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Content creation => Modelling and Animation => Topic started by: Kobiesan on March 05, 2016, 07:19:32 am

Title: Custom Modeled Tabard
Post by: Kobiesan on March 05, 2016, 07:19:32 am
Hi, I'm looking for someone to point me in a direction for creating a custom modeled tabard (like the lower part). I want to make the lower part smaller and have a piece of gear that is just the lower flappy bit of the tabard. If anyone can point me in a direction to start I'd appreciate it.
Title: Re: Custom Modeled Tabard
Post by: Amaroth on March 05, 2016, 11:13:44 am
You need to remoel tabard geoset on character model itself in order to do this. And btw, that will (obviously) change all tabards.
Title: Re: Custom Modeled Tabard
Post by: Kobiesan on March 05, 2016, 08:06:48 pm
Quote from: "Amaroth"
You need to remoel tabard geoset on character model itself in order to do this. And btw, that will (obviously) change all tabards.

Is it possible to just model an entirely new piece of gear and use that as the lower part instead of changing up the geosets.
Title: Re: Custom Modeled Tabard
Post by: kojak488 on March 11, 2016, 04:13:49 am
Quote from: "Amaroth"
And btw, that will (obviously) change all tabards.

Incorrect.  You can add a new geoset and then create new tabards that use the new geoset, which wouldn't affect any of the existing tabards.
Title: Re: Custom Modeled Tabard
Post by: Amaroth on March 11, 2016, 09:38:30 am
As long as you can do so. Isnt't there any hardcoded enum in client? If there's not, then yes, it can be done. I would be quite curious how client assigns geosets to values in itemdisplayinfo.dbc, because that DBC doesn't use anything what would seem to be directly related to geosets themselves. Thats why I smell something hardcoded around.
Title: Re: Custom Modeled Tabard
Post by: kojak488 on March 19, 2016, 07:02:19 pm
Quote from: "Amaroth"
Thats why I smell something hardcoded around.

It's not.  Or at least I haven't hit a hardcoded limit yet.
Title: Re: Custom Modeled Tabard
Post by: phantomx on March 20, 2016, 10:40:22 am
That I'm aware of the dbc refers to .skin geoset groups.
Title: Re: Custom Modeled Tabard
Post by: Смердокрыл on March 20, 2016, 11:59:46 am
Oh, kojac488 is still able to do anything!
Title: Re: Custom Modeled Tabard
Post by: Amaroth on March 20, 2016, 02:29:29 pm
Quote from: "phantomx"
That I'm aware of the dbc refers to .skin geoset groups.
Its not that simple, because almost anywhere are used IDs 1-3, 1-4 or whatever and the very same column can be used for multiple geosets (for instance boots and gloves use the same row for defining which geoset should be used). 1 value for gloves/wrists uses different geosets than 1 value for boots, in the same column.

So no. Our arrogant liar is lieing again :). I am really amazed that he wasn't banned yet.
Title: Re: Custom Modeled Tabard
Post by: kojak488 on March 20, 2016, 05:06:14 pm
Quote from: "Amaroth"
So no. Our arrogant liar is lieing again :). I am really amazed that he wasn't banned yet.

My video showing the 'belt' that is really a new geoset is proof that this can be done.  Think what you want, but I've accomplished it.
Title: Re: Custom Modeled Tabard
Post by: phantomx on March 21, 2016, 12:13:07 pm
What I meant by
Quote from: "phantomx"
That I'm aware of the dbc refers to .skin geoset groups.

What I meant by that is the id in the .skin is linked to the geoset number I.E. 1501 that is part of a geoset group so that group looks for lets say you put id 2 in the dbc it looks for 1502 and so on.

I haven't tried it out yet but this is what I theorise is how you could increase the geoset count for new geosets.

As I've not been able to find the ids defined elsewhere.

So in my theory all you have to do is number the geoset for the geoset group you want it to be which I believe 1502 falls into the cape geoset group and just keep adding the numbers and it should work.
Title: Re: Custom Modeled Tabard
Post by: kojak488 on March 24, 2016, 11:56:56 pm
Phantomx is correct.  I can verify it's not a theory, but that's how it's actually done.