This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Finsternis

Pages: 1 ... 31 32 [33] 34
481
"Retro-Porting" / Re: Model Scale dont work.
« on: August 31, 2016, 04:21:53 pm »
Yup it is weird^^,
and i just work on client side so the world.creature_template.scale is no option for me.
I was hoping something in the m2 file could help, what i not saw yet.

The model is rly big in blender if i import it. :shock:

Hm than i need go on try and error.   :?

482
"Retro-Porting" / Re: Model Scale dont work.
« on: August 31, 2016, 05:40:36 am »
DB?

483
"Retro-Porting" / Model Scale dont work.
« on: August 31, 2016, 12:51:13 am »
Hey,
i port some models to wotlk.
One of them is the GiantBoar.
I edit one version and one non edit.
And i cant scale both down.
i try in blender,no effeckt i try in the creaturmodel.dbc no effeck and in the creaturedisplayinfo.dbc and again no effeckt^^.
The only thing about the size is that the hunter version of the boar is bigger than the normal.. <,< so something has a effeckt on it.
Here you can see the big pig^^

484
"Retro-Porting" / Re: [QUESTION] WOD to WOTLK Cape/Cloak Bug
« on: August 22, 2016, 04:38:49 am »
Heyhow this splitting looks like an LOD problem,maybe the cape is to near the char model or front and back switch idk.
And with this "buggy" capes (got the same problem http://modcraft.io/viewtopic.php?f=93&t=10148 )i edit the renderflag in skin 00 AND skin 01 just this work for me.

485
Work on sharper and for me nicer looking(maybe some 1 else :D) Ahn Qira weapon Textures.


486
Quote from: "Krack3n"
Image link is broken.

Thx,
should now work!

487
Hey i made a little spring map like my winter map^^ just flowers and green ya.. xD
Its just blb edits nothing else.
here a screen

(I change some a littlebit after this screens)

And here the download (with german readme its not so important for you i think^^)
http://1drv.ms/2123Qp6

488
"Retro-Porting" / Re: [QUESTION] Draenai and cape problem
« on: February 10, 2016, 06:25:27 pm »
Quote from: "Amaroth"
Those "buggy" cloaks were problem with some WoD char models ported to WotLK by Alastor. I am not sure if he fixed it, you may want to ask him.

Hey thx but i get it now,it was an edit in skin 0 and 1 that helped.
First i go in skin 0 edit renderflag to RF_twosided and RM_Opaque, search the mesh id and go to skin 01,
there search the id´s and edit the , in this case, two lines to the same flag.


And i find a soulotion to kill this hair bug, i join the hair extra mesh to the hair mesh (at tauren the nose rings too!!)
and edit the texture for unwarpp all at one texture.
Just draenei male is such a big texture that i still look for another way^^

489
"Retro-Porting" / Re: [QUESTION] Draenai and cape problem
« on: February 05, 2016, 02:09:02 pm »
This texture issue at some hair styles is just at those, which have extras from an extern geoset. its not just draenei, some beards from dwarfs and tauren beards. All other hairs wich only one geoset works fine.

490
"Retro-Porting" / Re: [QUESTION] Draenai and cape problem
« on: January 29, 2016, 02:05:56 pm »
Quote from: "Rangorn"
Some of Draenai hairs use the horn textures, so that one hair wich is ONE mesh use 2 textures!
I try a lot in the skin file to switch it but it have no effeckt just if i go to the horn texture it switch.
And in model viewer it looks normal.

A tip for you : This is always define in the Skin01 file

Try to search the submesh ID of the hair, then look up the TextureUnit with the same id

Submesh[153] is hair ? Then Check TextureUnit [153]
As you can see on the wiki
https://wowdev.wiki/M2/WotLK/.skin#Texture_units

There is a Texture field in the textureunit struct, it's a wrong value that cause ur problem
Try values 0 1 2 3 4, until you got the correct texture :)

Thats what i done ,i go to the submesh 17 and look for the texture id and its this what i need and if i change the id just the half mesh get another texture.
But if i switch the texture id of the 16 submesh it switch a part of the 17 mesh too.

491
"Retro-Porting" / Re: [QUESTION] Draenai and cape problem
« on: January 29, 2016, 01:11:02 am »
i think it is and if it wrong the whole mesh should get another textur and not just a strange part of it. Or im wrong?
Its just a simple hair textur.

And if its a skin issue in dont find the error in it  :cry:

492
"Retro-Porting" / Re: [QUESTION] Draenai and cape problem
« on: January 28, 2016, 11:30:55 pm »
Quote from: "samgartell"
Looks like the game is culling polygons because the model is over the defined "acceptable" polycount, could also be that you need to recalculate normals on the model, but cape textures are applied with a two-sided flag, so it's unlikely.

Try to decimate the cloak models in Blender, might fix it.

No i tried this an go under 20k but still this shitty hairs, and the cape is no poly problem i try all render flags but it will not help.
Cape is on all models a fail, here another cape where u can see its not a poly problem more a skin prob^^


Edit: all normals ok!

493
"Retro-Porting" / [QUESTION][Solved] Draenai and cape problem
« on: January 28, 2016, 09:18:19 pm »
Hey how, i try to make my on wod char patch for cata and i done the most but two things make me crazy maybe you can help me.
      [Hey how ich wollte mein eigenen wod char patch für cata machen udn bin auch fast fertig
      allerdings bereiten mir 2 dinge kopfzerbrechen]

No.1
Some of Draenai hairs use the horn textures, so  that one hair wich is ONE mesh use 2 textures!
I try a lot in the skin file to switch it but it have no effeckt just if i go to the horn texture it switch.
And in model viewer it looks normal.
     [ Einige der Draenai haare benutzen die horn textur, allerdings ist besagtes haar ein einziger mesh mit auch
      nur einer angegebenen textur. Wenn ich an dem mesh etwas änder hat das nur ein effeckt auf ein teil des
       haares,wenn ich am horn mesh was ändere hat das auch effeckte auf den falschen teil des haares .Auserdem ist im model viewer alles in ordnung]



No.2
Just some capes ,maybe 5%, look strange in game, i thought its cause an alpha layer and some wrong skin values , but i try here a loot to and ya nothing.
          [Nur einige capes ,so um die 5%, sehen merkwürdig aus, ich denk das liegt am alpha kanal und einigen
           falschen einstellung im skin file, ich find aber einfach nicht den richtigen wert]


Maybe some one have an idea^^

494
Hey, i have a basic problem to get all geosets ect from the original m2/skin files.
I use 2ModRedux and open the m2i file in blender , in this case the male scourge, but in blender i miss some facial and all bones. I Try it with m2mod4 too.
I know that there is a lot and that they not work in game , but why i dont have them in blender?
Forget i something or need an extra step?

495
Heyho i made a little Wintermod (Horde Only) wich works with normal client an change just textures.
And a new Christmas Tree that looks not su ugly :P
Here you can download it  https://1drv.ms/u/s!Akkxz9DNB9WqhD3xxy3rAvzbWFDq
I think its just work with 4.3.4 dont know how it looks in other versions^^.



The Readme is in german but you guys now how to install i  think^^.

So Merry Christmas

Pages: 1 ... 31 32 [33] 34