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Wrath of the Lich King Modding => "Retro-Porting" => Topic started by: Zim4ik on September 13, 2011, 06:44:01 pm
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UPDATE:
Thanks to Mjollna, we all have a good working converter!
http://www.mjollna.org/docs/misc/CataToLkM2.zip
Hi all.
In this tutorial i'll tell you how to port models from cataclysm 4.03a to wrath of the lich king 3.35
Let's start.
What we need:
- 010 editor
- 010 templates (m2)
- Time
Open our *.m2 file in 010 editor. We could see this. It`s hex code of m2 file.
(http://f.cl.ly/items/2Y0b2E2X0S1I103t2Q3z/BILD1.png)
Now open m2 template (http://f.cl.ly/items/3G0M2o0i3q3i340E041g/BILD2.png)
(http://f.cl.ly/items/2v1U3b0S2B0e2U2m300w/BILD3.png)
We have smth like this
(http://f.cl.ly/items/3M1U0w303l0f121S3n2q/BILD4.png)
Now, change version from 272 to 264
(10 01 00 00 to 08 01 00 00)
Go to the "nTexUnit" section. Change 0 to 1
In "ofsTexUnit" section copy Value from "ofsTransLookup" for example.
Now we should edit camera. When we load m2 template on model which have version 10 we got error.
Lets fix it.
Change the all -camera values to , and then try to reload template
Zim
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Little addition to tutorial :
If you have problems with (dynamic) shadows "moving" and following your character's movement, that trick seems to fix it :
- Open the Cata/mop skin file associated with the model in 010 Editor.
- Apply the skin template.
- Go to submeshes (each of them).
- Change "unknown" field 0x10 (between startbones and rootbone) from 0 to 1.
I have no idea why, but it works xD
This attachment is the same but as rtf document.
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Thanks Mjollna, Vellear and Arid for help and motivation
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Which line to change items?
---------------------------------------------------
Pleas make video manual!
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I've just found, that this tutorial breaks models while doing the camera fix.
There has been some change in the structure of models with cataclysm. one of them has been fov now being animatable.
In order to fix this, copy the data behind ofsCameras to the end. You should copy quite some bytes as you need to make sure, you're copying all of it.
After copying the data to the end of the file, adjust ofsCameras in the header to the offset where you just inserted your copy.
Now, apply the template again and navigate to the first camera. go to fov. now, INSERT 4 bytes at that place and change the value of fov to 0.7 if the camera is a portrait camera or 0.97 if its the charselect one. (you may want to try around with these values a bit later, if the outcome is not perfect).
Reapply the template.
If there is more than one camera, now go to the next camera. It will show up bad values in the template and most likely will have caused an error once again. Go to the beginning of the camera and DELETE 20 bytes there. The data in the template should now look "normal" again. Repeat what you just have done for the fov.
Repeat this for all cameras in the file.
It should now work with 3.*.
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Schu. I honestly have no idea what version you're doing this one or what you just said, Picutres and/or Laymans terms of 'Behind' Cameras. Do you mean copy before and up from the start of them or after and down?
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sorry im newbie for hex editing, for mod pls delete my other post on this thread.
ok i follow the step.
1. open .m2 file with 010 editor (i use v3.2.2)
2. and then open M2Template1.bt
and then show like this:
(http://i41.tinypic.com/dxzpth.jpg)
help pls im confused, what should i be do next?
my 010 editor not same like zim4ik screen shot
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Alright I made version 264, changed uint nTexUnits changed 0 to 1 changed uint ofsTexunits's value to the one of ofsTranslookup what I don't understand is the cameras?
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Change all the cameras to 00 00 00 00
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got the same problem as equertez, any solutions?
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does work?
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can anyone help me with porting the worgen male and female from wow 4.0.6a ¿? thank you or anyone .m2 model from wow cata 4.3.x ¿?
Tjank You ^^ ;)
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Little addition to tutorial :
If you have problems with (dynamic) shadows "moving" and following your character's movement, that trick seems to fix it :
- Open the Cata/mop skin file associated with the model in 010 Editor.
- Apply the skin template.
- Go to submeshes (each of them).
- Change "unknown" field 0x10 (between startbones and rootbone) from 0 to 1.
I have no idea why, but it works xD
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Thanks) BBut i have problem like that only with mop models
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how do i get the 010 templates?
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viewtopic.php?f=59&t=828 (http://modcraft.io/viewtopic.php?f=59&t=828" onclick="window.open(this.href);return false;)
@download section
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*ERROR Line 433: Template passed end of file at variable 'timestamp'. WTF ???
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A reference to another template broken please let
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I have a problem, I did everything here, set the cameras to 00, etc.
Yet when I morph to the model, I am invisible, and I cannot move, at all, not even mouselook.
In this case I am trying to port Deathwing's dragon form, but this also happens with Tyrande for instance, any idea whats wrong?
Also some of the models are simply invisible.
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Hello!
I have a problem with this program.
I open a file in format M2, choose from the menu "templates" and "open template".
The topic opens the file M2template1, but I have this file is not.
What am I doing wrong? Help. Thanks.
P.S. program is registered.
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Hello!
I have a problem with this program.
I open a file in format M2, choose from the menu "templates" and "open template".
The topic opens the file M2template1, but I have this file is not.
What am I doing wrong? Help. Thanks.
P.S. program is registered.
viewtopic.php?f=59&t=828 (http://modcraft.io/viewtopic.php?f=59&t=828" onclick="window.open(this.href);return false;)
;)
But keep in mind that the templates were NOT created for 3.3.a. That is why some of you may have problems with thtat.
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the guides works prefectly :P thxs so much
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Gurluas, your skin file needs editing.
Soldan told me (thanks again ;D) to change all TexUnit flags whcih differ form 0 or 16 to 16. If you have to change it you also have to change d4 to 1. And change all orderids which look extraordinarily big (e.g. 16000) to 1.
That should hopefully fix your model.
If everything fails:
Here's a working deathwing dragonform as comparision.
http://depositfiles.com/files/imfaqjz86 (http://depositfiles.com/files/imfaqjz86" onclick="window.open(this.href);return false;)
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big thanks! I know, what files M2 have different versions.
Do I need to edit the skin files? Because of them, out error after downloading the game client in the game.
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yes you have to edit things in the .skin files
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This guide only shows how to port models, not skins and more stuff, what youredoing with this guide is ser all things with have problrms in wotlk to 0, breaking thins like cameras and particles, if anyone want to learn that last he must investigate.
Awesome guide anyway, it was ma first referent point :D
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Hi guys !
Well, I got several pm about that Cata -> LK conversion... I didn't really have time to look at it, then I opened a file out of curiosity to look for a few minutes at the camera fix, and finally... I ended up with scripting something that groups all the changes mentioned in the thread in a single, easy-to-use way. And I lost a whole night sleeping time in the process.
Here it is :
http://www.mjollna.org/docs/misc/CataToLkM2.zip (http://www.mjollna.org/docs/misc/CataToLkM2.zip" onclick="window.open(this.href);return false;)
Usage (it's a command line program) :
CataToLkM2.exe nameofthemodel.m2
Don't forget to add all the necessary skin files in the same folder as the M2.
I hope I haven't forgotten any fixes, it shouldn't break models, but you never know. I've tested on an innocent rabbit model and the draenei female model, both seemed to be fine... but more tests are probably necessary.
Tell me if it works... If it's ok I'll add it to resources > tools.
Thanks & credits in the source file.
Have fun !
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Nice release for those who didn't get to understand the manual editing ;).
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:)
And quicker for a bunch of files, if it works correctly.
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Haven't tried it yet, but might do soon(ish).
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I tried to open the .exe and then I got the following error:
"The program can't start because libgcc_s_dw2-1.dll is missin from your computer. Try reinstalling the program to fix this problem."
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Ok so after a bunch of pm's, I sum up the conclusions here :
- It seems to work even with MoP models, which is good news.
- For missing libgcc_s_dw2-1.dll it works when you donwload it... I always forget to add that kind of files >.<
- And if you only have one model to convert, you can drag'n'drop the M2 file on the exe.
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can you release sources?
oh, sorry) its in archive)
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Thanks for adding the link to your post :)
And yes I always include sources, or a link to them.
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how i compile the sources?
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You can use the compiled version included in the archive, but if you want to compile it, any c++ compiler should do the job. There's only one file and nothing fancy included, so it's really easy.
I've used g++ this time (because I was too lazy to create a new project in msvc :D ), so in a Windows console :
g++ main.cpp
I have http://www.mingw.org/ (http://www.mingw.org/" onclick="window.open(this.href);return false;) installed.
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Now, I tried it with a model called "Overfiend". One that I have previously ported with it's particles, etc.
After using the .exe Mjollna kindly coded, I opened it in 010 Editor and it failed the template. I'm guessing this is due to the existence of the cataclysm camera structure and the cataclysm particle structures.
Anyway, tried opening it in ModelViewer and it errored.
Soldan
P.D: I prefer the manual way for now, plus, I don't think it would be possible to code the fix on particles.. well, actually, it would be, but quite hard ^^
Edit: OH, you fixed the camera? It passed Struct Camera on template, I LOVE YOU. I can do the particles manually from here, awesome.. Cameras and particles fixed.. You are a god.
Edit2: I prefer to do the .skins myself, as the ones the program generated didn't exactly work to full capacity. Apart from the particles, which had to be done manually, everything seems to work in 010 and WMV, just gotta test ingame now!
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Oh I missed particles -_-
I don't remember reading what to modify for particles, but I can try to change the script to include them as well. Any hints to make me gain time are welcome... I more or less never mess with M2 so my knowledge of the files is very very shallow.
What's wrong with the skin files modification ? Maybe I can correct that ?
And thanks for your comment/reply ^_^
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Hey mjonlla, i ported the cameras using your tool, and it works if i'm using Xperl Addon.
If u quit all addons portrait is an spell, a 2D image, do you know why is this happening?
PD: I tryed to port M2 to M2i with your cameras method and it get error. WHY???
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If u quit all addons portrait is an spell, a 2D image, do you know why is this happening?
Did Blizzard ever put 3d models in there? Afaik, they ever only had a 2d texture. Also: "is a spell". What?
PD: I tryed to port M2 to M2i with your cameras method and it get error. WHY???
That might not even be related to the tool by Mjollna but with the other converter used.
Also: WHAT THE FUCK IS THE ERROR? YOU PEOPLE NEVER ACTUALLY TELL THE RELEVANT STUFF.
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all is made in 3D Studio Max and ZBrush theres no more tools, but you goes to devolop a new engine you can make a plugin for the 3D Studio Max and make anything to be Encrypted or organized with your form of work
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With Xperl works:
(http://i.imgur.com/yU39S.jpg)
without xperl doesnt:
(http://i.imgur.com/6v4wi.jpg)
I need to fix cameras to make it fully working D:
PD: M2Mod3 error porting to m2i is that it stop working.
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Editing: I'm so so so stupid, i putted a icon as protrait in dbfilesclient... my fault mates :D it works perfect, so sorry mjonlla ;D.
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i've compliled sourcecode in linux (ubuntu 12.04 LTS x64) and when binaries run give me this error
terminate called after throwing an instance of 'std::bad_alloc'
what(): std::bad_alloc
how to fix it?
edit: no sorry it works, very very good tool :D
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How do you run the program ? Do you add the necessary argument (a M2 file name) ?
Edit : ok, cool :)
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i've only a little problem, i've converted worgen male/female model from mop and works perfect, but portrait and body camera are inverted
(http://s18.postimage.org/paa0w092h/worgen.jpg)
(http://s9.postimage.org/5hxk9us1r/worgen2.jpg)
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but portrait and body camera are inverted
You may want to swap the indices in the camera lookup table and see if that does anything.
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i have the models to XD and works prefectly
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Does this fix the skin files too?
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Yes it does.
So don't forget to add the skin files as well in the folder where the app and the M2 to convert are.
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i've tested the program on various model from MoP beta
alarik - not working - cannot move, cannot see model, clients works
DeathwingHuman - not working - cannot move, cannot see model, clients works
DragonPrince - not working - cannot move, cannot see model, clients works
fandralstaghelm - not working - cannot move, cannot see model, clients works
felhippogryph - not working - cannot move, cannot see model, clients works
hozu - corrupted mesh, skeleton works
murozon - not working - cannot move, cannot see model, clients works
neptulon - not working - cannot move, cannot see model, clients works
nozdormu - not working - cannot move, cannot see model, clients works
pandaren female not working - cannot move, cannot see model, clients works
pandaren male - some corrupted mesh, skeleton works
pandarenphoenixmount - not working - cannot move, cannot see model, clients works
therazane - not working - cannot move, cannot see model, clients works
tyrande - not working - cannot move, cannot see model, clients works
ysera - not working - cannot move, cannot see model, clients works
yseradragon - not working - cannot move, cannot see model, clients works
deathwing -works
dragonman - works
hobgoblin - works
malfurionstormrage - can see only hair geoset, needs to fix geoset probably
nozdormudragon - works
tolvir - works
worgen male - works
worgen female - works
i think that particle (or mop particle) corrupted these models
i'll try some other models from mop beta in these days :D
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yes the tool don't fix the particles and if the particles are not fixed the model is corrupted and you can't see the model in wow
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actually, this works, doresain
@pandaren female not working - cannot move, cannot see model, clients works
i was having this bug, because of anim filles. they added some new anim files, for supporting runing and oter standart anims
and i recommend to port models from mop by hand, accept the doodads
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so the problem is anim files, so we can delete it and replace with other anim? for example with anim porter?
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just copy all *.anim files from model folder :D
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i think that particle (or mop particle) corrupted these models
Yes Doresain, you are correct.
If you try to use the template on those models you'll see that they aren't completly finished. You are missing particles. If these particles aren't "deleted", as in set the emitters and offsets to 0, or actually fixed (a harder job), the model won't work ingame.
Soldan ;)
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ok i see one of the errors in the MoP models the .skin files, in submeshes have id to 0 there's no number for each reason the model is broken
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Hello, thank you very much for the tool, but I get error: S; says I'm missing libgcc_s_dw2-1.dll file, anyone know how to fix it?
Sorry for my bad English: S
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Grumh, you must find that .dll on the google, and download it, you can insert it into your folder with the converter or in Windows file. :)
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http://lmgtfy.com/?q=libgcc_s_dw2-1.dll (http://lmgtfy.com/?q=libgcc_s_dw2-1.dll" onclick="window.open(this.href);return false;)
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:lol: Just tested the Converter,it workd perfect on the most MoP Models ! (NOT BETA Models !!! I used the 5.0migration files)
Great Work :D
Now please same for wmo´s :-p
#### EDIT #### :
pandarenfemale and some other models don t work )im still testing)
Btw, does anyone has a working Converter for MoP Wmo´s or MoP adt Mapfiles ????
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So, as far as I see: the particles overall breaks a model. This includes every type of model for some reason. If you convert it while particles are set, the model doesn't work. If you convert it and remove particles offset from the header, it works. If you convert without and add them in again, it doesn't work anymore.
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Indeed particles are what causes the models to break.
You can edit them manually to get them to work, or you can remove the particles
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:lol: Just tested the Converter,it workd perfect on the most MoP Models ! (NOT BETA Models !!! I used the 5.0migration files)
Great Work :D
Now please same for wmo´s :-p
#### EDIT #### :
pandarenfemale and some other models don t work )im still testing)
Btw, does anyone has a working Converter for MoP Wmo´s or MoP adt Mapfiles ????
Wmo doesnt change structure you only must por m2 that the wmo have.
PD:
Your program works perfect: (i added the particles)
(http://i.imgur.com/Bc4gF.jpg)
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Does anyone have a working Modelviewer for MOP objects for me? Testet all my modelviewers to export the M2s, Skins etc. but i cant see objects in the viewer and i can only export M2s but no skins and no textures. So help pls.
And THX for Tut and the new Converter
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after a few problems with the BLP files, it works. So many thx for the Converter i love it.
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Hello, whenever I try to run your coverter, it encounters following error:
terminate called after throwing an instance of "std::bad_alloc"
what<>: std::bad_alloc
This application has requested the Runtime to terminate it in an unusual way. Please contact...blah blah...
To make this conveter event start, I had to download 2 additional libraries libstdc++-6.dll and libgcc_s_dw2-1.dll.
Does anybady know whats the reason?
BTW: Thank you for making this tool, it seems really helpful.
Sorry for my english.
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Hello, whenever I try to run your coverter, it encounters following error:
terminate called after throwing an instance of "std::bad_alloc"
what<>: std::bad_alloc
This application has requested the Runtime to terminate it in an unusual way. Please contact...blah blah...
To make this conveter event start, I had to download 2 additional libraries libstdc++-6.dll and libgcc_s_dw2-1.dll.
Does anybady know whats the reason?
BTW: Thank you for making this tool, it seems really helpful.
Sorry for my english.
You didn't enter a correct name. It made no sense to the programm.
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You didn't enter a correct name. It made no sense to the programm.
Yeah, I was typing wrong path to M2 file. Sorry for dumb question. Now, everything appears to be alright. Thank you very much. :)
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(http://img689.imageshack.us/img689/4862/63717397.png)
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(http://img689.imageshack.us/img689/4862/63717397.png)
Not going to answer it. Has been answered throughout the thread.
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Downloaded both required dll files... but trying to open the file it gives the error
termina called after throwning ani instance of 'std::bad_alloc'
what(): std::bad_alloc
didn't even get chance to type anything into it, it just crashes.
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Downloaded both required dll files... but trying to open the file it gives the error
termina called after throwning ani instance of 'std::bad_alloc'
what(): std::bad_alloc
didn't even get chance to type anything into it, it just crashes.
Hi guys !
Well, I got several pm about that Cata -> LK conversion... I didn't really have time to look at it, then I opened a file out of curiosity to look for a few minutes at the camera fix, and finally... I ended up with scripting something that groups all the changes mentioned in the thread in a single, easy-to-use way. And I lost a whole night sleeping time in the process.
Here it is :
http://www.mjollna.org/docs/misc/CataToLkM2.zip (http://www.mjollna.org/docs/misc/CataToLkM2.zip" onclick="window.open(this.href);return false;)
Usage (it's a command line program) :
CataToLkM2.exe nameofthemodel.m2
Don't forget to add all the necessary skin files in the same folder as the M2.
I hope I haven't forgotten any fixes, it shouldn't break models, but you never know. I've tested on an innocent rabbit model and the draenei female model, both seemed to be fine... but more tests are probably necessary.
Tell me if it works... If it's ok I'll add it to resources > tools.
Thanks & credits in the source file.
Have fun !
Has been answered...
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you need to open command prompt (cmd on windows) and launch program with input file (your m2) ON THE SAME LINE (when you launch the program without input file you'll have this error)
if you use a M2 in a different folder (not same folder of the program) output file will be generated in the same dir on input file (i've used it on linux terminal)
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Is there a certain version of 010 Editor to use? I always get this error when running the template
*ERROR Line 433: Template passed end of file at variable 'timestamp'.
I'm using 010 Editor 3.01
Edit: Sorry, I just saw the part of the tutorial about the cameras error
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Port models is easy than ever with this tool.
1. Put model on exe
2. Open _lk model and port particles, if u dont know how to put particles in 1 to set only 1 and work
3. Erase _lk, for example "mamodel.m2_lk" later "mamodel.m2
4. Port Skins (only view c++ source)
Solved.
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Port models is easy than ever with this tool.
1. Put model on exe
2. Open _lk model and port particles, if u dont know how to put particles in 1 to set only 1 and work
3. Erase _lk, for example "mamodel.m2_lk" later "mamodel.m2
4. Port Skins (only view c++ source)
Solved.
If the .skin file has the same name as the .m2, it's getting automatically updated.
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I Tried to port the skin files with this tool and it doesnt work, break the skin. You must port it manually, c++ source is not properly writted.
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I Tried to port the skin files with this tool and it doesnt work, break the skin. You must port it manually, c++ source is not properly writted.
Put the .skins in the same folder as the .m2 then drag the .m2 on the tool and set particles manually
You don't drag the .skin files on the tool
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I know how to port skins and particles too, but for me this tool dont port skins properly i can port it manually.
Only thing i said is that for me doesnt work skin part of this tool
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Hello! I do not know what data to edit in the skin files. Where to put a value of 0, where 1?
I have obtained a model invisible, I can move, if it is to me.
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Hello! I do not know what data to edit in the skin files. Where to put a value of 0, where 1?
I have obtained a model invisible, I can move, if it is to me.
Skin file is most likely not the reason the model is invisible. As Soldan said in another thread, if there is a particle on the file, it won't display until some edits are done.
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Hello, I have a little problem. I ported item "Revilgaz's cutlass" and I have come to this. When I turn the camera sideways item becomes black.
Can you help me, please?
(http://imageshack.us/a/img26/6534/error2kz.jpg)
And
(http://imageshack.us/a/img267/2272/error1ae.jpg)
I ported item from Cata to Wotlk. Please excuse my poor English, it's not my native language.
Thanks for your help. :)
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Hello, I have a little problem. I ported item "Revilgaz's cutlass" and I have come to this. When I turn the camera sideways item becomes black.
Can you help me, please?
(http://imageshack.us/a/img26/6534/error2kz.jpg)
And
(http://imageshack.us/a/img267/2272/error1ae.jpg)
I ported item from Cata to Wotlk. Please excuse my poor English, it's not my native language.
Thanks for your help. :)
What if I told you that you didn't need to port it, as the model itself exists already ?
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But i have same problem with other models from cataclysm.
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But i have same problem with other models from cataclysm.
Then I am pretty sure you failed on the porting part. Which we can not even remotely check, seeing as you provide the barest of information possible.
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Here is my modified file. I hope this helps.
http://www.2shared.com/file/pIHKsQdK/Sword_1H_Sabre_C_01.html
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Hi i had some problems with all Lamps from Gilneas and the Crypt. I port it with the tool, put the skins in the same folder all fine. But when i go online i don´t see them i can´t go to the place they where nothing. i can´t add the files with 010hex +templates, everytime i get an error. I hope someone can help me :( and i hope you understand this, my english is not so good.
edit: okay read it...its for sure a particles. Can someone tell me how i can fix this problem? i really need this lamps
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Camera changes to 5.2 PTR (Build 16408):
- FOV is removed/moved (?)
- Camera structure changed
- Length increased
Compared with:
- Akama (WotLK) to Akama (MoP PTR5.2.16408)
Thus, conversing does not work properly.
How to fix - Thanks to Stoneharry! Did most of it :):
Extract the 32 bytes at the end of the camera, place at the end of all the cameras, between camera and animblocks. Add a FoV inbetween ID and FarClipping, may have to be a variable value (test around). Test it.
EDIT: More changes possible.
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Hello, I have a problem with model.
It's invisible. After editing the model with 010 editor or dragging with converter I had the same result.
I've done all of points of this tutorial but I still have the problem.
Also I found another one tutorial on YouTube, but it didn't help.
Please, tell me what's the problem?
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Hello, I have a problem with model.
It's invisible. After editing the model with 010 editor or dragging with converter I had the same result.
I've done all of points of this tutorial but I still have the problem.
Also I found another one tutorial on YouTube, but it didn't help.
Please, tell me what's the problem?
Set particles to 0
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Now I haven't errors with WMV. But I still don't see a model.
Maybe I did smth wrong?
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Now I haven't errors with WMV. But I still don't see a model.
Maybe I did smth wrong?
That particular model is sort of an anomaly. I have not gotten it to work at all yet, even after fixing particles. It's weird.
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Now I haven't errors with WMV. But I still don't see a model.
Maybe I did smth wrong?
That particular model is sort of an anomaly. I have not gotten it to work at all yet, even after fixing particles. It's weird.
This sword indeed? Oo
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Now I haven't errors with WMV. But I still don't see a model.
Maybe I did smth wrong?
you port cameras with CataToLk Converter?
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Now I haven't errors with WMV. But I still don't see a model.
Maybe I did smth wrong?
you port cameras with CataToLk Converter?
No :) What should I do?
Is it it?
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Now I haven't errors with WMV. But I still don't see a model.
Maybe I did smth wrong?
you port cameras with CataToLk Converter?
No :) What should I do?
Is it it?
Nop.
Use the tool Cata To Lk, you can find it in the first post. You have to put the skin files and m2 files in a folder with the converter and drag m2 and skin file to the program. you will have 2 _lk files, delete the old one and rename, open the m2 and set particles to 0.
More easy? set cameras to 0.
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Now I haven't errors with WMV. But I still don't see a model.
Maybe I did smth wrong?
you port cameras with CataToLk Converter?
No :) What should I do?
Is it it?
Nop.
Use the tool Cata To Lk, you can find it in the first post. You have to put the skin files and m2 files in a folder with the converter and drag m2 and skin file to the program. you will have 2 _lk files, delete the old one and rename, open the m2 and set particles to 0.
More easy? set cameras to 0.
Used. Deleted old. Renamed new. Opened m2.
Here.
All cameras are already 0. are particles here?
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Now I haven't errors with WMV. But I still don't see a model.
Maybe I did smth wrong?
you port cameras with CataToLk Converter?
No :) What should I do?
Is it it?
Nop.
Use the tool Cata To Lk, you can find it in the first post. You have to put the skin files and m2 files in a folder with the converter and drag m2 and skin file to the program. you will have 2 _lk files, delete the old one and rename, open the m2 and set particles to 0.
More easy? set cameras to 0.
Used. Deleted old. Renamed new. Opened m2.
Here.
All cameras are already 0. are particles here?
Private Message
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it seems all you need to do is delete the extra 4 32 bit unsigned integer at the end of each particle. It seems they are just 00 00 00 00 for the most part anyway. I dont think that it was that we couldnt handle them, only that there was data that shouldnt have been there for WOTLK.
I would update the converter, but I'm afraid I'm not very good at C++. I PMed Mjollna who said she doesn't know if she'll update the tool, so if anyone wants to use this little piece of advice to do so that would be awesome.
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It's ok now, it works. I still have 2 questions: How to port creature models, and How to port items with light effects
by the way, i changed main.cpp of converter. Now it can change particles to zero. I have to do nothing in 010 editor :)
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I exported successfully ThrallShaman from Cataclysm (no need of .anim files, and if I put them in, they make the game crash if I sit down while morphed xD Not having them just prevent the animation from playing if it's not hardcoded into the model)
Also exported one doodad from MoP : YakmenTotam wuthout problem
BUT
It seems that most actual (5.2.0.16685) MoP animated models are a bit different.
I can't find the blp path in the .m2, except for those used somewhere elese (like armorreflect.blp and such).
Tried Vol'jin and the 4 Troll Councilors, none of them works (they make Noggit crash).
No matter if anim files are here or not. Also they don't seem to have any particles so i can't see why ...
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I exported successfully ThrallShaman from Cataclysm (no need of .anim files, and if I put them in, they make the game crash if I sit down while morphed xD Not having them just prevent the animation from playing if it's not hardcoded into the model)
Also exported one doodad from MoP : YakmenTotam wuthout problem
BUT
It seems that most actual (5.2.0.16685) MoP animated models are a bit different.
I can't find the blp path in the .m2, except for those used somewhere elese (like armorreflect.blp and such).
Tried Vol'jin and the 4 Troll Councilors, none of them works (they make Noggit crash).
No matter if anim files are here or not. Also they don't seem to have any particles so i can't see why ...
Make sure you don't extract the mod files introduced with recent moP Changes. These have the header PTCH.
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So there's no way to extract those models ?
I didn't followed the game content since MoP so I don't really know when the said models have been added (and thus if their file format has changed).
I just extracted them with the merged mode of Ladik's MPQ Editor with all MPQ in the Data folder opened.
EDIT : In fact I extracted them directly with WMV, but I think it's the same.
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So there's no way to extract those models ?
I didn't followed the game content since MoP so I don't really know when the said models have been added (and thus if their file format has changed).
I just extracted them with the merged mode of Ladik's MPQ Editor with all MPQ in the Data folder opened.
EDIT : In fact I extracted them directly with WMV, but I think it's the same.
As I said, just make sure that you don't extract the mod files. You require the actual model files. Also, WMV does not extract all the .skin files.
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Are the mod files the ones with the P attribute in the MPQ ?
Because I can't find that model anywhere else without the P :o
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Are the mod files the ones with the P attribute in the MPQ ?
Because I can't find that model anywhere else without the P :o
These have the header PTCH.
Try the .m2 template...
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I get a runtime error each time I try to execute the M2 template (with 010 editor v4.0.3)
Also, I don't have the same interface as in the tutorial, and the best i got was that :
(http://s284950972.onlinehome.fr/upload/010editor.png)
After some bunch of warning about a possible long loading time (that lead to crash if I accept)
I tried another voljin.m2 found in an earlier patch (with all it's anim and skin files), it still crashes noggit.
(And I still can't find Voljin.blp in the hex :o)
EDIT : Here's the model and the converted model
http://s284950972.onlinehome.fr/upload/VolJin.rar (http://s284950972.onlinehome.fr/upload/VolJin.rar" onclick="window.open(this.href);return false;)
[attachment=0:2b7fjdts]VolJin.rar[/attachment:2b7fjdts]
EDIT2: After checking out, I've found a M2 with the PTCH header, and it was not the one I tried to convert (it has MD20), so it seems that it's not the reason it failed conversion.
EDIT3: The new VolJin model appeared in 5.1, Troll councilors in 5.2
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I mentioned something about that, actually. Has to do with the cameras.
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Yeah but as you said it was "changes to 5.2 PTR (Build 16408)" and VolJin was released on 5.1, so I though it was somethin' else.
Anyway I'll try that thanks ;)
Edit: I can't get anything to work with 010 editor :o
Is there any other way to fix the new camera struct ?
I can edit and recompile the converter if it can be modified to fix that
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Okay, in fact there was nothing to mess around with camera, it was the texture type that was not handled correctly by noggit.
I've seen that it's TT_CreatureSkin1 (which was the reason I was unable to find the texture path in the Hex).
I tried to change it to hardcoded and now noggit doesn't crash anymore.
The question is : how to get the texture back to "hardcoded", because there's not that much space for the path to be written and I don't know if we can modiify all the offsets to "free" space.
Of course it work if i shorten the path, but the .blp would not be next to the m2 anymore, which is quite messy =/
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Okay, in fact there was nothing to mess around with camera, it was the texture type that was not handled correctly by noggit.
I've seen that it's TT_CreatureSkin1 (which was the reason I was unable to find the texture path in the Hex).
I tried to change it to hardcoded and now noggit doesn't crash anymore.
The question is : how to get the texture back to "hardcoded", because there's not that much space for the path to be written and I don't know if we can modiify all the offsets to "free" space.
Of course it work if i shorten the path, but the .blp would not be next to the m2 anymore, which is quite messy =/
Okay, nevermind, why do you want to place a CREATURE MODEL into Noggit ?
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Because it was easier to test them in noggit than adding a line in two DBC :D
And I though that if noggit can't handle the model, wow can't either.
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Because it was easier to test them in noggit than adding a line in two DBC :D
And I though that if noggit can't handle the model, wow can't either.
Noggit can't handle creatures. Also, adding into respective DBCs is easing your issues for the future.
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Yeah, I'm makin' a creature editor tool (part of a bigger DBC editing tool) but it's incomplete, so i preferred to try with noggit instead of getting a headache again on makin' that soft complete xD
Here's a little preview, but it's under heavy dev (in fact interface is a bit different now)
(http://s284950972.onlinehome.fr/upload/beta.png)
I'll make a thread about that later maybe :o
Anyway thanks for the help ;)
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Anyone have a working converter?
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Anyone have a working converter?
Of course not.
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I just want to say thankyou to the OP for posting this. I learned a lot from it and have brought smiles to a lot of people because of your contribution and me re-iterating your methods with a mix of my style in teaching other folk this stuff!!!
As for Mjollna's converter, it seems like a nice little tool but I wouldn't recommend using it as people would rely on it so heavily that when things didn't work, they just start to complain rather than trying to figure out how to fix the issue.
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THX for the share
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Just to add to this. Mjollna's converter works for Warlords of Draenor models (for now atleast).
(http://imagr.eu/up/534685ed848e9_WoWScrnShot_041014_135153.jpg)
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whenever i try and use this, it says it had to close because of runtime and some crap. any fix?
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whenever i try and use this, it says it had to close because of runtime and some crap. any fix?
Don't push just because you can't wait some hours....
I tend to re-download and/or re-copy the converter over the old one. No Idea why it doesn't work after some uses anymore after some times.
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Mine says about runtime too but it convert models fine (every time I check in 010 if it succeed, if not try do it manualy)
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I have a problem using the converter "Application could not start correctly" trying to convert UI_Pandaren.M2 i mostly need it for skins because i'm not really sure what fields need to be modified there
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OK I'll post once more link to this thread ...
viewtopic.php?f=93&t=10661 (http://modcraft.io/viewtopic.php?f=93&t=10661" onclick="window.open(this.href);return false;)
just download downported and use it to convert models to Lk from upper expansions
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OK I'll post once more link to this thread ...
viewtopic.php?f=93&t=10661 (http://modcraft.io/viewtopic.php?f=93&t=10661" onclick="window.open(this.href);return false;)
just download downported and use it to convert models to Lk from upper expansions
You my friend you are a lifesaver :D thank you very much that works perfectly :D
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Hello, can someone update the link please! I really need that downporter. thanks in advice!
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Hello !
I know the converter I've posted ages ago appears in several threads of this forum.
I've reorganised files on my website, and the link to the converter has changed :
http://gaming.mjollna.org/static/docs/CataToLkM2.zip (http://gaming.mjollna.org/static/docs/CataToLkM2.zip)
I also attach the script to this post, so that I don't have to update the link again :)