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Topic: Pandaren UV Problem (Read 3554 times)
Serifaz
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Model Change Addict
Posts: 293
Pandaren UV Problem
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on:
March 24, 2012, 01:27:54 am »
Hey guys... here I am again with another question x)
But anyways.
I am wondering how I would add the new textures from MoP to 3.3.5a I ported the model of the pandaren,
But the UV's do not wrap the same way.
I am wondering if I add the the textures in char sections if it will apply them to the model.
Or if I have to completely redo the uv maps.
if so I could use some help with doing this
anyways here is a pic of what is done sofar
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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Zim4ik
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Creator of Worlds
Posts: 407
Re: Pandaren UV Problem
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Reply #1 on:
March 24, 2012, 08:18:41 am »
i told you that you must re do all uv. and you not inputed ofs of texunits, so its kinda chrome model
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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TheBuG
Contributors
Creator of Worlds
Posts: 469
Re: Pandaren UV Problem
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Reply #2 on:
March 24, 2012, 02:05:10 pm »
I also read that some textures have changed size, for example 512x512 can now be 1024x512, don't know if it would cause any issues, but just so you know.
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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Serifaz
Contributors
Model Change Addict
Posts: 293
Re: Pandaren UV Problem
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Reply #3 on:
March 24, 2012, 07:03:38 pm »
O.K. I got the uv's setup but I can't seem to put a blp in that is related to the model without crashing my client.
I am saving the textures as 256 indexed non interlaced blp's then reconverting them to blp with png-blp
but I crash every time I select a pandaren.
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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doresain
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Model Change Addict
Posts: 202
Re: Pandaren UV Problem
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Reply #4 on:
March 24, 2012, 10:52:37 pm »
i had a similar problem with a custom corrupted model, try to rebuild hardcoded textures list with m2modder.exe and remove alpha channel into .png before conversion in .blp
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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Zim4ik
Contributors
Creator of Worlds
Posts: 407
Re: Pandaren UV Problem
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Reply #5 on:
March 24, 2012, 10:54:21 pm »
actually, i allready writed solution)
Quote
and you not inputed ofs of texunits, so its kinda chrome model
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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Serifaz
Contributors
Model Change Addict
Posts: 293
[SOLVED] Re: Pandaren UV Problem
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Reply #6 on:
March 25, 2012, 03:59:10 am »
fixed it
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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TheBuG
Contributors
Creator of Worlds
Posts: 469
Re: Pandaren UV Problem
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Reply #7 on:
March 25, 2012, 11:55:32 am »
Good job!
.
Any chance you could explain how you did it? I want to get them working to, but I've never ever worked with editing races before. I know how to convert them though.
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Zim4ik
Contributors
Creator of Worlds
Posts: 407
Re: Pandaren UV Problem
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Reply #8 on:
March 25, 2012, 12:00:40 pm »
he havent fixed any uv for now. Its just a standart PandamaleSkin00_00 with new uv(Mists of Pandaria UV)
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Pandaren UV Problem