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Messages - XodusArt2

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1
Modelling and Animation / Re: Urgently need help! Paying $$$!
« on: January 30, 2016, 01:11:34 pm »
As another mesh, how do you mean? He's already seperated in the m2i, his arms are a seperate geoset, and they still use the same old textures..

BASICALLY, what I'm trying to learn is how I can change the texture a specific geoset is using, because blender doesnt give a shit if i have it applied or not, if it isnt in the creature m2 its self, somewhere saying that this geoset has this texture applied to it, and yada yada yada.. then it wont work..

I could start my own creature, and see if it works, but how is it any different? and where in the m2 will it say what texture it uses?

2
I understand that help can be time consuming, so I'm willing to pay whoever helps me from start to finish, not by doing it themselves, but EXPLAINING it to me, and teaching me how to do it.

Don't PM me please, get this thread active, and going.

Price will be determined by whoever does this, and I'll decide whether I think that's fair or not PLEASE, this is VERY urgent!

3
Modelling and Animation / Urgently need help! Paying $$$!
« on: January 30, 2016, 11:14:06 am »
So, here's where I'm at.
1. Extracted Khadgar2 from WoD
2. Converted to m2i
3. Edited geometry, reboned, replaced his arms with humanmaleHD arms.
4. Changed textures for his arms to humanmaleHD textures
5. Exported as m2i
6. Used Anthony's toolbox' cata to lk script
7. Placed all necessary files in patch
8. Ran game

Yet, when I get ingame, I find that on his arms, he's using his default texture, and while it UVs properly.. That isn't the texture I want him to be using there. How do I SPLIT certain submeshes off to another texture group, as opposed to them all being under the one? (I REALLY DONT WANT TO MERGE MY TEXTURES, BECAUSE THE WILL LOSE DETAIL)

4
Modelling and Animation / Re: How to add textures to preexisting model?
« on: January 30, 2016, 09:39:03 am »
ALSO, at the m2modder comment, sure, you can add the textures, but how do you assign them to a certain part of the mesh, or a certain geoset? I've tried this in blender, pymodeleditor, and 010 editor to no success, the only success I had was when I merged th texture, which makes it lose detail, is there a way to make it use the textures UVd to it in blender?

5
Modelling and Animation / Re: How to add textures to preexisting model?
« on: January 30, 2016, 07:06:18 am »
How do I remove hardcoded geosets, I.E; Khadgar's staff.

6
Modelling and Animation / Re: How to add textures to preexisting model?
« on: January 30, 2016, 02:36:22 am »
I figured it out, that I have to use the boneweight copy script, but here's my question, that only solved the problem for the arms, chest, and pretty much all clothing that is attached to a body part, however, the cloak is not attached further down, what would I copy the weight from?

Do I just attach the cloak mesh to the chest armature?

7
Modelling and Animation / Re: How to add textures to preexisting model?
« on: January 30, 2016, 12:47:03 am »
I'll look into that, I hope you don't mind me taking the opportunity to ask another question, since most of my threads go unanswered, I'm trying to add new geosets to the human male character, as a template for my creature, I've removed all the armor geosets, and added my own, however, the invert weightpainting method doesnt work here, it deforms the sleeves I'm trying to rig to the skeleton, is there an easier method? At this point I'd pay to have this knowledge.

For example, I'm trying to weight paint a cloak right now, If I do the invert click invert method, the cloak is completely adjusted to the bone and it moves with the bone, sadly, If I was to do /cheer or something on my character, the shoulder bone would rotate up, and the cloak would go through the waist of my character.



How do I get the cloak to only follow that bone partially, and not deform?

8
Modelling and Animation / How to add textures to preexisting model?
« on: January 29, 2016, 06:40:01 am »
So, I'm struggling to add textures to Khadgar, as he only uses the one BLP. Is there a way I can still use Khadgar, but make him use an extra texture? Apart from the armor reflect texture.

9
So, I managed to convert a WOTLK m2 to WOD m2 format with the help of a friend, but I wanted to convert another object, this time, demon hunter horns from legion, the model is converted properly, but the textures won't, no matter what. Here's the steps I took throughout the whole process.

1. Got demon hunter horns from legion alpha and CASC data
2. Put demon hunter horns in a patch folder and exported them from WMV as OBJ
3. Altered orientation of the horns so they fit the Bloodelf female head
4. Applied material to object, with the name of the texture I intend to use
5. Applied applied texture to object same texture name, same texture location
6. Exported object and textures to one singular folder away from everything else, but in the same folder as the converter.
7. Typed into CMD "Objtom2.exe helm_robe_raidwarlock_a_01.obj helm_robe_raidwarlock_a_01 Objectcomponents/Head/"
8. Put the m2 and skin file into that directory, BLP was already there, as I just dropped it from the CASC into there.
9. Ran the game, green horns, no texture.

I've attempted about 19 times.

10
Noggit / Re: Removing particles.
« on: July 17, 2015, 08:27:31 pm »
Quote from: "Milly"
Quote from: "XodusArt2"
Also, how the heck do so many people have copies of 010 editor? It costs money, and after I've done the trial, I can't get it again.

Yes.. I'd say that gif does accurately represent how probably most people feel, reading this.

Thanks by the way, Skarn.

11
Noggit / Re: Removing particles.
« on: July 17, 2015, 05:54:16 pm »
Also, how the heck do so many people have copies of 010 editor? It costs money, and after I've done the trial, I can't get it again.

12
Noggit / Re: Removing particles.
« on: July 17, 2015, 05:47:58 pm »
Ok yeah, I have no idea what you're telling me, I'm trying to remove one fire object from a house in Gilneas, how do I do this? Just open up every single M2 file in the game until I find it?

13
Noggit / Re: Removing particles.
« on: July 17, 2015, 12:03:43 pm »
I know I should know this already, but what file are they contained in? The ADT it's self? The WDT? what?

14
Noggit / Removing particles.
« on: July 17, 2015, 11:30:57 am »
There's a fire object in Gilneas that I'd like to remove, I can't rmeove it ingame, due to insufficient permissions, and I can't find it in Noggit.

15
Texturing and 2D Art / Re: Recreating Gilneas in Unreal Engine
« on: July 15, 2015, 06:45:22 pm »
Oh, well that's all to do with the LOD, those mountains are miles upon miles upon miles away, so they don't render nicely, It's an easy fix, I think.

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