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Messages - DJScias

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1
"Retro-Porting" / Re: [Request] Blood elf HD models from PTR
« on: January 24, 2015, 06:38:25 pm »
Hello there,

I use an older version of CascView (latest one on site is bugged) together with just a personal listfile where I had added in the HD texture lines.

Kind regards,
DJScias

2
"Retro-Porting" / Re: [Request] Blood elf HD models from PTR
« on: January 24, 2015, 06:07:01 pm »
Hello there,

Here you go:
BloodElf Folder (Mega)
BloodElf Folder (Dropbox)

These folders include both old and HD models from current PTR.

I guess a small note should be attached that converting some of the BLP's from the skins (I.E. BloodElfMaleSkin00_00_HD) is a bit wonky at the moment. BLPConverter will give an error when doing this and generate a ~8 byte file. This only happens to some of them.

Kind regards,
DJScias

3
"Retro-Porting" / [QUESTION] CharSections Skin Variation Max?
« on: December 11, 2014, 09:23:28 pm »
Hello there,

I've been working lately on unlocking the skins for multiple races, this in regards to Mag'har, Blackrock and such for Orcs.

I've went into charsections.dbc and changed the flags to 0x11 and created the proper lower- and upperface together with the nakedpelvis blps.

However, there's about 29 (30 if 0 counted) skin variations of orc models and for some reason I stumble upon a limit of 19 (20 if you count 0) and all the models that I have added after that are not able to be used.

Is there a way to change the max skin color (m_colorIndex / color variation) for a race somehow? Or should I just stop bothering and start becoming picky and drop most of the skins that Orcs can also have due to this variation limitation?

Thanks in advance for whoever that has a fix or can help me figure this out.

Kind regards,
DJScias

4
"Retro-Porting" / Re: WoD Models. An Updated Version of Rangorns Patch.
« on: November 27, 2014, 04:50:09 pm »
Hey there,

Good job on updating the patch, although I have no use for it myself. However don't you think it'd be best to include that this is for MoP-only? I don't think everyone actually knows that this whole thing was supposed to be for MoP. (Plus most people are too lazy to read more than the title.)

But aside from the small compatability thing, good stuffs.

Kind regards,
DJScias

5
"Retro-Porting" / Re: Wod models to Cataclysm
« on: November 22, 2014, 07:12:12 pm »
Quote from: "Grimngor"
Wow, thanks for all that info, seriously, ty! :)
Regarding all the steps you gave me. I think I could be able to do it.
However 've never touched any WoW files.
I guess before doing your steps I'd first need to extract the contents from the MPQ file you provided, right?
And maybe after I'd need some kind of software for being able to edit those files?

Hello there.

The list of things you'll need (some links are phantomx's adf.ly because his links are awesome):

Let's try to put this in simple steps of what you should do, mind you that again this is all a theoretic way to do it as I'm not actually going to do this myself.

Step 1 - Extracting
After downloading the WoD HD patch and extracting this you'll have a folder called WoDpatch with two files in it: 'SoundCache-patch-15595.mpq' and 'WoW.exe'.

You want to open up MPQEdit 3.2 and drag that MPQ file into it so it will display the MPQ structure. There are two things you could do here and the first one would be to extract that structure and make a new patch with it, but since we're only changing the DBCs to work with 406a we'll do something else.

The way I'd personally go, less time-consuming, is to extract the folder called DBFilesClient with MPQEdit. This'll create a folder with three files on your computer: 'CharSections.dbc', 'CreatureDisplayInfo.dbc', 'CreatureModelData.dbc'. These three files are basically modified 434 DBCs that have the WoD HD models added to them.

Now you'll have to find yourself those three 406a DBCs, you can use google or ask whoever has them to share them with you. (I don't have them myself, no 406a client.)

Step 2 - Modifying the DBC's
Now that you'll have the three 406a DBCs and the three modified 434 DBCs in, hopefully, two seperate folders. You'll drag these DBC files (you can have them all selected, this doesn't matter) on the 'DBCUtil.exe' program and it will convert them to .csv files.

You can open these .csv files with Notepad++ and that's how we'll be modifying them. We'll start off with 'CharSections.dbc' as this one is probably the easiest.

Considering between 406a -> 434 there were no new races added nor any actual changes made to these races all you should do is copy over the contents from the 434 version of this DBC to the 406a DBC. Basically this will change all the blp files to use _HD instead of the normal versions provided. (Again, this is theoretical, I am not doing this myself.)

Next up will be the 'CreatureModelData.dbc' file, after converting this one scroll down to the bottom of it to see the latest line. I will provide you the lines you have to add in a pastebin link and all YOU have to do is change the 'xxxx' to increment from the last number. So if the last number was, in example, the number 4000 you will then call the first line in the pastebin 4001, second line 4002, etc... Here's the link to the pastebin.

You do not need to convert the 434 'CreatureDisplayInfo.dbc' as for this patch to work, in theory, you'll just add in the native 406a version of this one.

After modifying these three files, you'll convert them back to their .dbc counterparts. If this file is generated without issue then you're done with the DBC part.

Step 3 - Modifying the M2's
As I explained in my prior post, you'll need to do some hex editing in regards to the m2 files to make these work in 406a. This, once again, is a theory as I've had to do this with creature models and never had to do this with character models. It's up to you to do this step or not.

Open the MPQ again with MPQEdit and go to the 'Character' folder, now from each race you want to go in the 'Male' and 'Female' folders and take the m2 files out (DwarfMale.m2, DwarfFemale.m2, etc..). The m2's you'll find in the patch are the HD ones, so don't worry if they don't contain the '_HD' part in their name.

Once you've gotten all the m2's from every race, you'll open them up one by one in 010 Editor. Load up one of the m2's and then go towards the top menu and select 'Templates'. To make this easy for future edits, you'll choose 'Edit Template List...' and a new window will open. Choose 'New' and give it a name like 'M2 Template', afterwards when it asks for File Name click on the folder icon to open up a new window so you can search for the 010 editor templates that you downloaded at the top of this post. Choose 'M2Template1' and check the 'Run on Load' (checked by default) option. Now just choose 'OK' to close the window.

Now what you will do on each file is once you open it, you will go to 'Templates' and choose 'x. M2 Template' (where x is the number 010 will give it). Let it run and eventually it will say that there was an error, choose 'cancel' as you don't have to worry about this. Then click on the small arrow pointing right next to 'M2_File' and it will then show you more of the m2's contents.

Move down to 'nCameras' (line 0110h) and change this value to 0 (0h in the 'ofs' cases), you'll do the same with 'ofsCameras', 'nCameraLookup' and 'ofsCameraLookup'. After these four values are set to 0 ( / 0h) you will save the m2.

Do the above for every m2 that you extracted, you don't need to add the m2 template again but you will have to choose it each time in the 'templates' list.

Step 4 - Fixing up your MPQ
For all intents and purposes we'll continue using the same MPQ that was provided to us.

Open up the same MPQ again with MPQEdit that you extracted the DBC files from the first time and open up 'DBFilesClient' again. In this map you'll now place your modified 406a 'CharSections.dbc', modified 406a 'CreatureModelData.dbc' and your native 406a 'CreatureDisplayInfo.dbc'. Make sure you add in the right DBCs, double-check if need be.

Afterwards add the m2's again to their respective place, DwarfMale.m2 in example goes to Character/Dwarf/Male. Make sure it gives you an overwrite prompt so you're sure you've put it in the right place.

After overwriting the DBC's and M2's inside of the MPQ, you can then close MPQEdit.

Step 5 - Make it work with 406a WoW
There are two ways this will work, I'll explain you both ways.

The first way is to stay like you do in cata, however this one might actually not work as the idea of 'SoundCache-patch-15595' was only introduced ever since 434, but nevertheless I'll show you this way.

Copy, never cut as you want to keep a backup in case it fails, your new 'SoundCache-patch-15595.mpq' to your Data/Cache folder of your 406a client (after deleting both caches of course, so WoW can load everything anew). You then open up your 406a client by using the WoW.exe I provided at the top of this post. If everything loads and you can get into your character list and see the WoD HD models then it's probably working. Get in-game to actually see if your game won't crash. If that isn't the case, then you should be fine.

The second way is to use the old patch name way as it was in 335a, from what I remember during my 406a times this still worked. So in case the first way doesn't, try this one.

Copy, never cut as you want to keep a backup in case it fails, your new 'SoundCache-patch-15595.mpq' to your Data folder of your 406a client (after deleting both caches of course, so WoW can load everything anew).  RENAME 'SoundCache-patch-15595.mpq' to 'wow-update-100000.mpq' (in example).

You then open up your 406a client by using the WoW.exe I provided at the top of this post. If everything loads and you can get into your character list and see the WoD HD models then it's probably working. Get in-game to actually see if your game won't crash. If that isn't the case, then you should be fine.


So, that should be everything in detail. I'm sorry if some parts are overly detailed or perhaps a bit weirdly explained, English is my third language. If you've got any more questions then feel free to post them here, but all in all this should help you out.

Just to put it out one more time though: This should work in theory, I've not tested this nor am I probably going to as I don't own a 406a client anymore.

I hope this helped you and kind regards,
DJScias

6
Quote from: "phantomx"
This is the best video ever made by blizzard lol.


[media:32os00y4]https://www.youtube.com/watch?v=Rmfd_kDsgqQ#t=105[/media:32os00y4]

That one actually made me smirk a lot, torturing characters to give them model updates sounds like a thing Blizzard would do.

But once again, love the animations that Blizz did in that video.

Kind regards,
DJScias

7
"Retro-Porting" / Re: Wod models to Cataclysm
« on: November 21, 2014, 09:53:29 pm »
Quote from: "Grimngor"
WoW Im amazed, everybody was saying that it was super difficult to achieve the port to Cata compared to porting to MoP. And you did it!! :D
Sadly IM on 4.0.6 but the server is gonna update to 4.3.4 soon, so I´ll save your patch for then!! :)

Or would be possible to apply it to my 4.0.6?

Anyways, Thank you very much! :D

Hello there,

If you know how to hex edit, you should be able to.

Correct me if I am wrong, but from last time I attempted 4.3.4 -> 4.0.6a model edits all I had to do was set the values of the following line (corresponds to 0110h) to zero: nCameras, ofsCameras, nCameraLookup, ofsCameraLookup. However I've only done NPC models in the past and that seemed to do the trick. This was done with 010 Editor and the m2 template.

In the case of player models, you'll also have to change CharSections.dbc to work with a native 406a version of it, this is the same for CreatureDisplayInfo.dbc and CreatureModelData.dbc. Your best bet is to look at each of those three and try to merge the lines that were specifically made for the WoD characters into the 406a DBC's.

So after hex editing and merging DBC's.. This should in theory work, however I've not tested it and it's been a long time since I've done a port like that.

I hope this info helped you out somewhat, if you need more then feel free to make a post I suppose.

Kind regards,
DJScias

8
Quote from: "phantomx"
If you guys are that picky about it I can do a new extraction and upload it even though I haven't seen any changes done to the models since my last extraction.

Quote from: "DJScias"
Quote from: "Konattchi"
I guess I didnt post it earlier so ima post it now.
LINK
This is all the 7 races I did for 4.3.4 with facial and scalp textures

Hello there,

Let me have an educated guess (probably because I've been asking myself this too) and say you probably don't have the Draenei models in there?

I'm trying those myself as we speak but I have no clue how to produce a proper SKIN file as I have no clue where to put the tail when I position everything in Photoshop.

Maybe you do?

Kind regards,
DJScias

If you want I can make a tutorial on it when I have time.

Hello there,

If you would do that, then I'd be eternally grateful. Your tutorial has been very helpful already and I applaud you for making it.

There's no rush on it though, take your time with it. I am sure you'll come up with something that has the same amount of quality as the tutorials featured in this post.

Thanks in advance and kind regards,
DJScias

9
"Retro-Porting" / Re: Wod models to Cataclysm
« on: November 21, 2014, 09:35:21 pm »
Quote from: "Grimngor"
Quote from: "Konattchi"
Facials and Scalp texture release. The screenshots below are without facials and scalp

Thoose images you are showing are from Cataclysm? O_o
I have your rar from dropbox link but the MPQ inside has a name that looks like related to sounds... :s

Ever since the release of 4.3.4 that's a necessity somewhat. You put that file in your 'Cache' folder which you can find inside of your 'Data' folder. Don't let yourself be fooled by the fact it's called 'SoundCache-patch-15595', it does not contain sounds (some do, if it's a sound patch of course) and is just done because otherwise 4.3.4 tends not to load your patch if it does not have a name like that. That is in fact a working version of the WoD models for cata with some small minor issues (long capes trolls, earrings dwarven, etc..), but it's definitely a very good release and I recommend using it if you want WoD HD models in Cata.

Kind regards,
DJScias

10
Quote from: "Konattchi"
I guess I didnt post it earlier so ima post it now.
LINK
This is all the 7 races I did for 4.3.4 with facial and scalp textures

Hello there,

Let me have an educated guess (probably because I've been asking myself this too) and say you probably don't have the Draenei models in there?

I'm trying those myself as we speak but I have no clue how to produce a proper SKIN file as I have no clue where to put the tail when I position everything in Photoshop.

Maybe you do?

Kind regards,
DJScias

11
Tutorials / Re: [TUTORIAL] Convert MDX ->M2
« on: December 18, 2013, 07:36:40 pm »
Hello there,

First of all, thanks for this tutorial, it is simply marvelous.

Second of all, everything works up to the part of the mdx to m2 conversion. All bones are done and so are the animations.. But I just can't seem to figure out what you mean by:
NextAnimation can be -1 or the next Animation(...)
subAnimID=which one of a row of Anims this is

Is it possible to get a better explanation for NextAnimation and subAnimID?

Thank you in advance,

DJScias

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