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Author Topic: [QUESTION] New models for TBC?  (Read 4962 times)

darkvexen

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[QUESTION] New models for TBC?
« on: April 29, 2015, 01:03:32 am »
So I know the new player models have been converted to cata and wotlk successfully, and i am wondering if there is anyone who has had the same luck with TBC? just a thought.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

stan84

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Re: [QUESTION] New models for TBC?
« Reply #1 on: April 29, 2015, 06:24:11 am »
its much more cpmlicated than wod->cata/mop/lk. All these external files must be merged together, and much more :)
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darkvexen

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Re: [QUESTION] New models for TBC?
« Reply #2 on: April 29, 2015, 11:41:13 pm »
Quote from: "stan84"
its much more cpmlicated than wod->cata/mop/lk. All these external files must be merged together, and much more :)
yes i know, but it has already been done......look in the forums
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

spik96

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Re: [QUESTION] New models for TBC?
« Reply #3 on: April 29, 2015, 11:49:02 pm »
Quote from: "darkvexen"
Quote from: "stan84"
its much more cpmlicated than wod->cata/mop/lk. All these external files must be merged together, and much more :)
yes i know, but it has already been done......look in the forums

No, it has never been done.
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PhilipTNG

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Re: [QUESTION] New models for TBC?
« Reply #4 on: April 30, 2015, 12:41:13 am »
Quote from: "darkvexen"
yes i know, but it has already been done......look in the forums
that's some amazing drugs you got there. where did you get it?  take it from people who actually took the time(multiple weeks) to look into data down porting when they say it's not the same.

For instance, in LK+ , all animations can use the same frame number data and it's fine.

In BC, you use the same frame data number data and it crashes.  each animation set must use a unique set of framesets, but if you look in LK, you'll see every animation starts with frame 0, not in BC though.

making them all unique and keeping their records straight is quite fun let me tell you.

Secondly there aren't any SKIN or ANIM files in TBC , kinda tells you that it's pretty different right there.

In BC, All bone data have their own headers for each bone, in LK, this doesn't exist, so you have to create it, it's not a simple matter of just changing a few bytes around it and it magically works.

In LK all bone data is in separated stacks in different locations, in BC and back it all follows after another one ends, where it ends is what you need to put into the bone headers so it knows where the next set starts and ends.  And when there isnt a stack but not at the end of the bone count... that gets fun, making sure it doesn't try to add in blank data on accident.

then there's the issue with the model version, do you put a 04 or a 05, or 06, or 07? which one is required for your mesh to work?  put the wrong one and nothing happens. in LK it's always 08, in Cata and up it's always 10.

Then there's the bit where TBC's max texture size for characters is only 128pixels, You know.... even if one were to get the models working, the textures would be so shot up it probably wouldn't be worth investing the time and effort into even doing it lol.

In LK we have 512pixels... in BC.. lets cut that into 8th's , you'll have 1/8th of the LK's max size, or 1/16's of WoD's original size.  Is it worth it?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

darkvexen

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Re: [QUESTION] New models for TBC?
« Reply #5 on: April 30, 2015, 04:16:37 am »
Quote from: "PhilipTNG"
Quote from: "darkvexen"
yes i know, but it has already been done......look in the forums
that's some amazing drugs you got there. where did you get it?  take it from people who actually took the time(multiple weeks) to look into data down porting when they say it's not the same.

For instance, in LK+ , all animations can use the same frame number data and it's fine.

In BC, you use the same frame data number data and it crashes.  each animation set must use a unique set of framesets, but if you look in LK, you'll see every animation starts with frame 0, not in BC though.

making them all unique and keeping their records straight is quite fun let me tell you.

Secondly there aren't any SKIN or ANIM files in TBC , kinda tells you that it's pretty different right there.

In BC, All bone data have their own headers for each bone, in LK, this doesn't exist, so you have to create it, it's not a simple matter of just changing a few bytes around it and it magically works.

In LK all bone data is in separated stacks in different locations, in BC and back it all follows after another one ends, where it ends is what you need to put into the bone headers so it knows where the next set starts and ends.  And when there isnt a stack but not at the end of the bone count... that gets fun, making sure it doesn't try to add in blank data on accident.

then there's the issue with the model version, do you put a 04 or a 05, or 06, or 07? which one is required for your mesh to work?  put the wrong one and nothing happens. in LK it's always 08, in Cata and up it's always 10.

Then there's the bit where TBC's max texture size for characters is only 128pixels, You know.... even if one were to get the models working, the textures would be so shot up it probably wouldn't be worth investing the time and effort into even doing it lol.

In LK we have 512pixels... in BC.. lets cut that into 8th's , you'll have 1/8th of the LK's max size, or 1/16's of WoD's original size.  Is it worth it?

thanks for the explanation, but i was saying it has been done for wotlk, as stan84 said it hadnt been done before. just take a look at this viewtopic.php?f=93&t=8846 .
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

stan84

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Re: [QUESTION] New models for TBC?
« Reply #6 on: April 30, 2015, 06:14:19 am »
Quote from: "darkvexen"
Quote from: "PhilipTNG"
Quote from: "darkvexen"
yes i know, but it has already been done......look in the forums
that's some amazing drugs you got there. where did you get it?  take it from people who actually took the time(multiple weeks) to look into data down porting when they say it's not the same.

For instance, in LK+ , all animations can use the same frame number data and it's fine.

In BC, you use the same frame data number data and it crashes.  each animation set must use a unique set of framesets, but if you look in LK, you'll see every animation starts with frame 0, not in BC though.

making them all unique and keeping their records straight is quite fun let me tell you.

Secondly there aren't any SKIN or ANIM files in TBC , kinda tells you that it's pretty different right there.

In BC, All bone data have their own headers for each bone, in LK, this doesn't exist, so you have to create it, it's not a simple matter of just changing a few bytes around it and it magically works.

In LK all bone data is in separated stacks in different locations, in BC and back it all follows after another one ends, where it ends is what you need to put into the bone headers so it knows where the next set starts and ends.  And when there isnt a stack but not at the end of the bone count... that gets fun, making sure it doesn't try to add in blank data on accident.

then there's the issue with the model version, do you put a 04 or a 05, or 06, or 07? which one is required for your mesh to work?  put the wrong one and nothing happens. in LK it's always 08, in Cata and up it's always 10.

Then there's the bit where TBC's max texture size for characters is only 128pixels, You know.... even if one were to get the models working, the textures would be so shot up it probably wouldn't be worth investing the time and effort into even doing it lol.

In LK we have 512pixels... in BC.. lets cut that into 8th's , you'll have 1/8th of the LK's max size, or 1/16's of WoD's original size.  Is it worth it?

thanks for the explanation, but i was saying it has been done for wotlk, as stan84 said it hadnt been done before. just take a look at this viewtopic.php?f=93&t=8846 .
I always meant That conversion wod  to bc  is much more complicated than wod  to lk, and thats what im write in my post.  Phillip explained it clearly, and he is a man who probably has biggest knowledge about such conversion, and more he is doing something with it. His scripts and releases give big kick forward in classic/bc modding. Thanks for staying at my side Spik and Phillip :)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

PhilipTNG

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Re: [QUESTION] New models for TBC?
« Reply #7 on: April 30, 2015, 08:14:31 pm »
Quote from: "darkvexen"
thanks for the explanation, but i was saying it has been done for wotlk, as stan84 said it hadnt been done before. just take a look at this viewtopic.php?f=93&t=8846 .

I honestly don't see how you mistook his statement as him saying "It hasn't been done before in WoTLK"... ? How did you come to that conclusion? He said "It is much more complicated than going from WoD to LK", he was referring to the M2 format itself that was the challenge. There's a reason why my converter is some 1100 lines long and it doesn't even do everything because I can't figure out how to interpret everything properly.  Many things MUST BE Re-Created and or Re-Interpreted when going from LK+ down to BC.

He said exactly what I said but in less detail, and trust me, I left a lot of things out, I only talked about Bones, there's animation sets differences, there's particle differences, there's camera differences, and everything else that uses reference address jumps.  And the fact that you have to merge in skin and anim file data back into the m2 files means that EVERY SINGLE ADDRESS JUMPER IN THE FILE HAS TO BE ADJUSTED... that can range from a hundred to a few hundred address adjustments to meet the pushdown of the data.

In BC, the data from the SKIN and ANIM Files were originally part of the M2 file, that's why if you browse through the TBC MPQ Files,all you'll see are M2 and BLP Files.  In LK, blizzard decided to split up that data into their own filesets. Just like how ADT's were 1 single file per map tile in LK and previous but in Cataclysm it was split into 3-4 files, and in MoP and WoD it's 5 files.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

darkvexen

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Re: [QUESTION] New models for TBC?
« Reply #8 on: April 30, 2015, 11:14:30 pm »
Quote from: "PhilipTNG"
Quote from: "darkvexen"
thanks for the explanation, but i was saying it has been done for wotlk, as stan84 said it hadnt been done before. just take a look at this viewtopic.php?f=93&t=8846 .

I honestly don't see how you mistook his statement as him saying "It hasn't been done before in WoTLK"... ? How did you come to that conclusion? He said "It is much more complicated than going from WoD to LK", he was referring to the M2 format itself that was the challenge. There's a reason why my converter is some 1100 lines long and it doesn't even do everything because I can't figure out how to interpret everything properly.  Many things MUST BE Re-Created and or Re-Interpreted when going from LK+ down to BC.

He said exactly what I said but in less detail, and trust me, I left a lot of things out, I only talked about Bones, there's animation sets differences, there's particle differences, there's camera differences, and everything else that uses reference address jumps.  And the fact that you have to merge in skin and anim file data back into the m2 files means that EVERY SINGLE ADDRESS JUMPER IN THE FILE HAS TO BE ADJUSTED... that can range from a hundred to a few hundred address adjustments to meet the pushdown of the data.

In BC, the data from the SKIN and ANIM Files were originally part of the M2 file, that's why if you browse through the TBC MPQ Files,all you'll see are M2 and BLP Files.  In LK, blizzard decided to split up that data into their own filesets. Just like how ADT's were 1 single file per map tile in LK and previous but in Cataclysm it was split into 3-4 files, and in MoP and WoD it's 5 files.

uhm i believe you, you got that point across in your first post. I simply just misunderstand what stan posted.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »