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Messages - tok124

Pages: 1 [2] 3
16
Thanks for all replies :)

17
Quote from: "Drikish"
I guess a work around for this at the moment until you get a better response about changing the location, is to simply either find a gun that matches yours in size/pipe location or use one as a base that already exists and mod it....
Thanks for reply. It may be worth to try but i think its set in the m2 file. I have never converted m2 to obj only obj to m2 and idk if its possible to do it and keep the bullet location at same place. But i guess best way to find out is probably to test it :P

18
Hello, I have been importing 3D models in to wow for a while now so i know how that works. But now i modelled a gun and i have not tried to import it yet because there is one problem. I know it will be problem with the bullets because the clients needs to know somehow where the gun pipe is so the client knows where the bullet should come from. So my question is how do i import gun and set the position for bullet to shoot the bullet out from the gun pipe? I hope i explained it good enough.

Btw im sorry if this is wrong forum section but i couldnt find any other suitable section so i posted it here. Feel free to move if its wrong :)

19
Texturing and 2D Art / Re: Transparency in Texture
« on: October 22, 2015, 10:47:56 pm »
So... Does anyone have an BLP Converter that can handle Alpha Channel?

20
Texturing and 2D Art / Re: Transparency in Texture
« on: October 22, 2015, 08:31:07 pm »
Quote from: "sshroud"
How did you convert the .blp? Not sure if all blp converters deals with the alpha channel. Also how is the texture used? Textures used in .WMOs needs a special flag set in the .WMO to handle transparency. Most texture sources should handle transparency just fine though.
Thanks for reply. The texture is converted using BLP Converter. Its a console program. And its used as an shoulder item ingame

21
Texturing and 2D Art / Transparency in Texture
« on: October 22, 2015, 06:19:36 pm »
Hello, I have a texture with some transparancy. its a feather with transparent background, Im trying to import that to wow but its not transparent ingame. So what is needed for the trasparency to work?

What i have done in blender
1. (Material Tab) transparency > Alpha to 0
2. (Texture Tab) Influence > Diffuse > Check checkbox for Alpha.

Transparency works perfect in blender. Even when i do a render but it does not work ingame. So what am i doing wrong?

22
Modelling and Animation / Re: m2mod Redux 4.6.1 error
« on: October 12, 2015, 07:29:40 pm »
Quote from: "Alastor"
And riggins is not about making anims if you are using blender for years you should know this
Sorry for slow reply but as far as i know rig and shape keys is used to make animations. But... Im not into the animation stuff. I only do modelling. I animated the Sintel Model 2 years ago and you will see its a bad animation but thats just because i dont like to do animations.

Here you can see the only animation i have made:
Click Here

It was my first and last attempt

23
Modelling and Animation / Re: m2mod Redux 4.6.1 error
« on: October 05, 2015, 02:00:47 am »
Quote from: "Alastor"
you call it porting animations and that its not

you just have to riggify mesh to armature
[media:g8fnwpxz]https://www.youtube.com/watch?v=cGvalWG8HBU[/media:g8fnwpxz]
Thanks. Yeah i know how rigging works. I know pretty much all about blender. Been using it for many years now. But i dont like to do animations and im not that good on that. So what i wanna do is to transfer animations from 1 model to another. I dont wanna make my own animations

24
Modelling and Animation / Re: m2mod Redux 4.6.1 error
« on: October 05, 2015, 12:15:10 am »
Quote from: "Alastor"
find texture for yourself in wod files (blp) m2redux is for mesh editing and weigh paint not for editing animations there is none editor for animation sequences except MDLVIS which is for MDX / MDL format that is for WC3 and trying to port files over these formats needs to has diplom from colladge and other bunch of skills and by my opinions its not worthy in final result ( srsly i admire all that know how to MDLVIS but its true )
for example while converting from mdx to m2 your limit is 60 bones ( human male has 256 bones +/- ) so you may imagine how its unuseable soemtimes etc...
Oh damn :/ Sounds pretty damn hard then hmm... So uhm, How do i export animations from 1 model to another? I know thats possible because i have seen many people do that. For example if i make a custom model and i want it to have same animations as an orc how do i do it? Because as far as i know i need to connect the rig(Armature) to my custom model.

25
Modelling and Animation / Re: m2mod Redux 4.6.1 error
« on: October 04, 2015, 11:39:23 pm »
Quote from: "Alastor"
its optimal since 461 is connected to blender 273 that has best interaface

for Lk is soem older version of redux but its for blender 2.4x thats totaly ****adgfaweiogfpawig fucking wdaawasbf awkfn ashit noob retarded aefpd aeifipawe **** ( i mean its not optimal and interface is not very handy by my opinion ) so i recomend to get wod
Thank you Alastor, I would never get this far without you hehe :P

So, I decided to download WoD and i also download ModeViewer for WoD but noticed that i could only export as OBJ and FBX so i tried to export as FBX but i could not import that file to blender. Just a bunch of errors. So i downloaded CASC Explorer and extracted the m2 files for Illidan Model. Then i used M2Mod Redux to make it to an M2I File and imported the m2i file to blender. And there were no errors

However, There is a problem. The model does not have a texture and also no animations. The armature and model is there but the animations is not there...

Any idea what's going on? :P Been trying to fix this crap for 20 hours now haha

26
Modelling and Animation / Re: m2mod Redux 4.6.1 error
« on: October 04, 2015, 10:16:14 pm »
Quote from: "Alastor"
download wod use 461 and downport it to Lk
Oh really? Is that the only way? :/

27
Modelling and Animation / Re: m2mod Redux 4.6.1 error
« on: October 04, 2015, 09:28:34 pm »
Quote from: "Alastor"
461 redux is for WOD models only
So, What do i use for Wotlk? How do i import an npc model from WMV with armature and animations and import the model to blender with armature and animations?

28
Modelling and Animation / Re: m2mod Redux 4.6.1 error
« on: October 04, 2015, 06:30:11 pm »
Quote from: "Alastor"
what model are u converting and from what expansion is that model
Trying to convert Diablo Model from Lich King Expansion. I did recently read somewhere that it was not possible. So, If i want to import animations from a character in WMV to Blender how do i do it? I know i can export and obj and import but the armature doesnt follow. So, How do i get the armature with all the animations?

29
Modelling and Animation / m2mod Redux 4.6.1 error
« on: October 04, 2015, 04:27:26 pm »
Hello. Im trying to convert a m2 to m2i with m2mod Redux 4.6.1 but i get error everytime i try. Here is the error

Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Runtime.InteropServices.SEHException (0x80004005): External component has thrown an exception.
   at M2Lib.M2.Load(M2* , Char* )
   at M2ModRedux.Form1.buttonGo_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.96.0 built by: NETFXREL2STAGE
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
M2ModRedux
    Assembly Version: 1.0.5513.5727
    Win32 Version:
    CodeBase: file:///D:/modeling%20tools/m2i/M2ModRedux.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.79.0 built by: NETFXREL2
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.79.0 built by: NETFXREL2
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.93.0 built by: NETFXREL2STAGE
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Also im not sure where to post this. I hope this is the correct section

30
Modelling and Animation / Re: a question about animated texture
« on: May 09, 2015, 03:54:49 pm »
Quote from: "phucko1"
afaik, the only way to do this is editing your .m2 model with pymodeleditor (or 010editor) pretty sure Tig wrote a tutorial for it. viewtopic.php?f=20&t=242
Thanks alot Phucko :)

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