Modcraft - The community dedicated to quality WoW modding!

Content creation => Texturing and 2D Art => Topic started by: Shadowjesper1 on April 20, 2012, 04:57:45 pm

Title: [QUESTION] Trying to recolor Kalecgos.
Post by: Shadowjesper1 on April 20, 2012, 04:57:45 pm
I run on a 4.0.6a client.

I imported Kalecgos blps and converted and edited them in Photoshop.

I made sure that the format was indexed and not RGB.

I removed camera settings (by hex edit)

I made my patch:

Creatures/DragonKalecgos/DragonKalecgos.m2
Along with all the skins and animations and the modified blps.

But he keeps staying blue.

What am I doing wrong?
Title: Re: [QUESTION] Trying to recolor Kalecgos.
Post by: Vel on April 21, 2012, 06:33:25 am
Quote from: "Shadowjesper1"
I run on a 4.0.6a client.

I imported Kalecgos blps and converted and edited them in Photoshop.

I made sure that the format was indexed and not RGB.

I removed camera settings (by hex edit)

I made my patch:

Creatures/DragonKalecgos/DragonKalecgos.m2
Along with all the skins and animations and the modified blps.

But he keeps staying blue.

What am I doing wrong?

For this is not need to create(copypaste) a new model (probably)

All textures(95%, except eyeglowsarmor reflects etc)(for creatures) are specified in Creaturedisplayinfo.dbc (or something like this, do not remember), or maybe in creaturemodeldata.dbc

However, you can change texture type in pymodeleditor "dbc" to "hardcore" and manually set paths to all textures (Only if you are experienced)
Title: Re: [QUESTION] Trying to recolor Kalecgos.
Post by: Shadowjesper1 on April 25, 2012, 06:36:33 pm
You mean find the blps? Those were the first I tried :P, if that is what you mean.

Yeah, DragonSkinKalecgos1, DragonSkinKalecgos2, DragonSkinKalecgos3.

I even tried with a patch, to overwrite Kalecgos' current blps with a new one.
Title: Re: [QUESTION] Trying to recolor Kalecgos.
Post by: Soldan on April 26, 2012, 11:43:22 pm
In my opinion,

I would recommend, rather than actually changing the blizzard skin, create a new display ID via CreatureDisplayInfo.dbc, using the same model and calling the BLPs like KalecgosCustom1.blp, KalecgosCustom2.blp and KalecgosCustom2.blp, so in this case it would be:

CreatureDragonKalecgosDragonKalecgos.m2
CreatureDragonKalecgosKalecgosCustom1.blp
CreatureDragonKalecgosKalecgosCustom2.blp
CreatureDragonKalecgosKalecgosCustom3.blp

The only problem is what Vel mentioned above, the creature could have it's textures hardcoded.

In that case, what you can do is open the model and change the texture treepaths (as vel said), or, the cooler way and more "pro looking" is copy the model, call it like KalecgosCustom.m2, so it would be like

CreatureKalecgosCustomKalecgosCustom.m2
CreatureKalecgosCustomKalecgosCustom1.blp
CreatureKalecgosCustomKalecgosCustom2.blp
CreatureKalecgosCustomKalecgosCustom3.blp

Open the model in PyModelEditor, and change the hardcoded textures to the said treepaths above, and you're done with the model and textures!  Ofcourse, it goes without saying that you would also have to create a new Model ID (CreatureModelData.dbc), and use the new custom entry that you added, as the model when making the new Display ID (CreatureDisplayInfo.dbc) :P

If you have anymore problems, let me know :D

Edit: In both cases, you would have to change the display ID of Kalecgos to your new one to be able to see the effects :D