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Messages - inico
16
« on: December 20, 2017, 08:14:33 pm »
Just open the model with Blender and delete that geoset. It doesn't work on WotLK, so there is no need to keep it, as I said in this tutorial (step 1).
17
« on: December 18, 2017, 08:50:57 pm »
It's weird though. I cast it once and the precast and cast are fine but the missile is a green box, then I cast it again and the missile is fine but the cast is a green box? Then I casted it again and it all worked fine. All of the textures are there. Could you post a picture? Is it a green box or a green billboarded plane? Is the texture square or rectangular? Do I need to change the struct filename_ModelName as well? That's not necessary.
18
« on: December 17, 2017, 10:18:29 pm »
That helps a lot thanks.
One more question. I tried changing every texture to a different color for fireball but it's still orange and I'm not sure where it's coming from?
What fireball? I guess it's a particle. In that case open the particles and do this: (Use any color picker, like the one from MSPaint, Photoshop, Gimp, etc.) Example:
19
« on: December 17, 2017, 06:32:40 pm »
How do I make the name of the texture longer in 010 editor? It doesn't count it in it's name?
20
« on: December 16, 2017, 03:50:55 pm »
I'm trying to make a new ribbontrail like sprint for rogues except rainbow colored. I don't know where to start and I've found no useful information on converting the ribbontrail.m2 file to something useful or whether or not the .skin file is relevant. Does anyone have any idea?
Open the model with 010editor and run the m2 template. Just edit the texture name and put the one with the rainbow. If you want to edit the ribbon texture id just go to the ribbon struct and change the "VTextures" id, but that's not necessary. Check how my Whimsyshire Cloud mount works.
21
« on: December 15, 2017, 05:09:12 pm »
Thanks I got it running now and textured my model. Which settings i need to use with ModRedux to porting it in wotlk? My modelviewer crashed after i try to take a look at my new m2 Ingame the model is not visible ^^
As I said before, the new m2mod exports all m2 with the Legion header. You must remove it and then convert it to wotlk with whatever program or method you use.
22
« on: December 15, 2017, 02:27:45 pm »
I installed the scripts via "install script from file" in the user preferences, is this correct?
Download Blender 2.73a, "M2ModRedux_4.8.13" and "scripts_4.9". You just need to copy all the scrtipt files into the blender scripts folder (In my case: " C:\Program Files\blender-2.73a-windows64\2.73\scripts\startup"). Also, if you import or export an m2i created by an old version it will probably crash. You must convert the model to m2 and back to m2i with the newest version.
23
« on: December 15, 2017, 01:47:33 am »
Would you mind giving me a link to a pre installed blender with the m2i tools?
Thanks HERE is the newest m2mod version. And HERE are the scripts. If you put the scripts and export your old m2i it will probably crash. I would recommend you to do everything from 0. Also, models are exported with the legion m2 format. You must delete the new header in order to convert it to WotLK. Also i saw that the tail is shown at the modelviewer, but ingame its not visible.
If you change the mesh id to 0000 it will show up.
24
« on: December 14, 2017, 10:06:06 pm »
Do you have any clue whats wrong with the Tail? (I need to say that im replacing the Draenei currently, since i did not added a new race right now)
It's probably not showing because that geoset exceeds the polygon limit, or its mesh id is wrong or not supported by wotlk (should be "0000", skin). You can open the .skin file with 010editor and change the "id" to 0000.
25
« on: December 14, 2017, 08:47:40 pm »
You was talking about the tail, currently it is transparent for me (Maybe i forgot to insert the texture): https://ibb.co/iZufS6 Those green triangles on the head mean that the model exceeds the WotLK polygon limit and some geosets will not show up correctly. Check my tutorial on how to fix it. White stuff means that a replaceable texture is missing. Green stuff means that a hardcoded texture is missing. The pandaren female only has two of them: Character\Pandaren\Female\PandarenFemale_Earrings.BLP Character\Pandaren\Female\PandarenFemale_Tabard.BLP
26
« on: December 14, 2017, 06:15:35 pm »
Hey dude, can you help me please? I did create a custom spell and did the same as Philip is doing in his "gearvlogpart3" video, with attachment 12 in SpellVisualKitModelAttach.dbc, but when I go in game, it doesn't show the wings. I don't know what I'm doing wrong..
Sorry, but I can't read minds. I don't know what you are doing or not if you don't post more information. The video is clear enough. Just follow every step and try with different attachments.
27
« on: December 14, 2017, 06:04:01 pm »
It isn't the uvs. It's the texture ID. As you can see there are some runes in the eyebrows, therefore it's using the body texture, but the uv seems to be fine. Open the skin file with 010editor and change the texture id of the chest and the eyebrow texunit.
28
« on: December 13, 2017, 10:00:11 pm »
The hair fringe is defined by the hair color texture (in 010editor "HairOrBeard (6)"). The hair color is defined by the extra skin color, (in 010editor "TaurenFur ( 8 )") and it's tied to the skin color (when you change the skin color, the hair color changes along with it). It's similar to how the tauren model works: Hair Color -> TaurenHorns_02.blp (horn color) Skin Color -> TaurenMaleSkin00_00.blp (fur color) Skin Extra -> TaurenMaleSkin00_00_Extra.blp (Hump hair and tail color) It's defined in "CharSections.dbc". Column 5 is the skin color, and column 6 is the extra texture. For the pandaren female it should be: Hair Color -> PandaFemaleHair_00.blp (fringe color) Skin Color -> PandaFemaleSkin00_00.blp (fur color) Skin Extra -> PandaFemaleSkinExtra00_00.blp (Hair color) With the extra skin texture feature you can also hide the tail according to the skin color (just put a transparent texture when you choose a black skin color and the tail will disappear if the tail mesh renderflag is also set to "transparent (1)").
29
« on: December 04, 2017, 06:25:49 pm »
do I have to delete it from all .anim files ? or just first one
Each .anim file corresponds to an animation, so you must delete it from all of them.
30
« on: December 04, 2017, 05:58:26 pm »
since 7.3.2. sargeras model atleast half of animations are corrupted so I think there is a format change ".anim" file format changed. Just delete the first 8 bytes and it will work.
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