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Content creation => Modelling and Animation => Topic started by: Serifaz on July 03, 2010, 10:24:52 pm

Title: Custom Pandaren... doesn't work with current client.
Post by: Serifaz on July 03, 2010, 10:24:52 pm
Taken off because of lack of appreciation
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Jack on July 04, 2010, 03:15:44 am
I suggest you remodel the head first, the WC3 Pandaren model should work as a perfect reference, since it's just a lower poly version of what you want.
Once you're done you have to edit the UV coords so it fits the standard Character texture (export a Race model out of ModIt or WoW Model Viewer and open the UVW maps in your favourite modelling program and then bring the pandaren UVs in line with those), add all the standard character model animations and then your model should be ready to be converted and act as a new race model (you probably should add different geosets and textures for the customization).
The rest is just implementing the race using dbc editing, xml editing and serverside scripting, but first of all you should get the model done.
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Serifaz on July 04, 2010, 04:02:40 am
Thanx Jack I appreciate you taking the time to look at this, and give me a kind reply..
Mostly i just get flamed on for everything I post about this subject.
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Jack on July 04, 2010, 04:23:16 am
There is no reason I should flame you, this isn't a board full of weird children (but weird adults  :uok: ), always glad to help.
It would be great if you could tell me a little about your skills on the subject so I know what I need to clarify a little more. Do you have experiences with Milkshape? 3D Modelling in general?
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Serifaz on July 04, 2010, 06:18:29 am
Thanx again for giving me the heads up...its sweet to be able to get to know some good peeps.
there kinda hard to find sometimes.
Yes I'm somewhat knowledgeable in milkshape not as much with 3ds .... don't ask ... I just suck with it.
I could probably learn but, eeh I'm lazy to say the least lol.

But as far as my coding skills... I kinda need instructions to be able to do anything.I have been doing a lot in the way of research to try and rebuild this model I would love to make it so I could release it, but in short I kinda need help lol I followed a guide on here from Tigurius saying how to convert to the current .M2 format, the whole post, I was utterly lost.
lol.
If there is anything that can be done... please let me know otherwise I think this may be a lost cause.
don't want to sound like a leecher I'm really just trying to release something cool to the community

Don't know if any of this answered your question. Sorry for the rant. :ulol:

Also I would like to Reiterate that this was not really my creation, but my idea...
my friend Floodge made it a reality.
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Jack on July 04, 2010, 10:36:17 am
It doesn't matter which 3d program you use, as long as you're comfortable with it.
You should do this step by step, the first thing is extract a pandaren model out of WC3 (google it and you'll find help in one of the many WC3 modding communities) or if you like you can also try get your hands on a concept art showing a pandaren and use them as reference images for your modelling.
Once the model of the head is done, extract any character model (HumanMale, UndeadFemale etc) using WoW ModelViewer/ModIts "File -> Export Model" feature. This creates not only the mesh but also extracts the textures together with correct UV coordinates.
You then unwrap your pandaren body and have the UV map fit exactly on top of the other character model you exported.
In 3dsMax this can be done by attaching both models to each other ("Editable Poly -> Attach"), simply unwrapping and overlaying the UVs by hand and then either detaching ("Editable Poly -> Detach") or deleting the faces of the non-pandaren character model.
Now this should leave you with at least 1-2 days of work if you model like a crazy maniac like I did the last days with my raptor. Depending on your modelling experience it could also take you a few more days :D
For detailed help on setting up reference images in the viewports, modelling, unwrapping please consult the hundreds of milkshape modelling communities for help/tutorials, and maybe if you're experienced enough you could write a milkshape modelling tutorial here on Modcraft?  ;)
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Serifaz on July 04, 2010, 11:30:41 pm
I will try my best to get this finished over the next week... I'll update this post as to how I'm doing with it.
Thank you again. :ugly:
And yes if i get this done ill post a topic on how it was done.
So others can enjoy there own models aswell.
I will also release the model mpq when it is finished.
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Serifaz on July 07, 2010, 02:59:36 am
O.k. well we got the model made.
this is what we got.

Looking for some advice on how i can convert the 3ds file to m2 ... I have 3dstom2 but its not converting it... if you can help me with this it would be much appreciated.
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Jack on July 07, 2010, 11:57:47 am
Are the UV Maps correctly layed out? And did you skin it? (Add Bones, assign vertexes to bones)

You need these steps to create an animated model for which you can select several different faces and body textures in the race selection screen.

If so, you need to find a way to convert it into the WC3 format .mdx and from that point on you can use Tigu's mdx -> m2 in order to create a m2 file with animations. viewtopic.php?f=20&t=32 (http://modcraft.io/viewtopic.php?f=20&t=32" onclick="window.open(this.href);return false;)

Normally you shouldn't have problems with 3dstom2 AT ALL. It's the most reliant converter (apart from pngtoblp) in my opinion, I've never had problems with it.
Maybe I can help you if you specify your problem, do you get errors?
Anyways, keep in mind that when converting with 3dstom2 your model will not move at all. Animation that is. If you press any key for walking it will sort of float through the air and be completely stable.
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Serifaz on July 07, 2010, 09:20:31 pm
Currently we have skinned it we have the skin for the head and the body.
I hate to sound like a nab, but me and my friend, don't know how to
Add Bones, and assign vertexes to the bones...
were kinda just armatures, but if you can help us in understanding this better and how to make the bones and vertexes that would be much appreciated...
we currently just made a model with texture...
but we would like to see movement lol. :ucheers:
Also if you can help us figure out why it won't convert... or is that part of the fact that we have no bones and vertexes once again sorry for the nubiness.

And thanx again for all your support, and help
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Jack on July 07, 2010, 10:41:51 pm
Actually, I used the term "skinning" as what wikipedia describes, and that is "assigning the mesh (vertexes) to bones", but it's also used for unwrapping and texturing a model.

I'm afraid I can't help you with any milkshape related stuff, you'll have to learn how to add bones to a model in milkshape yourself, but there are thousands of milkshape tutorials out there, you'll just have to search google.

Now here's what each converter does, so choose the right one:

3dsToM2.exe : converts into an unanimated model without collision (good for armor, items etc)
3dsToM2.exe (other version): converts into an unanimated model with collision (doodads, trees...)
Neodex (google it) and MdxToM2.exe: exports animated models out of 3dsMax and converts these mdx files into animated models without collision (characters, creatures...)
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Tigurius on July 07, 2010, 10:59:51 pm
For Milkshape, there is MDX Im/Exporter Plugin avaialble also: http://world-editor-tutorials.thehelper ... stools.php (http://world-editor-tutorials.thehelper.net/filestools.php" onclick="window.open(this.href);return false;)

If you speak german; http://www.gargi.org/showthread.php?173 ... eil1-Bones (http://www.gargi.org/showthread.php?1736-Animation-Teil1-Bones" onclick="window.open(this.href);return false;) (I haven't found an english tut fast, so use google translate)
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Serifaz on July 08, 2010, 01:45:13 am
Thanx again... I'll try to make this work out... I guess its just gonna take some practice.
=D
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Serifaz on July 08, 2010, 03:00:22 am
The bones are in but, I just found out that I cannot export the model with the program I'm using [Blender].
When I export the 3ds model, it just exports a blank file.
Still working on it, but if there is any way to export this file properly, I would love to know how.
I made A simple model in 3ds max to test out the 3dstom2 and it came in perfectly in the game.
So I think this model has to be made in 3ds max and then saved and converted...
I could be wrong but, I'm thinking I will need to remodel it../Sad panda
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: gorq on July 08, 2010, 01:42:18 pm
keep it up serifaz, you're near to have it :D
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Serifaz on July 09, 2010, 12:04:01 am
I'm posting on the blender forums now to see why I can't export the file.
Hopefully I'll get some answers on my post.

[ EDIT ]  O.k. I'm utterly lost, lol.
My friend just told me that you cannot export a model from blender to 3ds.
But if that's true why is it that they have an export option for 3ds or obj?
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Jack on July 09, 2010, 12:15:05 pm
Maybe you haveto play aound with the Export settings, there shouldn't be a problem when exporting a model from blender. Btw 3ds or obj it doesn't matter, all of the good modelling programs can read both.
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Tigurius on July 09, 2010, 12:31:02 pm
obj doesn't support bones or animations, but I don't know, if the Blender export script supports the animations in 3ds as they suck in the fileformat.
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Serifaz on July 09, 2010, 04:18:32 pm
O.k. I was able to successfully export an fbx from blender...
I have now imported it into 3ds and exported the 3ds file.


But when I convert it to an M2 this is what i get.
(http://i253.photobucket.com/albums/hh63/deafrun/WoWScrnShot_070910_151437-1.jpg?t=1278713859)


This is my current mpq setup.
(http://i253.photobucket.com/albums/hh63/deafrun/mywar-1.jpg?t=1278713608)

this is how I converted to M2
(http://i253.photobucket.com/albums/hh63/deafrun/Pandarens.jpg?t=1278712916)

Btw I just downloaded a 3ds file off the internet to try and make it an m2 and upload it in an mpq but it came up with the same result.

Can I hand You [Jack] or Tig the m2 or 3ds file and see if you can make an mpq that works possibly?
or if not can you tell me the proper way to do this?... In lamin terms.
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: gorq on July 10, 2010, 01:59:51 pm
rename your patch to:

patch-5.MPQ

Do not use CAPS in patch files ;)
Ever save them as patch-X.MPQ

Can't wait to see the results!:D
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Serifaz on July 10, 2010, 08:00:12 pm
This is what I have done to get this to work... take a look.

1st I convert the 3ds to an M2
So I put the 3ds file in C:Pand directory



Then I convert it... This is how I did it.


Then I convert the blp for the model


And finaly I make the mpq




this is the final result


note this was on the original client patch 1.12.0 no expansions installed.
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Tigurius on July 10, 2010, 10:48:33 pm
The skin name must be TaurenMale00.skin.
Also you shouldn't use 3dstom2 for animated models, as it doesn't support them.
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Serifaz on July 10, 2010, 11:13:24 pm
Hey Tig if i send you the files can you help me with making an mpq so I can get this over with?

I tried just putting the m2 in the default mpq files and this is what i got

(http://i253.photobucket.com/albums/hh63/deafrun/WoWScrnShot_071010_161139.jpg?t=1278803854)

Is it possible I need model edit fix for the original client to see it?
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: gorq on July 11, 2010, 01:41:19 am
mmm patch is working but it seems that wow does not read the model fine. If u want i can try to make new dbc entrances to see if works ;)
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Serifaz on July 11, 2010, 01:43:45 am
That would be great can you get on msn though?

Msn is Deafrunner@gmail.com (http://mailto:Deafrunner@gmail.com)
Ventrilo is
IP = vent7.gameservers.com
Port = 4342
Pass = twu
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: gorq on July 11, 2010, 03:22:37 pm
dont tell me are u tryin' this wtlk .m2 model in a wow 1.12.x :S You have to test it on wtlk!
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Serifaz on July 11, 2010, 09:45:17 pm
I was just trying it in a earlier client cuz I wanted to see if it would work
in that version but not wotlk but so far it hasn't been working in ether XD
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Jack on July 11, 2010, 10:07:29 pm
Although for what you are doing you shouldn't use the 3dstom2.exe (as I said on the 2nd thread page, lots of posts ago:)

Quote from: "Jack"
Now here's what each converter does, so choose the right one:

3dsToM2.exe : converts into an unanimated model without collision (good for armor, items etc)
3dsToM2.exe (other version): converts into an unanimated model with collision (doodads, trees...)
Neodex (google it) and MdxToM2.exe: exports animated models out of 3dsMax and converts these mdx files into animated models without collision (characters, creatures...)

It should work with 3dstoM2.exe, I've done it hundreds of times.
You should check if your model is triangulated, so there are no polys, only tris. Another source of mistake could be the program you export it with. Sometimes an exported 3ds file out of Blender, Milkshape or else differs slightly from the 3ds files exported by 3dsMax. Even the 3ds files from Max 8 and Max 2010 aren't totally the same (although 2010 can read any previous files, but you still get a massage saying that it's an earlier format)
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Serifaz on July 11, 2010, 10:55:20 pm
Sorry again, I am kinda retarded lol.
But I have mdxtom2 I am trying to figure out how to use it...
I have followed the instructions by Tig on mmowned but I'm still kinda lost.
I found the animation dbc and extracted it for reference.
But I am kinda unclear as to how to start it.
I have tried dragging in the mdx to the mdxtom2 but then it asks for an ID
and I have no idea what to put there.
Is there a way you could post in basic terms how to use it, sorry I'm not that smart with this stuff.
=D
Again thanx and please stick with me. I would love to get this going...
and hopefully release something to this community.
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Tigurius on July 12, 2010, 07:01:17 pm
Only test wth wotlk-client if the tools are for wotlk only .-.

The Ids:
Animation Id = the ID (= first row) in the animation.dbc
Next can be -1
and subanim 0

Camera Ids: http://www.madx.dk/wowdev/wiki/index.ph ... LK#Cameras (http://www.madx.dk/wowdev/wiki/index.php?title=M2/WotLK#Cameras" onclick="window.open(this.href);return false;)

AttachmentIds: http://www.madx.dk/wowdev/wiki/index.ph ... ttachments (http://www.madx.dk/wowdev/wiki/index.php?title=M2/WotLK#Attachments" onclick="window.open(this.href);return false;)
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Serifaz on July 12, 2010, 10:20:31 pm
O.k. I get the feeling I just don't have the knowledge to do this,
Tig if I give you the files you need can you convert it to a proper m2/MPQ file for me?
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: ZWTA on July 13, 2010, 01:31:53 am
i can help you. Do you want mdx to m2 or  packaged into a patch-X?(how many Geosets in you model??only can set one)
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Serifaz on July 13, 2010, 01:50:33 am
That would be awesome if you could... can  I get your msn?
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: gorq on July 14, 2010, 02:15:49 pm
try to export ur model with neodex plugin in 3dsmax. I have it i'll send it to u. I have to learn it too; Unwrap 3d does not export .m2 only 3ds or mdl :(
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Tigurius on July 14, 2010, 05:29:51 pm
mdl is ok for mdxtom2 too
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: gorq on July 14, 2010, 06:44:43 pm
tastic, i'll try it. Does It need an especial kind of .mdl? As i see there are some formats of .mdl for some games.
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Tigurius on July 14, 2010, 07:02:49 pm
Warcraft 3 mdl is needed.
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Serifaz on September 25, 2010, 05:28:51 am
Hey Sorry to pick up a thread that is pretty dead, but I figured it would be better than posting a new one.
So I'm back!!!, after a long time of learning game development and working with engines and such.
but besides that,
I have been working on a game project. called Elementia

But all off topic stuff aside.
I am picking up the Pandaren model patch again and trying to get it in a more recent version of the client.

So it makes me very happy to announce that I am back and not as dumb as before lol.

Also I was wondering if I could request a full explanation on how to finish what I have started.
I have about every me tool out there right now... except for the non released ones obviously ,
But this is as far as I have gotten as of late.
I have remodeled the head in 3dsmax and attached it to the body,
here is my question. If I save the file as [Pandaren.3ds] or Pandaren.Mdx with objtomdx How would I go about saving it in the proper format for an animated character. I't does have bones.
and I would like very much to make a fully functional character.

This is what I have done in the past.The original file is named Pandaren.obj

Export from 3dsmax  to .obj format>
convert .obj to mdx with objtomdx converter>
and finaly convert it with mdxtom2 converter.
ID = 0
next anim index = -1
subAnimID = 0...........
It converts to the name  Pandaren00.skin and Pandaren.m2
I have also converted it into HumanMale00.skin and HumanMale.m2
then I take the blp and make a new mpq, and put all those files under the race directory
Character>Human>Male>... for example
but when I turn on the game, and go to Human Male it crashes.

Any help would be appreciated. I am using my warcraft studio for the mpq creation
PS once I have it in game... how do I make it animated?
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Tigurius on September 26, 2010, 10:32:23 pm
Use the Neodex exporter to get animated mdx exportet
http://www.hiveworkshop.com/forums/mode ... ax-115767/ (http://www.hiveworkshop.com/forums/modeling-animation-276/neodex-78b-mdl-kit-3dsmax-6-2010-gmax-115767/" onclick="window.open(this.href);return false;)

(obj is not able to save animations)
Title: Re: Custom Pandaren... doesn't work with current client.
Post by: Serifaz on September 26, 2010, 10:57:59 pm
O.k. Me and some others have been working on this all day, but we finaly got it into 3ds max, made the bones inside the body, and exported the model with neodex, as a mdl then converted it with mdxtom2
and when you look at it in pymodel editor it shows up with no mesh bones or anims,
Sorry I know this has been a long drawn out process but I feel I am close please just bear with me.