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Messages - hornobster

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1
Random / Re: Java vs .net (Funny..)
« on: July 10, 2012, 06:26:16 pm »
lol they should really make such a film

Quote from: "Morfium"
Haha, nice video. Even though I hate developing in Java with all my heart. ^^
But I think when it comes to programming languages we will never find one that everybody likes. ;)
I for example love C#. Mainly because it's so nice and easy to read and got an awesome ide. C++ and Obj-C with all their asterisks and arrows and stuff always look so... chaotic to me. XD
But it's just a matter of taste.
same here

2
Quote from: "Will"
Will probably use once animation is included ^^
that's the worst part lol

3
Software Development / Re: Rendering a 3D model with OpenGL
« on: June 26, 2012, 02:51:13 pm »
I wrote a little program in C++ that displays a 3D model from WoW (M2 models) with OpenGL, but only without textures...
I can give you the source code (supposing that I find it lol), if you're interested ;)

4
I'm resuming the project after almost 1 year due to school... :D

5
Quote from: "Zim4ik"
http://xgm.ru/p/sc2/m3-to-max/download
No. this script. it loads all
I don't think that would work with Wotlk M2s... it says Starcraft 2 M3...
I'll test it anyway and I'll analise the code... It will surely help :D thanks!

6
Quote from: "Tigurius"
http://wowdev.wiki/index.php?title=Talk:M2/WotLK#On_animations

and LOD was something about Bone Level of Detail or so.
thanks I didn't notice that page!

I've checked different skins for Belfmale and the geometry doesn't change, same faces and same vertices... so it's not "geometry" level of detail

7
Quote from: "schlumpf"
Actually, I'm not sure about it being LOD. It should be though.

Animation blocks are documented at the top. Also, they all have the same size except for what they point to.
I found they are 20 bytes long... add it to the wiki please :P

UPDATE:
Added attachments import.
64-bit: http://www.mediafire.com/?xd5rlw2qq47b459
32-bit: http://www.mediafire.com/?a7d583swh3jg3db

They will be shown as little cubes (0.1 size) and the name changes depending on the id...
They aren't linked to their bone yet since there are no bones at the moment xD

I found some interesting things using it :P
for example the bloodelf male has 2 demolishervehicle attachments in his left hand xD
attachments IDs 9 and 10 might be related to HipSheath or somehing to do with waist... who knows?
also I noticed that the importer found some duplicate attachments... I mean 2 or more attachments with the same ID... is it normal?? how can WoW recognise the difference?

in addition, I didnt know that character models contained all the models for shirts, boots, gloves, cloaks, leggings and kilts, all the hair styles... they're all together.. I guess they are registered in the Submeshes block and when they're not needed WoW applies a completely transparent texture...


Another thing I noticed is that attachment position is NOT relative to the bone pivot as stated in the wiki.. it is linked with that bone and shares its rotation and translation but the position is absolute not relative...

8
Quote from: "Garthog"
LOD means level of detail yep. It's the file that the object looks better when you get closed !
so modelname01.skin is more detailed than modelname00.skin or the opposite?
thanks for the info anyway :D

Now I'm working on attachments which will be displayed as little cubes and then linked with the correct bone... but how many bytes is it big? because there's that ABlock at the end, and I don't know its dimension... someone should add it to the wiki :P

9
Quote from: "doresain"
why writing a importer/exporter plugin for a closed source program?
make a plugin for an opensource program and release source code, a lot of people may be interesting to the project and help you to development
:D
because I've always used 3ds max and gmax.... I tried to learn blender what it was too difficult xD

10
Hi everyone :D
I'm currently working on a M2 importer/exporter for 3ds max 2012 so that everything the model needs could be set within 3ds max without external programs...

I managed to make a simple importer so far. It imports vertex positions, normals and UV coords...
More features will be added in the future and then I'll make an exporter.

Atm the importer looks for the first .skin file only (name00.skin) since I can't realise what the other skins are used for(does LOD mean "level of detail"?)...

Works with 3ds max 2012:
64-bit: http://www.mediafire.com/?xd5rlw2qq47b459
32-bit: http://www.mediafire.com/?a7d583swh3jg3db //NOTE: not tested

Usage: in 3ds max, File>Import.. Choose Blizzard (.M2) and open the M2... the skin file must be in the same folder.

Features
Importer:
  • Vertex positions DONE!
  • Vertex normals DONE!
  • Vertex texture coordsDONE!
  • Attachments 90% they arent linked to their bone
  • Submeshes TO DO
  • Texture Units (they are needed for models with more than one texture right?) TO DO
  • Cameras TO DO
  • Animations TO DO last thing I will implement xD
  • Et cetera... xD TO DO

Exporter: TO DO

I'm thinking of making a modifier plugin which will hold all the data and then the export will take that data into an M2...

I don't know what modeling programs you are using, but if this works we won't need all the different programs we have now to change little parts, everything will be included in 3ds max.

Please report any bug :P

11
Modelling and Animation / Re: [Question]Make a morph spell
« on: August 06, 2011, 12:24:23 pm »
I was wondering how to do this yesterday... I added the combination undead/druid and everything works fine, but I wanted to reskin the forms without changing tauren's ones... in spell.dbc there's nothing, but you say there's a Spell Shapeshift DBC so... I'll check :P

12
Modelling and Animation / Re: [RELEASE] Custom weapons and armor
« on: August 04, 2011, 01:09:04 pm »
Quote from: "Steff"
Yes it whould be very nice if someone could write a tutorial how to get models from 3dmax and co clean inside wow. Thats the meening of modcraft. Helping and sharing stuff.
that's what I was saying to Zim4ik, when I asked for MDLvis  :P

13
Modelling and Animation / Re: [RELEASE] Custom weapons and armor
« on: August 02, 2011, 11:45:54 am »
Quote from: "Zim4ik"
anyone can port models... could you make your own model? or you dont have imagination?
well, I just wanted that weapon in WoW.... And I modeled it on my own, it isn't just a porting...
but ok, I'll make something different :D

14
Modelling and Animation / [RELEASE] Custom weapons and armor
« on: August 01, 2011, 08:09:46 pm »
I'll post all my custom models in this thread, to keep everything together...

OK, new model :D
Chaos Eater. War's blade from Darksiders. less than a day of work, but it turned up quite well...
Supports enchant effects. Again this doesn't overwrite any existing model.
[spoiler:3h2o02t2][/spoiler:3h2o02t2]
MPQ with model: http://www.mediafire.com/?46w480i6z57vk56
MPQ with DBCs: http://www.mediafire.com/?apxq51v4nvwx5ky
ItemID 80003, DisplayID 70002.

COMING SOON:
Tremor Gauntlet - War's fist weapon or The Harvester - War's Scythe

Comment and critics are welcome!

15
Modelling and Animation / Re: [Custom Model][WIP] Umbrella Shield
« on: August 01, 2011, 09:48:46 am »
Quote from: "Eluo"
Isnt that the plant from the old outlands?
Still : lookin good ;)
It probably is :P And thanks!

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