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Author Topic: [QUESTION] New character model using blood elf animations  (Read 1146 times)

Kiun

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[QUESTION] New character model using blood elf animations
« on: March 28, 2014, 05:12:46 pm »
Hi!

I'm trying to replace the blood elf model for a FF7 Cloud model. So I downloaded it from The Models Resourse website
and I converted it to .m2 using the OBJtoM2 tool and added the BloodElfMale.m2 and .skin files in my custom MPQ. The problem is that the texture looks misplaced in game while in blender fits perfectly before converting to .m2.

What am I doing wrong? Am I missing some hex edit stuff?

Also, if you have any clue of how to load characters animation in new models I would appreciate it a lot.

Thanks!
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

flagg78

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Re: [QUESTION] New character model using blood elf animation
« Reply #1 on: March 28, 2014, 06:03:06 pm »
does the model use more than one texture file? it looks like the m2 file is loading all the textures from one blp and maybe the original needed a second file for some parts. just a guess at first glance.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Kiun

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Re: [QUESTION] New character model using blood elf animation
« Reply #2 on: March 28, 2014, 07:31:14 pm »
Yes, it used to use 2 texture files but I managed to unwrap all the UV maps into 1 unique file.
Still have the same problem.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Alastor

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Re: [QUESTION] New character model using blood elf animation
« Reply #3 on: April 11, 2014, 03:58:33 pm »
Pick up an original OBJ export him from blender to 3DS and back to the OBJ then convert to M2
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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