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Wrath of the Lich King Modding => "Retro-Porting" => Topic started by: XodusArt2 on November 20, 2014, 03:49:03 am
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My skin template executed successfuly, the script for submeshes ran, only picking up 23-25 on skin file 0 and 1, as well as 2, but 3 picked up 45, it confused me greatly, but I ended up realizing that I needed to change the script, problem was I didn't know code, and I got this script from a post from Dagaha, who I think if I asked, I'd just piss off. Help is appreciated and welcomed.
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What are you talking about?
What script? What for?
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The script would be ...
int i;
Printf( "Submeshes num - %dn", SkinHeader.nSubmeshes );
for (i = 0; i < SkinHeader.nSubmeshes; i++)
{
if (Submeshes.ID > 65000)
{
Printf( "SUB num - %dn", i );
Submeshes.StartTriangle = 0;
Submeshes.nTriangles = 0;
}
}
I need it to work for the new Arakkoa model too.
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To clarify, I'm trying to convert the new Arakkoa model in WoD to an m2i, but I get an assertion failed error, caused by the skin file, BUMP.
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To clarify, I'm trying to convert the new Arakkoa model in WoD to an m2i, but I get an assertion failed error, caused by the skin file, BUMP.
First page watch video on how to put files into MPQ open WMV find broken geosets aka nsubmeshes and remove them then put them into m2i format.
http://modcraft.io/viewtopic.php?f=93&t=8564
Also in case you try.... Use fresh extraction don't use the ones you edited with that "script..."
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I did try that, got skype? Mine is Deaven34
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Followed every step in the video, I still get an assertion error, I don't want to open this model up in anything but blender, I have no intention of porting this to an earlier version, I just need to get it open in Blender, but I can't even change the format to m2i without getting the assertion error.
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Followed every step in the video, I still get an assertion error, I don't want to open this model up in anything but blender, I have no intention of porting this to an earlier version, I just need to get it open in Blender, but I can't even change the format to m2i without getting the assertion error.
If I may ask what reason do you it in blender for?
If for just messing around with it I'd suggest just exporting it from WMV as an OBJ.
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Just add me on skype please, you can remove me after, I can't export it from WMV because I have no idea how to set WMV to work with my retail files. (The only copy of the game I have at 6.0.3)
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Here I'll just do you the favor of making it an M2I and also an OBJ.
I don't like adding random people to my Skype.
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I was actually going to do a tutorial on this but got sidetracked... Maybe tomorrow if I have time.
So this contains a fixed version of the model without any "broken" submeshes, an M2I format for Blender version 49 and an object format for any blender I used version 72 in case something doesn't work.
I also converted all the textures to png so they work in blender.
http://adf.ly/uQTqL
(http://puu.sh/cZ5in/1b628bb716.jpg)
(http://puu.sh/cZ5mu/ca55043221.jpg)
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Learning how to do it sure would help a lot, it doesn't really make sense that people make tutorials of the character models, but not the creature models, which are also very cool.