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Messages - Big Bad Bot

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31
Miscellaneous / Addon included in MPQ?
« on: September 17, 2015, 02:10:47 am »
Hello again to everyone. I found an addon that I want to make included in a patch and force the users to have it activated. There's a way to integrate that bunch of folders, LUA and XML files in a MPQ?

32
Don't worry mate, just remember to share with us some screenshots of your progress. I'm really curious about what race are you trying to create and I'll be glad to see the final result. Don't be shy, if you have other dubts, I'm PM friendly.

33
Totally amazing. I have the idea of make something like that with the command of my gamer mouse, but this is even better! :D

34
The copy-paste tool isn't native from Blender and it doesn't work well as addons. Some polys usually dissapear or just morph weird. My advice is:


Import a M2i from the race you want to use as "basis" (your final model will have all the animations).

Behold how are its parts in segments. You must take the meshes from the second race you're looking to put in the first one, copy the mesh name of the first one, delete it and punt the mesh from the second one with the name of the first. Then drag and drop that mesh into the "armature" family of the first. this one isn't exactly a tutorial of what are you looking for, but it would be helpfull.

35
I learn how to avoid a lot of this issues with this tutorial. Just to give a good answer to anyone who's asking same thing as I, here I go:

1- Try to locate the "corrupted" mesh. Import the original model to the  modified one, separe the uncorrupted mesh and move it to the armature of the modified model (as object). Delete the las imported "mess lose" model and rename the mesh with the original name.

1 bis- If you want just one part of every one of this two meshes, just delete what you want to add from one mesh and everything but what you want to add from another; select both and press Ctrl+J to fuse them in a single mesh. Rename it as the original mesh.


2- Select all the faces from a mesh, go to "options", "mesh options" and click "X Mirror". Now every change must be simmetric. If that doesn't work, press W and go to "Simmetrize", then try again with the X Mirrror. WARNING. SOMETIMES THIS CAUSES THAT KIND OF CRASH.

36
Hello everyone (again). I manage to edit a race model making some minor changes in a lot of models multiple times (human, worgen, dwarf, goblin, etc) and from time to time I get the same last outcome: a broken model.

- Sometimes it looks like a mess of triangulate faces afloat in the middle of the screen.
- Other times I get a perfect model until it makes one specific animation (or more) and morphs into a weird mess until the animation stops.
- The most common situation: same as above, but the client crash when this animation starts.


I think I'm doing something wrong or probably touching something that I don't have to. There's a way to "fix" almost the last two cases? Can someone give me some advice to doesn't waste work hours?

37
Modelling and Animation / Re: m2 Model with Animation export
« on: June 30, 2015, 12:07:14 pm »
I don't understand what are you trying to do, but I'll try to answer anyways:


If you want to put some animated .m2 file in Blender:

- Convert the file to .m2i with M2Mod Redux
- Download 2.73 version of Blender
- Go to the "user preference" option and integrate the .py files (you can find them in the M2mod folder) as addons
- Import the .m2i to blender
- Do whatever you're trying to do with the file in Blender.
- Export it back to .m2i from Blender
- Use the tool again to convert the file from .m2i to .m2
- Profit.


BUT, if you know how to do this and you're asking about some magic tool capable to edit the animations of the   model, you can try to convert all the animations from one model to other one with this.

38
Modelling and Animation / Re: [M2Mod] Model Dissapear
« on: June 25, 2015, 02:17:19 pm »
Now I get the idea. Everything works excellent. Thank you all! M2redux 4.6.1 works great.

39
"Retro-Porting" / Re: [SHOWOFF] 3D Belt Workaround in Cata and LK
« on: June 25, 2015, 02:15:22 pm »
Yeah, I was experimenting with this concept some months ago, but I never understand how to choose an specific place to attach the model; I just edit the m2 file and move it, then export it, and locate it by "trial and error".

If someone could tell me where and how choose this point, It would be great.

40
Modelling and Animation / Re: [M2Mod] Model Dissapear
« on: June 23, 2015, 04:28:39 am »
So...I'll download WoD, extract the vanilla wow files, redux them, edit them and then converting back to WLK...?


:s It's insane. There's no other way?

Anyways, where can I download M2redux 4.6.1? I will not have the same issue when I try to convert the reduxed files to m2 again? :s Because download 30 gb-ish just to "try"  simple thing that I do before without any problem sounds kind weird. If anyone can upload a WoD M2 with his skin files without convert to WLK, It would be awesome.

41
Modelling and Animation / Re: [M2Mod] Model Dissapear
« on: June 22, 2015, 10:52:48 pm »
I'm working with WLK/BC/Vanilla models, there's a newest version working with that M2versions? I try to use M2Mod4 with it, but it show me an error telling me that it doesn't suport the extension.

BTW where can I find the best option to convert M2 to M2i?

42
Modelling and Animation / Re: [M2Mod] Model Dissapear
« on: June 22, 2015, 09:36:14 pm »
Quote from: "Alastor"
Did you Rigified model ? beacuse Non Rigified parts are invisible


I never had to do that before :/ and remember, the problem persist even if I never put the model in Blender. I can upload my invisible model if you want.

43
Modelling and Animation / Re: [M2Mod] Model Dissapear
« on: June 22, 2015, 04:12:36 am »
Yeah. I'm using M2mod3 over a classic ogre model and I put all the .skin files in the same folder as the file and the tool when I converted it.

44
Modelling and Animation / [M2Mod] Model Dissapear
« on: June 21, 2015, 10:45:10 pm »
Hello everyone. I start again to try to modify race models in Blender 2.49 and, after some minutes of work, when I export the .m2i file and convert it again to .m2, the model just dissapear. When I open it in Blender it looks fine, but ingame the model isn't there, just like the InvisibleMan.m2 (not a cube, just nothing).

Then I try again other thing, and there's when the issue gets weird:

1- I convert the race model from m2 to m2i with M2Mod
2- I convert the model from M2i to M2 with the same tool and without make any change in it.
3- I put it in a MPQ file, run the game and there's the same problem again: no model at all. Not a buggy one, not a cube. Just nothing.


Searching for a solution for this, I try:

1- Download the tool from another source and try again.
2- Download the new cata-friendly version M2Mod4 (I'm using the M2Mod3 because I work on WLK)
3- Follow a lot of tutorials step by step.
4- Try with other animated models of creatures and characters.


The weird thing is...I do this operation a LOT of times and now it just doesn't work anymore.

Can someone give me an advice to solve this or something? :/

45
Modelling and Animation / Re: I'll model and upload M2s for request
« on: May 05, 2015, 05:06:15 am »
Thanks for the tutorial! Skarn, always pointing at the right way.


I have no problems with the edge, but the format of the sword handle confuses me a bit.This is a good reference about what you want, Alastor? Ignore the poor 30 seconds paint edit.

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