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Author Topic: [RELEASE] [Classic] WOD character models for 1.12  (Read 88483 times)

leeviathan

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #90 on: November 28, 2016, 05:30:53 pm »
Quote
I know that the game supports maximum of 512 res, but Uthil's textures of creatures seems better to me.

You aren't imagining things, the creature textures are higher resolution...

The game actually doesn't support 512 res images for the character models, only 256. On top of that the face part of the character texture is squashed in the lower left quadrant, which makes the face something like 128x92. In the current version of the game the face textures have much much more resolution, equal to all of the rest of the body.

If someone could figure out how to tweak the client to read 512 character textures that would help a lot, I haven't been successful in my attempts though.

Topkeker

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #91 on: November 29, 2016, 05:30:59 am »
Ok guys, thanks for the information.
And yes, my SweetFX makes them look a lot worse, add on top of that the QHD monitor and voila...
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vov4ka

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #92 on: December 01, 2016, 08:56:53 am »
whether fixed animation? - Hide, take weapon
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Uthil

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #93 on: December 01, 2016, 06:11:39 pm »
Quote from: "vov4ka"
whether fixed animation? - Hide, take weapon

It cant be fixed since its bugged from the tools.
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kinarky

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #94 on: December 03, 2016, 12:50:07 am »
Thanks for the addon, looks nice to have new faces in vanilla..
I found something to report :
on my female gnome warclock every channeled drain ray is attached to the left hand, but it's the right hand that is raised forward and so should be the origin of the ray.
On stock 1.12 models the hand forward is the left one hence the confusion i suppose or is it impossible to fix ?
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balsh

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #95 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
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eklipsa

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #96 on: December 16, 2016, 10:54:42 pm »
Quote from: "Uthil"
Quote from: "madmax1976"
Hey Uthil

Massive thanks for you and Balsh's work. it has really changed the look and im really enjoying it.

I was wondering if you knew of a project that was working on landscape textures for vanilla wow?

Also - kronos doesnt seem to have an issue with the Mods, but i used your BETA on Nostralius original and not long after i received a ban (unexplained too). I was wondering what your thoughts on that are? ie do you think they will allow them?

Im playing on Kronos since beta, no problem at all. You reciceved a ban cause unfortunately Nost was checking mpq files, so they found my beta mpq and you passed for a modified file ban. Not sure that i can do anything about it. I have to contact in the future if they do something again and tell them if they can add my mpq in thero white list. Same applys for Crestfall. Soon ill talk to them and try to whitelist me.

Any news Uthil about the Nostalrius? can we use your mod? or at least the Balsh mod?
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Uthil

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #97 on: December 16, 2016, 11:50:06 pm »
At the moment the NO MODS stays. I haven't yet contact them, but i see they stay put on that and im starting to believe that they wont change it. Like i said before i cant much of it when it comes the project teams, only you people can do something and you need to make a quality topic asking the team to check my MOD and Balsh MOD and see that it isnt something that hurt their project but rather gives another PoV.
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eklipsa

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #98 on: December 17, 2016, 12:43:14 am »
Quote from: "Uthil"
At the moment the NO MODS stays. I haven't yet contact them, but i see they stay put on that and im starting to believe that they wont change it. Like i said before i cant much of it when it comes the project teams, only you people can do something and you need to make a quality topic asking the team to check my MOD and Balsh MOD and see that it isnt something that hurt their project but rather gives another PoV.

So even the Balsh will be detect?
And from your info is there any mod like yours for TBC expansion?
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Uthil

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #99 on: December 17, 2016, 10:05:49 am »
Quote from: "eklipsa"
So even the Balsh will be detect?
And from your info is there any mod like yours for TBC expansion?

Nope, and i cant elevate it to TBC, well there is a way but might bring more problems, normally whole procedure must be done from the beginning. Thats mostly for character models, but also i wont exclude my mod too from that procedure.
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WoWmorph

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #100 on: December 21, 2016, 11:13:53 am »
Hello everyone, first of all I wanted to thank balsh for this amazing mod, it really gives a new feeling to the game, especially when you're playing the same models for years!

Secondly I'd like to report a minor bug about tabards. This is a screenshot of my character:



As you can see the bottom part of the tabard doesn't look right, it has one pointy yellow strip in the middle instead of two continuos strips on the sides. I'm not sure if it's some corrupted texture, even though every tabard has the same issue on any race. Or maybe the old tabard textures don't fit well on the new models?

I've noticed that no one else has noticed this so maybe it's related to my GPU or in-game graphic settings?
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balsh

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #101 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:
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WoWmorph

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #102 on: December 21, 2016, 12:59:28 pm »
Quote from: "balsh"
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).

Oh well it's not worth all the effort then, it's a minor bug after all. Cheers!  :)
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Uthil

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #103 on: December 21, 2016, 05:30:27 pm »
Quote from: "balsh"
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:

Yes i have seen it too from the first time, tho i cant be fixed as it is now. You have to reedit the model (if you have an instance before release) and move it a bit until you see it positioning correct. The place is there i mean on chest tho you have to move it left or right until you see it correct. I had fixed that in the early alpha human that i was working. So i believe not much of a trouble now.
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eklipsa

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Re: [RELEASE] [Classic] WOD character models for 1.12
« Reply #104 on: December 24, 2016, 02:30:09 pm »
Well i have 1 week from now on Nost,still dont take it ban. maybe they let us use it ,dont know.
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