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Messages - balsh

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16
"Retro-Porting" / Re: [RELEASE] [Classic] WOD character models for 1.12
« on: January 05, 2017, 07:34:55 pm »
It looks pretty cool  :shock:

Jokes aside, I really don't know try to delete your WDB folder or do a fresh install of the client.

17
"Retro-Porting" / Re: [RELEASE] & HELP WOD + NPC to 3.3.5
« on: January 04, 2017, 06:21:01 pm »
Yep if you did the 010 editor method to remove geosets, it is no longer up to date especially for wotlk cause you have more meshes than vanilla for instance (barber shop hair etc.) and you will miss a bunch of them.

You need the last version of m2modredux to convert and then decimate/reduce the number of triangles in blender.
 2 tutorials:
http://www.model-changing.net/tutorials ... ing-m2mod/
viewtopic.php?f=20&t=9389

Finsternis might be better help here cause he did an awesome job converting the character models for wotlk.

18
"Retro-Porting" / Re: [RELEASE] & HELP WOD + NPC to 3.3.5
« on: January 04, 2017, 05:50:38 pm »
I can't see the pictures aswell!

edit: nvm I needed to click  :P

From the  pictures, it looks like you're missing hair meshes/geosets on the undead males. Maybe you did the method of removing geosets with 010 editor and that's why. You shouldn't use this process for UD males and decimate the models in blender iirc.
Regarding the draenei/BEs I have no idea.

19
"Retro-Porting" / Re: [RELEASE] [Classic] WOD character models for 1.12
« on: January 04, 2017, 05:47:58 pm »
No, there aren't any for vanilla AFAIK.
 You need to convert wod models to wotlk, and use templates for 3.3.5, apply the changes and then convert the files to 1.12.1

I can upload the wotlk version of the gnome female m2 if you have jm2converter setup and want to play around with it. You will need to test the changes you make on vanilla so it's an annoying process:

You edit the 3.3.5 m2 or skin files, convert them to 1.12 m2, test the changes, then restart.


This is how I did it anyway for dwarves beards/hair and some races cameras.

But even then I'm not even sure this is how it can be fixed.

It might be other things like converting the wod Drain spells m2 to vanilla and then changes some dbc like spellvisualkit.dbc or even just some other dbc tricks.

20
"Retro-Porting" / Re: [RELEASE] [Classic] WOD character models for 1.12
« on: January 03, 2017, 06:22:21 pm »
Yes that was reported earlier on the thread.
Maybe it can be fixed by hexediting the m2 file in its Wotlk conversion like other fixes we did but I'm not really familiar with animations and the 010 editors existing templates for now.
 I think (maybe I'm wrong) spellvisualkit.dbc affects all races, and since it's not inversed on all races it might not be the file to mess with.

21
"Retro-Porting" / Re: [RELEASE] [Classic] WOD character models for 1.12
« on: December 28, 2016, 03:09:04 pm »
TBH I don't think there's much risk of ban because of this atm.

The worse that could happen would be if they start detecting MPQs again like on the old Nost and even then you'd probably just be kicked from the server after a few seconds for using it.

22
"Retro-Porting" / Re: [RELEASE] [Classic] WOD character models for 1.12
« on: December 21, 2016, 12:39:51 pm »
You're right I've messed up during UV mapping for the bottom part of the tabards cause I've followed this tutorial:
https://youtu.be/8zYWXk14QeQ?t=2289 which seems to be wrong for the tabard UV map.

Not sure where it should be put probably same side  but at the bottom?

It is an annoying bug to fix though cause I have to do  it for all models  and reapply post convertion hexediting (for dwarves beard and cameras).

Regarding the bug someone mentioned above for Gnome Female drain spells, it doesn't seem to happen with some other races I've tried so it might be more complicated to fix.


Also patches seem to work on Nost/Elysium, no problem. Use them at your own risk though, I'm not responsible if you get banned  :lol:

23
"Retro-Porting" / Re: [RELEASE] [Classic] Dark Nights Mod for 1.12.1
« on: December 13, 2016, 09:36:27 am »
This seems pretty cool thank you.

I think someone already made this for vanilla on the kronos or nost forum but yours has more options which is always nice.

24
"Retro-Porting" / Re: [QUESTION] [BC] Vanilla retro modding work for BC?
« on: December 13, 2016, 09:33:51 am »
it's a bit more complicated for characters models and you most likely have to redo the whole extraction/convertion from scratch.

Another user was trying to convert them for TBC from my patch but got problems with the missing belt (a geoset I had to remove for vanilla and seems to be used in BC). Basicaly he got holes in the models.

You also have to do all the dbc convertion and add the missing npcs and their textures which is quite a bit of work.

25
"Retro-Porting" / Re: [RELEASE] [Classic] WOD character models for 1.12
« on: December 03, 2016, 07:15:26 am »
Hey thanks for the feedback and report.

I think it should be fixable the same way leeviathan fixed CoC in the spellvisualkit.dbc, just switching some values for the drains spell IDs. Might be buggy for priest mind flay too

Not sure if I have the knowledge or the time to look further into this right now

I'll be more motivated once Elysium launches cause I don't play wow atm.

SUMMON>LEEVIATHAN

26
"Retro-Porting" / Re: [RELEASE] [Classic] WOD character models for 1.12
« on: November 28, 2016, 02:40:33 pm »
Quote from: "Lolipoppin"
Balsh, do you know if this issue mentioned here is a problem with your patch?
viewtopic.php?p=57819#p57819
Idk I don't have this problem from what I've seen so far.



Quote from: "Topkeker"
Balsh, is this the best that vanilla engine allows? The animations and the models are great, but the textures I find horrid (like underwear blending into the body, blury and blocky faces). I know that the game supports maximum of 512 res, but Uthil's textures of creatures seems better to me. Am I doing something wrong?

This is as good as I could get them (simple resize with photoshop) and unless someone knows some better technique to resize them or want to tweak them by hand, it won't get any better. It's the max size the vanilla client allows. That's a pretty big impact on quality.
Also original wod and legion clients uses some kind of mesh deformation on faces I guess and textures fit better on it.
But your sweetfx settings don't help here or maybe it's just QHD it's not as apparent on 1080p

In the end there's a reason I didn't call this patch something like "HD character models" and I don't consider them as better models than the originals. It's just an alternative to bring fresh air into the vanilla game.
I'm pretty sure I wouldn't even use my patch if I was playing some specific races.

27
"Retro-Porting" / Re: [RELEASE] [Classic] Imroved Models for 1.12
« on: November 27, 2016, 05:51:28 pm »
Quote from: "Lolipoppin"
One of you should really consider just remove that druid form so it doesnt conflict anymore. This causes way to much issues for people just because of one single form. Maybe you can remove it so the patches will be 100% compatible with each other without the need for multiple versions?
It's not doable cause you need to edit a creature dbc for the druid forms and I'm pretty sure the very same file contains other modifications in Uthil's patch. It's not our problem if people can't read.
or maybe if I rename my standalone version like patch-3 and uthil's one patch-4 it might just work idk.
I had to make it a higher number to overwrite his character models during beta.

28
"Retro-Porting" / Re: [RELEASE] [Classic] WOD character models for 1.12
« on: November 20, 2016, 12:01:18 am »
NP  8-)


New update with new links in the first post with another leeviathan's fix.

Cone of cold is now working pretty well with a modification to the SpellVisualKit.dbc

29
"Retro-Porting" / Re: [RELEASE] [Classic] WOD character models for 1.12
« on: November 15, 2016, 06:59:26 pm »
I'm uploading the new versions atm, I have crap internet so they'll be up in a few hours.


edit: updated the 1st post with new links that include leeviathan's fixes and some others.

30
"Retro-Porting" / Re: [QUESTION]1.12 character models for Legion
« on: November 11, 2016, 01:58:25 am »
I guess you'd need to grab the old models from like Wod and convert them to legion, if there is a tool for this idk. Then you d have missing animations or crash (they added new animations in legion which is the reason why old models now use the wod model animations).

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