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Content creation => Modelling and Animation => Topic started by: Zim4ik on June 09, 2011, 05:41:25 pm
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Hello. I`m started to make custom race model edits. I`m using cromon tools and pymodeleditor.
1 my try... Model wont open in pymodel edit
2 my try.
I`ve used tuskarr moddel and decombile to m2i pandaren model. Rename all bones in model.
Compiling of model was ok. It eve shown up in pymodel editor. But it has really wierd animations.
Please, someone, help me)
or give me openable model pandarenmonk (in creatures). I`l try to convert it and realese it in my RP project.
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i think pandarenmonk model has a not standard submesh and animation that pym2 can't handle
i try to modify it in blender (m2i) but m2mod isn't able to "merge" m2 and m2i files (give me an error in console)
pym2 error:
Traceback (most recent call last):
File "/home/doresain/pym2/pym2-read-only/pymodeleditor/pymodeleditor.py", line 206, in openM2
self.m2 = M2File(openname)
File "/home/doresain/pym2/pym2-read-only/pymodeleditor/m2.py", line 1180, in __init__
self.particle_emitters = ReadBlock(f,hdr.particle_emitters,Particle,self.anim_files)
File "/home/doresain/pym2/pym2-read-only/pymodeleditor/wowfile.py", line 31, in ReadBlock
temp = func().unpack(f,animfiles)
File "/home/doresain/pym2/pym2-read-only/pymodeleditor/m2.py", line 758, in unpack
self.Enabled = AnimBlock().unpack(f,DATA_INT,animfiles)
File "/home/doresain/pym2/pym2-read-only/pymodeleditor/m2.py", line 356, in unpack
temp = AnimSub().unpack(f,type)
File "/home/doresain/pym2/pym2-read-only/pymodeleditor/m2.py", line 248, in unpack
temp, = struct.unpack("i",f.read(4))
struct.error: unpack requires a string argument of length 4
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Yes. I have the same log!
I`ts freaking me out!
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this is the error-log with m2tool
doresain@makrov-x64:~/M2Lib3$ ./M2Mod
M2Mod version: v1.1 for WotLK
Loading M2: /home/doresain/Worlk_model/Creature/PandarenMonk/PandarenMonk.M2
Importing M2I: /home/doresain/Worlk_model/Creature/PandarenMonk/PandarenMonk.m2i
M2Mod: /home/doresain/Scaricati/M2ModSource/M2Lib3/M2Lib/CM2Skin.cpp:289: void M2Lib::CM2Skin::BuildMaxBones(): Assertion `!( ( Vertices[Indices[j]].Bones[0] == 0 ) && ( Vertices[Indices[j]].BoneWeights[0] != 0 ) )' failed.
Annullato
doresain@makrov-x64:~/M2Lib3$
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Humm.... I`ve got 1.2 version and its normaly converted. Now, i`m renaming bones to connect pandaren.m2i with tuskarr model))) if some could help me)) I dont really know blender to good) When i rename one bone to (example) 24 it renames to 24.001 etc
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no you are modifing geoset's name
you must rename bones on geosets, there are in vertex groups in the link and materials tab
(http://img860.imageshack.us/img860/2227/vertex.jpg)
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No) i`m modifing bone name)) not the geoset) (but geosets i`m modifing to.
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i'm trying to mapping pandaren model to tuskarr model, on left is pandaren bone scheleton, on right tuskarr bone scheleton, pandaren model use 43 bones, you must rename it as tuskarr scheleton
(http://img718.imageshack.us/img718/570/bonesz.jpg)
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Umm.. I do the same. But i`m to lazy) but i try to.
One question. How to make mesh invisible in blender? just draw the bones so i can rename them.
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i use / key on numpad
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Thank You)
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after some try it's my alpha pandaren (for now a mix between pandaren and tuskarr)
animation works (same as tuskarr)
(http://img823.imageshack.us/img823/6013/pandaren.jpg)
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Wow!! Man you`re awesome. But you should delete geosets of tusk`s.))
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it's only a test, and geoset can be deleted in dbc
i forgot to import eyeballs in this model, with some fix it will be perfect!
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I believe you will give to me and Serifaz link. We need this model.
and how long u use blender? (your felelves are awesome. It reminds me elfs from allods online))
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i never used blender before my felelf, but long time ago i worked on q3radiant (quake3arena maps) and UnrealEd (for Unreal maps)
it's my working m2i file http://www.mediafire.com/?lc2n8mxi2mz1chg (http://www.mediafire.com/?lc2n8mxi2mz1chg" onclick="window.open(this.href);return false;)
merge it with tuskarr model with m2mod.exe (i'm working on wotlk version on models)
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Thank You))
I`l mod it.
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Yay))
I`ve fixed some geosets. Now pandaren can wear robes)))
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this is an official pandaren image , i think it's possible to replace tusk geoset with hair and hacialhair from other model (someone china style)
(http://www.toplessrobot.com/pandaren%20brewmaster01.jpg)
(http://img855.imageshack.us/img855/7310/pandaren1.jpg)
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Pretty nice! Good job))
If i`l finish model in couple hours, i`l post some screen shots)
and then i`l make pandaria location)
Try to edit worgen male alpha model. It have the same hair style.
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And how did u fix eyes? oups. fixed)
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(http://cs4169.vkontakte.ru/u17483925/100620254/y_5afacbc2.jpg)
(http://cs4169.vkontakte.ru/u17483925/100620254/y_481d6064.jpg)
(http://cs4169.vkontakte.ru/u17483925/100620254/y_a6339ec1.jpg)
And bald pandaren. ;))
Now making textures)
EDIT:
(http://cs4169.vkontakte.ru/u17483925/100620254/y_0d0101ac.jpg)
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Holy duck fuck!
Dude, you really impress me ._.
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wip hairstyles
(http://img204.imageshack.us/img204/5326/pandarenhair.jpg)
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Nice job) I think, i`l add this hairstyle too)
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i have problems adding meshes..i think it does not support it
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Decompile normal tuskarr model and compare names of geosets.
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oh no, im tryin to add new hairstyles to ogres ^^ (yes ogres). I duplicate a mesh, separate it to a new mesh and rename to SubMeshX where X is a number. It compiles to a m2 but this m2 is really really fucked up xD Any idea?
oh, i have no idea bout blender xD so maybe im doing all the wrong way
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one little tip: the size of .m2i cannot be larger then 200kb!!
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try to duplicate body and save it.
now import model with hair geoset, delete all bun no the hair geoset, then import the duplicated ogre, ctrl+p and ctrl+j between hair geoset and duplicated body and save, reload it and delete duplicated body
i think exporter can't handle a lots of changes on m2 in a single step, and sometime it fail to save new geoset, but after some try it works
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You two should make a tutorial about this, I bet people would appreciate it.
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it requires a lot of knowleges in blender, but exporting model is simple:
modify m2mod.ini
run m2mod.exe
copy m2i_import.py and m2i_export.py in blender plugin folder
edit m2i with blender and export it as m2i
modify m2mod.ini to merge m2i and m2 files
run m2mod.exe
now you should have your modified m2 model
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try to duplicate body and save it.
now import model with hair geoset, delete all bun no the hair geoset, then import the duplicated ogre, ctrl+p and ctrl+j between hair geoset and duplicated body and save, reload it and delete duplicated body
i think exporter can't handle a lots of changes on m2 in a single step, and sometime it fail to save new geoset, but after some try it works
Thx for ur attention. I have tried to duplicate a mesh in blender. It becomes a blank bugged model.
I have tried using pymodel and copygeoset.exe. It had worked only one time.all other times m2mod crashes or i get a blank bugged model.
I can add new geoset to existing ones as u said, but i cannot add new ones to work as hairstyle.
I have no skills in blender, maybe im doin something the wrong way.
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You two should make a tutorial about this, I bet people would appreciate it.
:)
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new model http://filebeam.com/1f4ed71e756357b8555f5ebcafb824de (http://filebeam.com/1f4ed71e756357b8555f5ebcafb824de" onclick="window.open(this.href);return false;)
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Humm... As i can see. All what you done is just fixing legs and... maybe 501+++ geosets.
For me that tooks.. 1-2 hours +hairstyles. But you have show me how great is mod3 tool is.
:lol:
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fixed new hairstyles (only two for now)
(http://img232.imageshack.us/img232/5326/pandarenhair.jpg)
(http://img269.imageshack.us/img269/6929/pandfarenhair2.jpg)
need some new textures ^^
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Yes, thats what i`m talking about! Nice!
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Wait what? A hair hat?
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I can see that you use the model m2i of pandarenmonk)
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for the hat i must replace textures with hardcoded one
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other 2 hairstyles
(http://img89.imageshack.us/img89/2642/pandarenhair3.png)
(http://img87.imageshack.us/img87/7937/pandarenhair4.png)
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holy cow!)
Thats awesome )
which model u used to get this hairstyles?
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Those two looks like the blood elf and human hairstyles so I guess it would be those two.
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it requires a lot of knowleges in blender, but exporting model is simple:
modify m2mod.ini
run m2mod.exe
copy m2i_import.py and m2i_export.py in blender plugin folder
edit m2i with blender and export it as m2i
modify m2mod.ini to merge m2i and m2 files
run m2mod.exe
now you should have your modified m2 model
Not working using m2modv4 :cry:
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it must works, i've tested it with a lot of models v3 & v4
you must use blender 2.49b, newer doesn't work
link here the error log