Oh i see, got your point. I try to check it on blender and the DBCs again soon since im kinda busy from work. But really thanks for the information. It might work, got a small hunch  too. :D  :roll:
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Uthil

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Re: Uthil's cosmetic model update [1.12v]
« Reply #42 on: February 11, 2016, 07:29:30 am »
Quote from: "Simple_Spectr"
Uthil, mb try to use wmo editor for some buged wmos (whos cant swaping) and after change hex code of wmo to compatible it with classic. Or you try to do it and it not work?

No i actually didnt use the WMO editor to be honest and also didnt thought that damn Blizz had them faced in the other axis from the original. I thought that will be normal and the game will handle the position/rotation. Im gonna give it a try.
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leeviathan

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Re: Uthil's cosmetic model update [1.12v]
« Reply #43 on: February 11, 2016, 04:36:32 pm »
Quote
I try to check it on blender and the DBCs again soon

Just to clarify, the modification I'm talking about would be done directly to the Vanilla-WoW (or Burning Crusade) m2 file.

spik96

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Re: Uthil's cosmetic model update [1.12v]
« Reply #44 on: February 11, 2016, 09:24:12 pm »
Quote from: "leeviathan"
Quote
my major problem exists about weapon unsheathing,model does the animation correct but you don't see any weapon been hold.

Recently Spik96 advised me on how to stop my Druid Bear Form from displaying its weapon in hand. I have a hunch the same fix might work here. If my hunch is correct, the problem is from the HandRight and HandLeft "Attachments" in the m2, specifically the Animation Block for these attachments needs to be enabled ("01") to show the weapon in hand. I guess that the Animation Block binary toggle is only essential for vanilla/burning-crusade(?) Not entirely sure...anyway there's more info here https://wowdev.wiki/M2/WotLK#Attachments

So for my Druid Bear m2, I actually had to do the opposite of what you're trying to do; I had to change the Animation Block for HandRight/HandLeft to "00" (disabled) to stop the Form from showing weapons.

I don't think that's his problem, I already checked that and all the attachments are always enabled when no info is given :
Code: [Select]
if(animateAttached.isEmpty()){
    output.animateAttached.addKeyframe(0, (byte) 1);
    }
In character models, all attachments animation blocks are the same so all of them should always display.
At the moment I don't know what causes the specific bug Uthil had.
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