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Author Topic: [RELEASE] some WoD m2s wmos "converted"to 3.3.5a  (Read 27558 times)

MR. Farrare

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Re: [RELEASE] WOD MODELS AND WMOs
« Reply #30 on: April 11, 2014, 01:08:57 pm »
Quote from: "Shavier"
[attachment=0:1xpbw04s]Generator.rar[/attachment:1xpbw04s]

It creates
x.blp
x.M2
x00.skin
x01.skin
x02.skin
x03.skin
and
x0000-00.anim to x0889-00.anim
and saves in flist.txt

ty
« Last Edit: April 15, 2014, 12:18:11 pm by Admin »

MR. Farrare

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Re: [RELEASE] grommash and blackhand all emotes and no crash
« Reply #31 on: April 11, 2014, 01:08:57 pm »
fixed
« Last Edit: April 14, 2014, 04:38:02 pm by Admin »

Shavier

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Re: [RELEASE] grommash and blackhand all emotes and no crash
« Reply #32 on: April 11, 2014, 04:02:23 pm »
[attachment=0:23xgj8f9]Generator.rar[/attachment:23xgj8f9]

I didn't have much battery so I attach my generator before I find error that it skips some numbers (ex. 79 goes 81 and 89 goes 100) but I fixed that, now it makes anim list up to 1k (I don't know how much animations models can have right now). If I will find some time I want to add option for Character and another model name and also create second program that renames all *_HD* files to ** (ex. HumanMale_HD0000-00.anim to HumanMale0000-00.anim)

P.S Much beatiful Ogre Wow  ;)
« Last Edit: April 11, 2014, 04:41:57 pm by Admin »

schlumpf

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Re: [RELEASE] grommash and blackhand all emotes and no crash
« Reply #33 on: April 11, 2014, 04:26:09 pm »
But you realize that all those tools are just a one-liner in a proper language?
Code: [Select]
base="Creature/WolfDraenor/WolfDraenor"
for anim in $(seq 0 1000); do
  for sequence in $(seq 0 10); do
    printf "%s%04d-%02d.animn" "$base" $anim $sequence
  done
done
for lod in $(seq 0 10); do
  printf "%s%02d.skinn" "$base" $lod
done

Also, you're missing sub-sequences in anims. Also, just use %04d to get a zero-padded four digit number.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Shavier

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Re: [RELEASE] grommash and blackhand all emotes and no crash
« Reply #34 on: April 11, 2014, 04:49:38 pm »
II just wanted to make it fast because my battery in laptop was running low and provide some help because write everything in filelist for extractor is pain.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

MR. Farrare

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Re: [RELEASE] grommash and blackhand all emotes and no crash
« Reply #35 on: April 11, 2014, 05:14:22 pm »
so cn anybody tell me what is wrong with fat ogre up there in the picture
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

MR. Farrare

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Re: [RELEASE] grommash and blackhand all emotes and no crash
« Reply #36 on: April 12, 2014, 11:55:27 am »
was realy hard to do the gronn realy
[attachment=0:123m982m]WoWScrnShot_041214_125233.jpg[/attachment:123m982m]
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

xJKz

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Re: [RELEASE] grommash and blackhand all emotes and no crash
« Reply #37 on: April 14, 2014, 03:29:28 pm »
hi,

i've seen you've make the blackhand model but did you've get the particles works, did you get the HD particles for ? i'm looking to make "_glow.blp" work with new particles.

btw, did you find a way to make UV mapping for gnomes ? i don't know how to work UV mapping, i've used M2 to M2i converter for get it in Blender, but i don't understand at all how to get it work... i need to convert them in cataclysm.

thanks in advance,
i'm new in this job. xD
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

MR. Farrare

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Re: [RELEASE] grommash and blackhand all emotes and no crash
« Reply #38 on: April 14, 2014, 04:36:34 pm »
Quote from: "xJKz"
hi,

i've seen you've make the blackhand model but did you've get the particles works, did you get the HD particles for ? i'm looking to make "_glow.blp" work with new particles.

btw, did you find a way to make UV mapping for gnomes ? i don't know how to work UV mapping, i've used M2 to M2i converter for get it in Blender, but i don't understand at all how to get it work... i need to convert them in cataclysm.

thanks in advance,
i'm new in this job. xD
particles work for the first time you do the patch but after one hour you re log into the game the game crash
and goodluck my friend for the hd models I will some new models soon
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

xJKz

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Re: [RELEASE] grommash and blackhand all emotes and no crash
« Reply #39 on: April 14, 2014, 07:56:06 pm »
Quote from: "MR. Farrare"
particles work for the first time you do the patch but after one hour you re log into the game the game crash
and goodluck my friend for the hd models I will some new models soon

so the particules is the source of bug... right, and thanks, and what kind of model you'll release ? i've done durotan on cataclysm.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

MR. Farrare

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Re: [RELEASE] grommash and blackhand all emotes and no crash
« Reply #40 on: April 14, 2014, 08:36:05 pm »
Quote from: "xJKz"
Quote from: "MR. Farrare"
particles work for the first time you do the patch but after one hour you re log into the game the game crash
and goodluck my friend for the hd models I will some new models soon

so the particules is the source of bug... right, and thanks, and what kind of model you'll release ? i've done durotan on cataclysm.

durotan thrall and ogres GRONN wolves and a IRONHORDE SHIP WMO BUT FOR 335
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Shavier

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Re: [RELEASE] grommash and blackhand all emotes and no crash
« Reply #41 on: April 14, 2014, 09:14:12 pm »
[attachment=0:ly2cu61e]Renamer.rar[/attachment:ly2cu61e]

A little program I've done. Copy exe and bat file where your model/textures are and open
'Run ME.bat'. It will copy all m2, skin, anim and blp files that have _HD in name to folder 'rename' and it deletes _HD from those files (ex OrcMale_HD0000-00.anim renames to OrcMale0000-00.anim). Hope it saves time for some.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

MR. Farrare

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Re: [RELEASE] grommash and blackhand all emotes and no crash
« Reply #42 on: April 14, 2014, 09:48:12 pm »
Quote from: "Shavier"
[attachment=0:3fp5g149]Renamer.rar[/attachment:3fp5g149]

A little program I've done. Copy exe and bat file where your model/textures are and open
'Run ME.bat'. It will copy all m2, skin, anim and blp files that have _HD in name to folder 'rename' and it deletes _HD from those files (ex OrcMale_HD0000-00.anim renames to OrcMale0000-00.anim). Hope it saves time for some.
thx ma friend
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

MR. Farrare

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Re: [RELEASE] WOD MODELS AND WMOS
« Reply #43 on: April 15, 2014, 12:25:04 pm »
new wmos
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Natea

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Re: [RELEASE] WOD MODELS AND WMOS
« Reply #44 on: April 15, 2014, 09:40:32 pm »
Quote from: "MR. Farrare"
new wmos

Thanks MR. Farrare!!  :o
« Last Edit: January 01, 1970, 01:00:00 am by Admin »