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Messages - Quezako

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Texturing and 2D Art / Re: [QUESTION] Glossy / shiny / plastic effect?
« on: January 08, 2015, 12:30:17 am »
Ok, I've finally got it! :)

In fact, I had to modify many values in the .skin file.
I've been looking for the .skin infos here: http://www.wowdev.wiki/index.php ... ture_units

1. I had to find which textureUnit is assigned to the body. I found this by looking at the submesh field and in the submeshes, findind the one with the most triangles. I suppose it is th submesh #0 by default.

2. I've changed the following values in the textureUnit:
- TEXUNITFLAGS: 144
- order (shader_id): 32769
- d4 (op_count): 2

The flag 144 is not documented, but it is the one used in the Murloc model.
shader_id and op_count seem to be introduced in WoW 5.0.
shader_id 32769 seems to be the glossy shader effect.
op_count 2 is for loading 2 textures, one over the other.

Thanks a lot for your help guys! Now I've got a wonderful plastic Darkhound with a stick! :D

EDIT: the TEXUNITFLAGS doen't need to be changed, it can be set to 16.
There is no need to touch the renderFlags, as it is a shader effect, I suppose.
The 16,4 renderFlags is usefull if you want to make transparent models.

2
Texturing and 2D Art / Re: [QUESTION] Glossy / shiny / plastic effect?
« on: January 07, 2015, 11:14:40 pm »
I don't understand why, but even if I set all the renderFlags to 0 in the murloc.m2 and Murloc00.skin + Murloc01.skin files, the reflection still works!

3
Texturing and 2D Art / Re: [QUESTION] Glossy / shiny / plastic effect?
« on: January 07, 2015, 10:48:46 pm »
Ok, thanks a lot for your help!
But, I must admit I'm strating to have a headache, because I do'nt even understand how the original Murloc is working this way.
The .skin files use renderFlag 2 for textureUnit1.
The .m2 has the following values for renderFlag 2 : 4,1.
The renderFlag 1 has the values : 16,4. But it does not seem tu be used in the .skin files?

Btw, do I have to add a textureUnit in the new .skin file?

4
Texturing and 2D Art / Re: [QUESTION] Glossy / shiny / plastic effect?
« on: January 07, 2015, 10:51:06 am »
I've jst tried with M2Modder2, which added the texture, but still, the effect is not displayed.
Maybe I have to edit something else in the .m2 file or in another file like a .dbc file?

5
Texturing and 2D Art / Re: [QUESTION] Glossy / shiny / plastic effect?
« on: January 07, 2015, 08:08:39 am »
Ok, I've found many topics like this one: viewtopic.php?f=93&t=937
I've started with a simple exercise: replacing a Murloc by a Darkhound and trying to apply the reflect effect on it.

Unfortunately, the only result I've obtaiend so far is a Darkhound with a stick and transparent ears! ;)
So, I don't know what is wrong, I've added the second texture and specified its name at the end of the file, so i don't have to change all the offsets.

Here is a screenshot ans my files.

6
Texturing and 2D Art / Re: [QUESTION] Glossy / shiny / plastic effect?
« on: January 06, 2015, 03:10:08 am »
Hmm, if I understand, the render flags are coded into the .m2 file?
But I'm trying to understand how to change them. Do I have to hex edit it?
I did not find any tutorial about that.
I've just found the string "CREATUREMURLOCSAHAUGINREFLECT.BLP" in murloc.m2
And I've tried to convert it to .m2i but I suppose it is no use?

7
Texturing and 2D Art / Re: [QUESTION] Glossy / shiny / plastic effect?
« on: January 05, 2015, 09:18:34 pm »
Thanks a lot, I'll Google that. :)

8
Texturing and 2D Art / [QUESTION] Glossy / shiny / plastic effect?
« on: January 05, 2015, 08:23:33 am »
Hello,

I would like to know if it is possible to apply the kind of reflective (kind of glossy) effect we can see on some weapons / armors to some creatures or players?
Is it possible with .bls, or envmap or reflect textures?
Or maybe with a graphic injector, like SweetFX or ENB Series?

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