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Author Topic: Help needed with new Arrakoa model  (Read 2163 times)

XodusArt2

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Help needed with new Arrakoa model
« on: November 20, 2014, 03:49:03 am »
My skin template executed successfuly, the script for submeshes ran, only picking up 23-25 on skin file 0 and 1, as well as 2, but 3 picked up 45, it confused me greatly, but I ended up realizing that I needed to change the script, problem was I didn't know code, and I got this script from a post from Dagaha, who I think if I asked, I'd just piss off. Help is appreciated and welcomed.
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phantomx

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Re: Help needed with new Arrakoa model
« Reply #1 on: November 20, 2014, 05:01:38 pm »
What are you talking about?

What script? What for?
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XodusArt2

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Re: Help needed with new Arrakoa model
« Reply #2 on: November 20, 2014, 05:28:48 pm »
The script would be ...

int i;
Printf( "Submeshes num - %dn", SkinHeader.nSubmeshes );

for (i = 0; i < SkinHeader.nSubmeshes; i++)
{

if (Submeshes.ID > 65000)
{
Printf( "SUB num - %dn", i );
Submeshes.StartTriangle = 0;
Submeshes.nTriangles = 0;
}

}

I need it to work for the new Arakkoa model too.
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XodusArt2

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Re: Help needed with new Arrakoa model
« Reply #3 on: November 20, 2014, 10:32:03 pm »
To clarify, I'm trying to convert the new Arakkoa model in WoD to an m2i, but I get an assertion failed error, caused by the skin file, BUMP.
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phantomx

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Re: Help needed with new Arrakoa model
« Reply #4 on: November 20, 2014, 10:39:26 pm »
Quote from: "XodusArt2"
To clarify, I'm trying to convert the new Arakkoa model in WoD to an m2i, but I get an assertion failed error, caused by the skin file, BUMP.

First page watch video on how to put files into MPQ open WMV find broken geosets aka nsubmeshes and remove them then put them into m2i format.

http://modcraft.io/viewtopic.php?f=93&t=8564

Also in case you try.... Use fresh extraction don't use the ones you edited with that "script..."
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XodusArt2

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Re: Help needed with new Arrakoa model
« Reply #5 on: November 20, 2014, 10:44:04 pm »
I did try that, got skype? Mine is Deaven34
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XodusArt2

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Re: Help needed with new Arrakoa model
« Reply #6 on: November 20, 2014, 11:06:33 pm »
Followed every step in the video, I still get an assertion error, I don't want to open this model up in anything but blender, I have no intention of porting this to an earlier version, I just need to get it open in Blender, but I can't even change the format to m2i without getting the assertion error.
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phantomx

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Re: Help needed with new Arrakoa model
« Reply #7 on: November 20, 2014, 11:42:02 pm »
Quote from: "XodusArt2"
Followed every step in the video, I still get an assertion error, I don't want to open this model up in anything but blender, I have no intention of porting this to an earlier version, I just need to get it open in Blender, but I can't even change the format to m2i without getting the assertion error.

If I may ask what reason do you it in blender for?

If for just messing around with it I'd suggest just exporting it from WMV as an OBJ.
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XodusArt2

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Re: Help needed with new Arrakoa model
« Reply #8 on: November 21, 2014, 12:13:38 am »
Just add me on skype please, you can remove me after, I can't export it from WMV because I have no idea how to set WMV to work with my retail files. (The only copy of the game I have at 6.0.3)
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phantomx

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Re: Help needed with new Arrakoa model
« Reply #9 on: November 21, 2014, 12:43:41 am »
Here I'll just do you the favor of making it an M2I and also an OBJ.

I don't like adding random people to my Skype.
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phantomx

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Re: Help needed with new Arrakoa model
« Reply #10 on: November 21, 2014, 01:34:56 am »
I was actually going to do a tutorial on this but got sidetracked... Maybe tomorrow if I have time.

So this contains a fixed version of the model without any "broken" submeshes, an M2I format for Blender version 49 and an object format for any blender  I used version 72 in case something doesn't work.

I also converted all the textures to png so they work in blender.

http://adf.ly/uQTqL



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XodusArt2

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Re: Help needed with new Arrakoa model
« Reply #11 on: November 23, 2014, 07:01:30 pm »
Learning how to do it sure would help a lot, it doesn't really make sense that people make tutorials of the character models, but not the creature models, which are also very cool.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »