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Wrath of the Lich King Modding => Miscellaneous => Topic started by: Yuritsuki on January 10, 2013, 04:44:40 pm
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I have a character model, but it has no eye glow (death knight) geoset. Instead of it the model has its own eye glow, which is unvisible when I'm creating death knight. So, how can I use model's own eye glow geoset for death knight?
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Did I write it unclear? My English isn't perfect. Actually, my language skills are terrible. But I can't believe that no one faced such problem.
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Which model do you try ?
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Fel Blood Elf
Upd. img836.imageshack.us/img836/4662/problemwa.jpg
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Try looking into the used textures for it and find the actual path (the eye glow should be hardcoded). Alter it. Does it help you ? Can you find differences ? What effect does it have ? Repeat.
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Ascathos, thanks, but I tried to delete death knight's eye glow geoset in other model and it had the same effect. I think that there is only one way to fix it. It's creating geoset for dk's eye glow. But I don't know how to create geoset in model.
Upd. I found out that dk's eye glow geoset is attached to deathknighteyeglow.blp. It should be placed in character model's path. But it's useless without geoset.
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you need to rebuild model on a working bloodelf model (if you're using my model I've deleted DK eyeglow and i've use dkeyeglow hardcoded texture for wings texture)
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doresain, how can I do that? I can't find a way to add other separate geoset.
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you need to:
-open felblood.m2i and save horn&wings geoset in .blend format
-unload .m2i and load .blend file
-create a .m2i file from a clean model (bloodelffemale.m2 for example)
-import new .m2i on .blend, duplicate a mesh (like body) and attach on it wings&horns, save the .m2i and unload
-import .m2i and delete mesh attached to Wings&horns, change hardcodet textures and save it
-merge .m2i with original .m2 file
-edit hadrcoded textures and add a new texture for horns&wings (i've replaced DKeyeglow texture with horn&wings textures, you need to create a new hardcoded texture instead)
you can also add new hardcoded texture to model before exporting it in .m2i (if it doesn't corrupt m2 model)
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doresain, thanks :) I'll try to do it soon.