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Messages - Vesageough

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31
Quote from: "quillerk"
You can check my thread in Retro-porting - i've uploaded the converted PTR Blood Elves there.
They have same problems like other races with missing geosets.
used blender 2.49b and M2mod4 for it.
So, yesterday i got this tool (M2mod redux 4.6) used it to make m2i from the PTR model - it converted without errors, (even without manipulating with .skin file) but ingame i still have missing geosets like some hairs  and ears.
Hmm I'm not sure it will work.
What do you call retro porting? You mean your game client is not 6.0?
You sue it because you don't have WoD? Or because you use a private server?

32
Quote from: "phantomx"
Same way you extract WoD files Casc Explorer.
Yep, I've manually added HD files in listfile.txt.

But I still don't understand how he could test the BloodElf HD model, which is only used on PTR and thee is no fixed .exe for PTR to my knowledge.

33
Quote from: "quillerk"
I used PTR BLood Elf  Female HD  model and it gets messed up.
Where did you get the files?
How did you test it? With the PTR client? The .exe files need to be patched, right?

34
I've only tested WoD HD models.
There may be some problems with old models and retro porting.
Btw, BloodElf model will be soon HD with patch 6.1.

35
So please, give info about your problem, otherwise, I can't help you...
What error message do you have?

36
Quote from: "Rangorn"
Good job dude !

Now with this, everybody can choose which geoset will be deleted, and which  geoset can stay

You can now get haircuts missing and all geoset in blender, but you can't get all geosets ingame.
(viewtopic.php?f=7&t=8859)
Yes, I can get all geosets in game! :)
Haircuts are working, no more crash, etc.

But there is still the bugs about some pilosity texture not set right (UV mapping problem, maybe) and Draenei face lighten up.

37
No, but did you use Blender 2.62 ?

38
M2mod Redux 4.6.1





Versions:
4.6.1:
- buttons replaced by tabs.
- fake LOD auto generated (copies of 01.skin).
- Blender scripts: updated to Blender 2.73.
- Blender: no need to show and select Armature anymore to export.
- Blender scripts: Submesh real ID, better order.
- Blender scripts: added a script to hide Attachments and groups of mesh (armor, cloak, etc.)
4.6:
- fix: haircuts.
- fix: client crash.

Known bugs:
Draenei F: light faces.
Orcs M/F, gnome M(?)/F: LOD.
Tauren F: hair.
Orc M: hair and facial hair.
Pandaren M: faces/hair styles.


Thanks to Redaxle for giving the original source code.
Thanks to the Darknest and Modecraft communities for help.

Download: http://www.mediafire.com/download/5wbqv5jcy5cz1wh/M2ModRedux_4.6.1.zip

Source code: http://www.mediafire.com/download/iyw0e66d1joq481/M2ModRedux+4.6.1+sources.zip

Don't hesitate to ask for features or tell about possible bugs.

39
Modelling and Animation / [TUTORIAL] Here is how WoD .skin works.
« on: January 26, 2015, 05:03:33 pm »
Hello,

After looking at Rangorn posts, I've found how the WoD .skin files work.

010 Editor Templates updated (.WoD skin + M2 light, with mesh and texture info only):
http://www.mediafire.com/download/nx8os47rd17bs30/WoD_010_Editor_Templates_6.0.3.zip

How to use 010 Editor Templates:
http://www.sweetscape.com/010editor/manual/OptionsTemplates.htm
http://www.sweetscape.com/010editor/manual/Running.htm

They used a trick to go over the 65536 limit of the StartTriangle field.
Now, there is also a Level field. It is set to 0, then, when StartTriangle resets from 65000+ to 0+, Level is set to 1.

Mesh part IDs: http://www.wowdev.wiki/index.php?title=M2/WotLK/.skin#Mesh_part_ID

1. submesh:
- ID: Mesh part ID
- Level: 0
- startTriangle: (startTriangle + nTriangles) of previous Submesh.
- nTriangles: number of triangles.

2. if ((startTriangle + nTriangles) of previous Submesh) > 65535:
- ID: Mesh part ID
- Level: 1
- startTriangle: ((startTriangle + nTriangles) of previous Submesh) - 65536. (resets)


ex:
1.
- ID: 13
- Level: 0
- startTriangle: 64272
- nTriangles: 1356
= 64272 + 1356 = 65628

2.
- ID: 14
- Level: 1
- startTriangle: 92 (65628 - 65536) (resets)
- nTriangles: 1083

40
Tutorials / Re: [TUTORIAL] Custome Model from Blender to WoW
« on: January 14, 2015, 06:08:22 pm »
Nice tutorials there!
I'm wondering how to do one thing: editing synchronously the vertexes of 2 or more submeshes.
I want to edit the hips of a WoW model imported with .m2i, so it seems I can't join the submeshes or it will break the .m2i...

Any idea?

EDIT: I've found an addon to do this: MultiEdit. :)
http://blenderaddonlist.blogspot.fr/201 ... -edit.html

41
Tutorials / Re: [TUTORIAL] How to apply glossy effect.
« on: January 14, 2015, 08:32:27 am »
I've added links to the needed files.

42
Resources and Tools / M2mod Redux 4.5 sources
« on: January 13, 2015, 09:50:53 am »
I've seen many thread about M2Mod saying that we just have to ask to get the M2Mod source.
But I had no answer to my calls, so I've tried to decompile the C# project.
Here are the decompiled sources. I don't know if it can be of any help. I hope so.
I've decompiled the .exe with .Net Reflector + FileDisassembler.

Here is the repo:
https://bitbucket.org/Fr33m4n/m2mod/src

EDIT: updated with the real sources kindly given by Redaxle. :)

43
Tutorials / [TUTORIAL] How to apply glossy effect.
« on: January 11, 2015, 01:56:43 am »
This guide has been written for WoW 6.0.3.

This is the effect:


Here is how I've proceeded:
To apply the reflect effect, I've studied the Murloc files.
There is no need to touch the renderFlags, because we will use a shader effect.

You will need:
- the .blp file used for the effect: http://www.mediafire.com/download/lxox9 ... eflect.blp
- M2Modder: http://www.mediafire.com/download/9d0p381lgi1wcfi/M2Modder2.rar
- 010 Editor: http://www.sweetscape.com/download/010editor/
- 010 Editor templates: http://www.mediafire.com/download/o3aajs1kzt9e493/010Templates.7z
- WoW Model Viewer 0.7.0.6: https://wowmodelviewer.atlassian.net/wiki/display/WMV/Download+WoW+Model+Viewer
- Ant Renamer: http://www.antp.be/software/renamer/download
- a .mpq version of WoW files: You can find them stored online, for instance on a FTP.
Go here and search "texture.MPQ": http://www.ftpsearch.co/
For instance: http://ftp://85.225.206.55/Public/World%20of%20Warcraft/Data/
The needed files are: alternate.MPQ,  itemtexture.MPQ,  misc.MPQ,  model.MPQ,  texture.MPQ, wow-update-base-*.MPQ, /EnGB/*.MPQ, except the speech files.

You need to use old version 0.7.0.6 of WoW Model Viewer until the new version allows use of local files.
The new version is in alpha, on the date of 14/01/2015.

1. The trick here is to apply the BodyOrClothes texture, then a Reflect texture on top of it.
To do so, I've added the 2 new textures with M2Modder2:
- 1.BodyOrClothes
- 0.Hardcoded, Texname: the path to your relect texture, for instance, CharacterDraeneiFemaleReflect.blp
This .blp must be in black and white. White will be the reflect spots, you can made them grey and smooth them for a less "plastic" effect.

But there is a bug: the TexLookupTable is all messed up.
In 010 Editor, open your backup .m2 to put back the good values and just add the 2 last Texture ids in the 2 last TexLookupTable.

We are done for the .m2.

2. Open 01.skin file with 010 Editor.
We will change values in TextureUnit:
- order (shader_id): 32769 (apply the reflect effect).
- d4 (op_count): 2 (number of textures to load, one over the other).
- textureid: the id of the .m2's TexLookupTable.
I've only changed it in 01.skin, because it is the skin used for character selection and when zoomed in in-game.

3. We have to find which textureUnit is assigned to the body parts Submeshes.
One trick is to modify all the textureUnits with the field renderFlags pointing to the .m2 renderFlags set to 0,0.
This means it is a body part Submesh, most of the time.

4. A most efficient way is to open the .m2 file in WoW Model Viewer.
To do so, the trick is to get an old client version of WoW, with .mpq files, so we can use WoW Model Viewer 0.7.0.6 with all its features!
To load custom .m2 and .skin, you have to put them into "WoWData" folder, or in a custom .mpq file.

5. In WMV, click on the menu Options, Settings and add the custom .mpq in the list or check Use Local Files to use unpacked files.
The last trick is to rename the HD files, so it will be listed instead of the old model files.

An easy way to do this is to use Ant Renamer and remove _HD in all the file names.
By the way, you just need the .m2 ans .skin files, as the textures will not apply correctly.
But we don't need the textures to identify submeshes.

6. Select the model you want to edit and click on the menu View, Show ModelControl.
In this new windows you can view the .skin render by changing the value in the View drop-down list.
1 is 00.skin, 2 is 01.skin, etc.
Personally, I've only changed 01.skin, so I set it on 2.

7. You can check the Wireframe option to better see which submesh appears when you check it in the Geosets list.
Geoset number is the same as the TextureUnit in the .skin file opened in 010 Editor.
Now, you just have to change the values of order, d4 and textureid for each submesh desired.

Notice that the last submeshes will not appear in the Geoset list.
Here, you will have to guess by hand as explained in point 2.

8. That's it! You've added the textures in .m2 file and the shader effects in the 01.skin file.
Now, save the files, launch the patched Wow.exe and cross your fingers. Do not use WoW-64.exe as it will be very unstable.
You can change this in Battle.net Launcher by clicking the blue icon in the upper left corner, Settings, Game settings, and checking Launch 32 bits client.

Feel free to ask for the softwares, but you can find them with Google.
I can add some screenshots if needed.

44
Modelling and Animation / Re: [QUESTION] M2/skin: identifying submeshes
« on: January 10, 2015, 04:30:47 pm »
Ok, that's interresting, but yes, I edit 01.skin files because it is the one used at log screen and when you zoom closer to a model ingame.
In fact, in WMV, in model control, I switch to view 2, but the geosets list does not update.

Is there a way to do so?

45
Modelling and Animation / Re: [QUESTION] M2/skin: identifying submeshes
« on: January 10, 2015, 11:05:51 am »
And it even works with HD models! I just have to remove _HD in the file names of the .m2 and .skin.
Of course, textures are all wrong, but at least, I have the submesh list!

It seems there is a limit, as I only saw 56 submeshes in WMV and there are 95 in 010 Editor!
Or is there a way to show all the submeshes? Maybe by exporting?

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