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Author Topic: [RELEASE] [Classic] WOD character models for 1.12  (Read 88472 times)

vatinsky

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #105 on: December 27, 2016, 12:29:23 pm »
I also play on elysium/Nost. It would be awesome to be able to use this without the risk of getting banned. I guess i will create a new account to try it out.

I hadn't heard about modding in WoW before, so this looks like magic to me  :lol: really cool work guys!
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

balsh

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #106 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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Saixlol

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #107 on: January 02, 2017, 02:32:14 pm »
There's an issue with Gnome Female (perhaps Male also) channeling spells like Drain Soul, Life Drain, Mana Drain, etc. where the beam is coming out of the left hand instead of the right. I've been trying to fix it myself but I'm completely lost when searching around in the SpellVisualKit.dbc which I assume is where the problem is.

Edit: So the SpellVisualKit.dbc ID for Drain Soul is 950 but all of the corresponding body part settings are just for the glowy effects and not the beam. The beam seems to be added under column 20 which has a value corresponding to an ID in SpellChainEffects.dbc but I have no idea how to change where its attached to on the model.

I was planning on rolling a Gnome Warlock when the Elysium PvP server started but this is triggering my OCD pretty hard.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

balsh

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #108 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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Saixlol

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #109 on: January 04, 2017, 02:34:53 am »
Are there any hex editor templates that work with these character models?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

balsh

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #110 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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

ferius13

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #111 on: January 05, 2017, 06:06:30 pm »
hello there, I would really like to use this while playing vanilla but I can't seem to get it to work.. when I log in all the textures are teared away while, just a mesh of mismatched polygons.. did I do something wrong? I tried to patch the WoW.exe with LAA as I read somewhere, but still no change. I will post a screen of what I'm seeing.. I put the patch file in the Data folder as instructed, no other mods are installed.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

balsh

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #112 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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Saixlol

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #113 on: January 06, 2017, 05:51:17 am »
Quote from: "balsh"
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.
I wouldn't really know what to do aside from editing random bone values and hope it works. If it helps narrow down the problem, I found out that the issue also happens with Shadowbolt, Fireball, and any spells using that direct cast animation, whether channeled or not. The same thing also happens with the Gnome Male model.
« Last Edit: January 06, 2017, 08:00:20 am by Admin »

ferius13

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #114 on: January 06, 2017, 06:11:06 am »
Quote from: "balsh"
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.

Thanks for the reply, I did try with deleting my WDB but didn't change anything, so I will try reinstalling the client.. tried with 2 different clients before tthough.

Edit: Got it!! Vertex Shader was turned off in Video Settings.. had no idea that has such an effect on textures and models. Works fine now, great mod there.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

beauenheim

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #115 on: January 16, 2017, 01:08:18 am »
Just wanted to say these have been working great! Been using them with the Darker Nights mod and Uthil's mod.

Thanks so much for your effort.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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leeviathan

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #116 on: March 15, 2017, 12:12:12 am »
Summoning complete.

Here's a fix for the channeling animations: download

Note: There are two versions, a normal one (prefixed "BONEY_") and one that merges these channeling animation fixes with my previously described boneless undead models which have all working facial features (prefixed "BONELESS_").

balsh

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #117 on: March 18, 2017, 12:10:44 am »
thanks for the fix, I dont know how you did it but I guess it works!

drood182

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #118 on: March 24, 2017, 09:43:08 pm »
Are the "boneless" undead already in balsh's patch? (the link in the OP is broken)

By the way, instead of redoing all the models just to fix how the tabard texture is mapped to the model, couldn't you instead do an inverse transformation to the few tabard textures that need fixing? (some of the textures are atrocious anyway and could use an upgrade, e.g. alliance pvp tabard). I haven't seen the original BLP of the texture and it's not obvious to me how exactly it is transformed but maybe with some experimentation..?
« Last Edit: March 24, 2017, 10:48:02 pm by drood182 »

Finsternis

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #119 on: March 24, 2017, 11:00:10 pm »
I know that just fix the uv to the correct place work here, if you edit all tabard textures they just look good on the bottom then, but incorrect on the body.
I made the same misstake and it hurts so much in my head  :'( ^^