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Author Topic: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models  (Read 28876 times)

spik96

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Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
« Reply #60 on: August 10, 2015, 06:32:37 pm »
Hi !
Has this tool any effect on collisions ?
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abdalrahman9

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Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
« Reply #61 on: August 11, 2015, 05:55:13 am »
I do not think so, as far as i know.
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coldsteelj

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Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
« Reply #62 on: August 16, 2015, 01:49:48 pm »
Quote from: "abdalrahman9"
I am currently getting this error when i am importing the m2i to export it as m2. I am using the clockworkhorse as my base model:

EDIT: it would seem the problem is with the size of the file or the number of vertices. As i remember reading, there was a max number of vertices of roughly 6000 and my model has roughly that much vertices. I will update if i find a solution!
EDIT2: wow...i can't believe that this error occured to me before and i forgot about it. This is where phantomX solved the solution
Hello everyone.
Since I am new here I can't post links, so here is M2tool error text :
File: M2.cpp
Line: 2148

Expression: ( Elements[iElement].Offset <= AnimationBlock.oTimes ) && ( AnimationBlock.oTimes < ( Elements[iElement].Offset + Elements[iElement].DataSize ) )

As you can see it is exactly the same problem here when I am trying to increase vertex amount on CelestialHorse.M2 model and on any creature models which was released in cataclism or later. I tried to use 010 Editor like phantomX said and changed nParticleEmitters to 0  with ofsParticleEmitters to 0. After that m2tool converted my m2i to m2 without any errors, but in the game my model is fully invisible. Can someone tell me please how can I fix this issue? I want to import any WoD mount to blender, increase the vertex count on it and export to the game if it is real with existing m2mod redux 4.6.1.
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MR. Farrare

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Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
« Reply #63 on: November 17, 2015, 07:20:03 pm »
thx
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MR. Farrare

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Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
« Reply #64 on: December 02, 2015, 09:51:17 pm »
I cant convert the .m2i weapon to m2 even if I didn't edit it !
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Alastor

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Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
« Reply #65 on: January 26, 2016, 11:31:25 am »
i just wanted to ask that same convertor is unable to work with weapons and some kinds of low models mostly from vanila like pig.m2 you can convert them to M2i then to blender but any attepmt to make new M2 leads to crash

ps: that link for source code is for 4.5 version ? could you possibly post lastest version here ?
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spik96

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Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
« Reply #66 on: January 26, 2016, 12:32:48 pm »
I would like to know what is the specification of the m2i file, the internal data that are stored.
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YourArthas

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Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
« Reply #67 on: March 22, 2016, 10:06:17 am »
Hi whenever I try to export ogredreanor.m2 shatteredhandmelee.m2 etc to m2i I get an submesh eror which should not be can somebody explain me how to fix it ?
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Alastor

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Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
« Reply #68 on: March 22, 2016, 03:51:36 pm »
number of submeshes is too high you can only remove some of them manualy in 010
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YourArthas

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Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
« Reply #69 on: March 22, 2016, 07:37:54 pm »
Quote from: "Alastor"
number of submeshes is too high you can only remove some of them manualy in 010
Hmm another question can I select which submesh to go by 010 editor
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Alastor

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Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
« Reply #70 on: March 22, 2016, 08:12:12 pm »
execute this in 010 on skin files

Code: [Select]
int i;
Printf( "Submeshes num - %dn", SkinHeader.nSubmeshes );

for (i = 0; i < SkinHeader.nSubmeshes; i++)
{
if (Submeshes[i].ID > 65000)
{
Printf( "SUB num - %dn", i );
Submeshes[i].StartTriangle = 0;
Submeshes[i].nTriangles = 0;
}
}

credits to sheldon
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Uthil

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Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
« Reply #71 on: March 31, 2016, 08:28:51 pm »
I want to ask if it possible for any update and fixes for Legion ? In some legion models seems to work fine, but in others crash. I tried many different things but always im getting same result and im starting to think that redux is messing things up.

I.e:  Human Warhorse (Legion Model)


Textures are so bad, and mount tail and ass small section near heads is messed up with no textures applied even if i created the double textures. I re created the mount with different groups, again same effect.
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Met@

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Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
« Reply #72 on: May 22, 2016, 04:10:01 pm »
Do you think if it's possible to add support for 3.3.5 models from M2mod3 in the latest blender plugin ?
Blender 2.49 is horrible to work with.
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Alastor

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Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
« Reply #73 on: May 22, 2016, 06:09:20 pm »
Then why do you use 2.49 ? when you can use M2redux for wod models and then just downport them to LK
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Met@

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Re: [TOOL] M2mod Redux 4.6.1 - compatible with WoD models
« Reply #74 on: May 22, 2016, 06:22:07 pm »
I already do this for WoD models.
I tried some legion models but I don't know how to convert them to wod, so I convert them to wotlk.
I think I'll wait for a Legion=>WoD convertor.

Sorry for my dumb question.
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