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Author Topic: [QUESTION] [WotLk] How to put the weapon models made visual  (Read 1139 times)

IPEINA

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[QUESTION] [WotLk] How to put the weapon models made visual
« on: December 31, 2016, 04:50:51 am »
hello everybody
I put a weapon to make visual effect, in SpellVisualEffectName. DBC to add model path, but don't know where BLP write, into a game model is white, no map.How to do it, please?Help me!
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Makpptfox

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Re: [QUESTION] [WotLk] How to put the weapon models made vis
« Reply #1 on: January 08, 2017, 05:12:12 am »
Hi mate,

I'll assume you know 010editor and you have the M2 Template, if it's not the case, you'll find it easily on this forum.

So, for your visual item to work with a dummy visual, you'll have to duplicate the M2 of the weapon you need and change the path of the texture.



You click on TT_CAPE and chose Hardcoded.



Then you calculate the number of characters in your path for the BLP adress, like " ItemObjectComponentsWeaponMyBlueSkin.blp " (43 here)

Add 43 after FileName_lengh



At this point we wont have the required space to write the whole path, so we'll have to change the hex adress to the path.



Personally when this occurs I go at the bottom of the M2 and take the adress from here.


(so, C43E8h here..)

So you go back on your texture path and write the hex adress in FileName_offset



You go on the bottom of the M2 and write the path (ItemObjectComponentsWeaponMyBlueSkin.blp)

You press save, you change the name of the M2 and his Skins files, and configure the DBC aswell, and it should work like a charm.


Here's an exemple of a spellvisual summoning a shield and a staff. As you can see, nothing in my inventory.




Have fun !

(btw, sorry for the rude english :) !)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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IPEINA

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Re: [QUESTION] [WotLk] How to put the weapon models made vis
« Reply #2 on: January 09, 2017, 04:22:48 am »
Quote from: "Makpptfox"
Hi mate,

I'll assume you know 010editor and you have the M2 Template, if it's not the case, you'll find it easily on this forum.

So, for your visual item to work with a dummy visual, you'll have to duplicate the M2 of the weapon you need and change the path of the texture.



You click on TT_CAPE and chose Hardcoded.



Then you calculate the number of characters in your path for the BLP adress, like " ItemObjectComponentsWeaponMyBlueSkin.blp " (43 here)

Add 43 after FileName_lengh



At this point we wont have the required space to write the whole path, so we'll have to change the hex adress to the path.



Personally when this occurs I go at the bottom of the M2 and take the adress from here.


(so, C43E8h here..)

So you go back on your texture path and write the hex adress in FileName_offset



You go on the bottom of the M2 and write the path (ItemObjectComponentsWeaponMyBlueSkin.blp)

You press save, you change the name of the M2 and his Skins files, and configure the DBC aswell, and it should work like a charm.


Here's an exemple of a spellvisual summoning a shield and a staff. As you can see, nothing in my inventory.




Have fun !

(btw, sorry for the rude english :) !)
I made it, thank you very much!
« Last Edit: January 01, 1970, 01:00:00 am by Admin »