This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

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31
Resources and Tools / Re: Blood Mod for WotLK
« on: November 29, 2017, 07:45:30 am »
Yap i linked your work to some and the half of them get wow errors.(but dont gave me an error log :s)
Myself get no one and some others too.
I still use it cause it looks nice and i have no probs, but i have no idea what the problem is by the others.

Never experienced a single crash myself (or anyone I know), so there is no way I can fix it. Also tried my mods with multiple accounts opened at the same time and didn't experience a single crash neither.
Most of the models I release are for teaching purposes or tutorials, you should be able to create something similar by opening the models and seeing how the system works, though.

32
Resources and Tools / Re: Diablo 3-like wings for WotLK
« on: November 23, 2017, 11:13:03 pm »
After I see these models in game after teleport, sometimes they cause Wow.exe crash.

Edit: V2.0 fixes that problem.

33
Modelling and Animation / Re: UV Map a new race
« on: November 23, 2017, 04:55:14 pm »
The UV must look like this if you want to equip items:

(512x512)

For MoP pandaren and WoD character models:

(512x1024)

You must create a second UV channel with the playable character layout. Once finished, render the texture with the new UV layout:

(In Blender: Render-> Bake-> Textures)

Then, convert the UV channel with the character layout in the main one and apply the texture you just rendered.

34
Resources and Tools / Diablo 3-like wings (V2.0)
« on: November 15, 2017, 05:42:33 am »


This mod is basically for my blend mode overrides tutorial. Includes 11 wings.
I used some modified textures from Diablo 3 and Heroes of the Storm. The geometry is 10 bent planes with some basic rotation.
To make it work in-game you have to create a custom spell and attach the wing model to the back of your character (attachment 12), as you do with belt buckles.

If you want to increase or reduce the beam density, play with the "TexLookupTable" in 010editor:


Download:
-For Wrath of the Lich King
-For Cata, Mop and WoD

V2.0:
*Fixed crashes.

35
Tutorials / Blend mode overrides (vertex alpha-like effect)
« on: November 07, 2017, 07:37:38 pm »
TUTORIAL: BLEND MODE OVERRIDES

(I'll try to update this tutorial often with new information)

In this tutorial I'll show you how the blend mode overrides work in WotLK (or "vertex alpha" as some people mistakenly call it).
This system was implemented in the Burning Crusade, but Blizzard has been using it heavily since Wrath of the Lich King.



Basically, the game loads two textures for a single texture unit, allowing you to use one of them as an opacity mask to avoid hard cuts. You can make many awesome effects:

(It's just a few planes with texture animation and a texture mask on top)

It's an advanced model edit. We don't have the right tools and the documentation is almost non-existent. However the result is really satisfying and it's actually possible to do it by hand.
Before starting, keep in mind that this system is not well documented. Most programs like Blender or PyModelEditor can break your model if you load them after applying this effect, so, leave the blend mode override for the last.

TOOLS
-PyModelEditor.
-010editor + wow templates.
-My test model.
-IMPORTANT: "Second UV channel creator" script.

THE TUTORIAL
1) Open your model with PyModelEditor:
-Open your model in PyModelEditor and create a texture animation. You can follow my TUTORIAL.
-Then, add the texture with the mask. In this case, we will use this one: World\TexAnimPlaneTest\BlendEffect.blp (included with my test model). It is VERY IMPORTANT that the texture with the mask is bellow the main texture.
You can now save your model and close PyModelEditor.

2) Open your model with 010editor:
-The main problem when trying to apply this effect is that your model must have a second UV channel. I made a script that clones the first UV channel into the second slot. Open your model in 010editor and run my "Second UV channel creator" script. If your model has blend mode overrides activated but doesn't have a second UV channel it will look invisible in-game.
Note: make sure you are working on "OVR" mode before running the script. You can change it by using the Insert Key or by clicking INS/OVR in the status bar.
-Change the renderflag that your model will use to additive alpha (4) or blend (2). Otherwise, the new blending mode won't work (will look black).

3) Now is when this starts to get complicated:
-Go to the header and change the GLOBALFLAGS to 8. When you do this, the blend mode override activates.
-Run the m2 template again and you should get an error message. Load the model anyway. Go to the bottom and a new block called "struct new_mapping" should appear:


Go to the bottom of your file and write a line of "0". Copy the position of the line. In my case it's "1312".
In "nAltMapping" write "2". In "ofsAltMapping" write the position of the line you just wrote:


Run the m2 template once again and it should load correctly. Two new lines will appear under ofsAltMapping. Write "1" in the first one and "4" in the second:


4) Go to TexAnimLookup. There should be two TexAnimLookup: -1 and 0.
The first one controls if the first texture moves. Replace -1 with 0 to make it animated.
The second line controls if the mask texture moves. Replace 0 with -1:


5) Open your model SKIN with 010editor:
-Go to texunits and change the D4 of the mesh with blend mode override to 2. This will force the game to load 2 textures for that tex unit. It will load the one referenced in the skin and the one bellow in the M2 list (texlookuptable).
-In "texanimid" there should be a 0.



You can now test the model in-game. It should look like this:

As you can see, it uses the opacity of the second texture and it doesn't affect its texture animation. Without the blend mode override system it's impossible to make something like this.
Feel free to play with the texture and create new effects.
Remember that the mask texture must have an alpha channel or your model will look black.

If you want to download the mask texture I used for THIS image, you can download it HERE.

TL;DR VIDEO


EXPLANATION
If the GlobalFlag of your model is 8, the game triggers blend mode override for your model.
You activate the blend mode override in the .skin file, by changing the D4 of your desired texunit to "2".

When the GlobalFlag is 8, the way your M2 works changes completly. The order of your textures becomes relevant.
The order of your textures will start to be read in pairs. Here is an example:


Also, the order of "TexAnimLookup" should mirror the order of "TexLookupTable". The ID 0 of "TexAnimLookup" controls the texture animation of the texture with ID 0 in "TexLookupTable". I know it's kind of complicated, but play with it for a while and you will find out how it works.

The values you write in nAltMapping (1; 4) are the renderflags of the blending mode. It means that the base texture will be applied as additive alpha (4) over the opacity map (1). If you think it looks too bright, change it to 1,1.

MODELS WITHOUT HEADER SPACE
Some models don't have space in their headers for the blend mode overrides extra block, therefore it overrides the model name data.
What you can do in this case is opening the model in PyModelEditor and then saving it. Every time PyModelEditor saves a model it remakes the header from scratch and adds some free space for the extra header.
However, the model name block is not necessary. You can just override it with the "new_mapping" block if needed and it won't cause damage to the model itself.

UV CHANNELS
If you want to create a custom second UV channel, download THIS SCRIPT I made.
As you can see, it copies the UV channel 1 of a second model to the UV channel 2 of your first model:


The idea is simple: make your model. Then clone it, modify its UV map in Blender and copy it to the second UV channel of the original model.
This second uv channel method is used in many models, such as the fire coming out of Agrammar's eyes. You can map geometry into existing or smaller textures without having to create a new one.

Here is an in-game example of a model with two different uv channels:

After the script, the second uv channel is smaller and centered around the heart shape, but the first one along with its texture remains intact. The result is a bigger mask, leaving the original texture and UV untouched.

IN CATA, MOP, WOD AND LEGION
If you want to use this system in Cataclysm or Mists of Pandaria, the process is quite the same. Some steps are different.
(Thanks to Soldan for giving me some information)
-Instead of changing the GLOBALFLAGS to "8", you should put "128" ( or "0" if your model doesn't cast shadows). The "struct new_mapping" block won't appear, and it's not necessary, so you can skip the Step 3 completely.

-Additionally, open the .skin file, go to the texunit with blend mode overrides and add "16401" to the "order" field (aka "shader"). That number replaces the "struct new_mapping" block.


If your model looks too dark, put "16404" instead, and it will look brighter.

36
Tutorials / Creating texture animations
« on: November 07, 2017, 07:29:09 pm »
TEXTURE ANIMATION: THE TUTORIAL

Hello everyone.
In this tutorial I will explain how texture animations work. It's based in WotLK but it's exactly the same for Cata and beyond.
We will add a basic texture animation to this test model:

(you can download it in the Tools section)

This method is quite useful to simulate waterfalls, energy beams, fire and much more.
If you want to add an advanced opacity mask, check my other tutorial.

TOOLS
-PyModelEditor.
-My test model.

Take in mind that it can be done in 010editor as well, but it's a little more complex. Once you know how texture animations work with PyModelEditor, feel free to explore it a little further creating multiple animation layers with different renderflags or adding them with 010editor.

THE TUTORIAL
Run PyModelEditor and open the test model (TexAnimPlaneTest.m2).
1- Go to GlobalSequences.
2- Write "1500" (without the quotation marks) and click on "OK". This is the ammount of time our animation will take. 1500 milliseconds is 1,5 seconds. The more milliseconds, the slower the animation will be.
3- Go to Edit UV Animations.
4- Click on "Add" to create a new texture animation.
5- Once the new texture animation is created, go to "Edit Translation".
6- A new window will open. Go to "Add AnimSub".
7- Change the Interpolation to "Linear".
8- Apply the global sequence you just created.
9- Paste this line:
Code: [Select]
0:{ 0.0 , 0.0 , 0.0 }
1500:{ 0.0 , 1.0 , 0.0 }

Now, click on Ok on all the windows you have open to apply the changes.

10- Go to Edit Materials.
11- Select the material of the mesh you want to add the texture animation (in this case, the test model only has one) and assign the texture animation you just created.



You can now save your model. If you test the model in-game, you will notice that the texture animation works fine, but there is some kind of dragging bug and it doesn't loop correctly:


This happens when the texture is not tiled. To tile the texture, open the model with PyModelEditor, go to Edit Textures and check both "X-Wrap" and "Y-Wrap":


This should fix the problem! (you can also do it in 010editor by changing the TextureFlag to "3").

TL;DR VIDEO


UNDERSTANDING THE ANIMATION SEQUENCE
Now that you managed to make your own texture animation, you may be wondering how to reverse the animation, or move it sidewards instead of upwards.
The key is in the animation line we added in PyModelEditor:


As you can see, each line has 4 segments: time frame, horizontal movement, vertical movement and an unused stack of data that we will never touch.
In frame 0, your texture stays on its default pose (0, 0, 0), but in frame 1500 it moves vertically (0, 1, 0) and goes back to where it started (it loops).
"1.0" is the ammount of times the texture loops. If you change it to "0.5", the texture will start moving but will return to its defult state when it has traveled half the texture. If you replace "1.0" with "-1.0", the texture will go downwards instead of upwards.
So, basically, "1500:{ 0.0 , 1.0 , 0.0 }" means that in 1.5 seconds your texture will loop vertically once. Another example: "3000:{ 0.0 , -1.0 , 0.0 }" means that in 3 seconds the texture will loop vertically once (but downwards).



If you put "1.0" in the horizontal segment instead of the vertical segment, you'll see something like this:


And if you want it to move to the corners, you simply need to put "1.0" (or -1.0 if you want it to go to the opposite direction) in both the horizontal and the vertical segment:


CONCLUSION
Texture animation is quite easy once you know how the numbers work. You just need some practice and experimentation to master it.
If your model has many .skin files, PyModelEditor won't manage the texture animations so well. The best tool for those cases is 010editor. I recommend you to start with small models first.
This tutorial was requested many times. Hope you find it useful.

37
Resources and Tools / Re: Blood Mod for WotLK
« on: October 05, 2017, 05:52:08 pm »
So i just wanted to inform :D

Thanks for pointing that out! Added to the main post as a note.

38
Resources and Tools / Re: Blood Mod for WotLK
« on: October 05, 2017, 05:27:14 pm »
one hits dont bleed :D

Yes, but that's hardcoded into the client. It happens with the normal blood effects as well.

39
Resources and Tools / Blood Mod for WotLK V3.0
« on: October 05, 2017, 07:33:16 am »


This mod adds bloodier combat effects to the game and includes some blood splats similar to those removed during the classic beta.

Download:
WotLK - Cata

(Old version)

V2.0:
-Fixed crashes.


V3.0:
-Violence level is now always 2 and cannot be disabled or changed.
-Added purple blood (id 5).


IMPORTANT: to make it work correctly go to video settings and turn "projected textures" on. Also, set the "Particle Density" to High and set the Texture Filtering to High to avoid visual glitches.

If you are using V2, make sure your violence level is set to 2. In-game, type:
/console violenceLevel 2

Known bugs:
-If you zoom in to first person view, you won't be able to see the blood splats from your character.
-If a character morphs into another model, all the blood splats from that character will disappear.
-The blood splats change color if your character changes color (curses, venom, etc.).
-The blood splats scale changes if the scale of your character changes.
-Blood effects do not show if you one-hit kill the target. It's hardcoded into the client and can't be changed as far as I know (happens with the default blood as well).
-It's not possible to use this mod in MoP since the game cleans all blood splats each time your character is hit or dies.

Note: The splats on the ground disappear after 45 seconds. You can change it by editing the particle lifespan in 010editor.
If you think there are too many blood splats to the point they overlap or affects the performance, just change the default particle emissionrate (12) to 7 or less with 010editor.
Blood color is set in CreatureModelData.dbc, column 6 (1 = red, 2 = green, 3 = black, 4 = blue, 5 = purple).

40
Resources and Tools / WoD-like fire particles for WotLK
« on: July 21, 2017, 05:40:44 am »


Basically, multitexturing combines the alpha channel of two different textures, creating more variety in the particles and making it more realistic. It was introduced in Cataclysm but widely used since WoD for fire effects.



Usually, the textures used for particles in WoD are:
World\Expansion05\Doodads\IronHorde\FIRE_2X2_SHARP_MOD4X.BLP
World\Expansion05\Doodads\IronHorde\Fire_Bright_Mod2x_A.BLP

I tried to emulate this multitexturing effect in WotLK by combining both textures with Photoshop and increasing the rows and columns to give it more variety (since we can't animate the particle texture in Wotlk, each block has a different texture position). The result is quite decent. I would say it's 80% accurate because some features, like combining blend and additive blendingtypes on the same particle are not available in WotLK.
I made two texture versions: one with 16 blocks and another with 64 (more realistic). There is also a test model included.


41
If anyone can explain to me what is wrong And can give me a tutorial to improve myself on the modding for character Texturing.

This has been posted like one hundred times. Character textures must be in indexed format, otherwise they look green.
Use this code when converting your blp files and it will fix your problem:
BLPConverter.exe /FBLP_PAL_A8 "file.blp"

Example of .bat file:
Code: [Select]
@echo off
for %%i in (*.png) do BLPConverter.exe /FBLP_PAL_A8 "%%i"
pause

Otherwise, do it manually with photoshop (Image->Mode->Indexed Color) and convert it back to BLP.

42
Resources and Tools / [Release] Whimsyshire Cloud Mount (v2.0)
« on: June 14, 2017, 08:51:28 pm »


I made this model to test how different materials and particles interacted with each other. The result was not optimal and I couldn't add all the effects I wanted due to WoW's old rendering engine. Instead of deleting it I decided to release it because it's playable, nonetheless (despite of some renderflag bugs).

Includes icons and 4 skin variations.



¿How can I make my character sit while mounted?
-[In WotLK] Spell.dbc column 132 -> SpellVisual.dbc column 5 -> SpellVisualKit.dbc column 3 = animation played (97 = SitGround).

V2.0:
-Fixed camera.
-Fixed ribbon movement.
-Fixed fly animation.
-Fixed camera movement.

External link:
-For Wrath of the Lich King
-For Cata, Mop and Wod

43
Sorry to necro the thread but I wanted to post a new download link of some better water than the ones posted above.

The best you can do is making your own water without bugs or unnecessary textures:
http://www.modcraft.io/index.php?topic=10845.0

44
Is there a way to fix this?

Basically, the circle mesh is billboarded (it follows the camera), you need to remove that flag. However the model is procedurally generated, so you don't have an actual m2 to edit.
Maybe you can achieve something by editing wow.exe. Look for "ObjectSelectionCircle" and see if you find something related to the flags.

45
Tutorials / Re: [TUTORIAL] WotLK "Procedural" Water
« on: April 23, 2017, 12:56:36 am »
Post updated. Added HD textures for player wakes and ripples. Fixed some broken links.

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