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Topics - hornobster

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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 ;)

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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

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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!

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Modelling and Animation / [Custom Model][WIP] Umbrella Shield
« on: July 30, 2011, 07:22:06 pm »
Hi everyone! I'm new to WoW modding and model editing and this is my first decent custom model for 3.3.5a :D
[spoiler:1owdpw47][/spoiler:1owdpw47]
It is based on an existing model that I found while browsing models with WoW Model viewer. It's called outlandumbrellatree02.m2.
I exported to OBJ with WMW and I deleted the trunk with 3ds max. I also added some yellow-orange strips to the texture.
The texture is a little bit messed up, but the final result seems fine.

The problem comes with normals... When you look at the shield from behind, you won't see the membrane because its faces' normals are on the other side.
[spoiler:1owdpw47][/spoiler:1owdpw47]
I guess the solution is to add another membrane with inverted normals but that takes time and I hope there's a faster way :P Any idea?

I made this for my private server, so the model doesn't overwrite an existing one. I added filenames to ItemDisplayInfo.dbc and added the item to Item.dbc and my server's database.

Comments and critics are welcome!

MPQ with model and texture: http://www.gamefront.com/files/20615789/patch-X.MPQ EDIT: fix below
MPQ with DBCs: http://www.gamefront.com/files/20615793/patch-enUS-X.MPQ
ItemID is 80002, displayID is 70001. You have to use these in your server DB.

EDIT: Also, adding an animation would be reall really nice but I've no idea how to do it.

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