Serifaz

Pixie Animations and progress

So I thought seeing as I got most the problems with conversion worked out for now...
I would turn this thread into a showoff for now on how the progress is going on the model24R6al0.gif

 

 

Pixie.png

Edited by Serifaz

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I do not recommend trying to convert your model now, it's pointless. It does not satisfy many conditions.

 

at first your character should have a right UVMAP:

T2EKU_RightUVmap.png

or you can use a different (for example current) UVmap. At least it will be look a very strange

then you should export all versions of boots hands kilt\hairstyles meshes(from any other character) to your pixie and connect the seams of your model and new meshes (for this you should do the below rule - right body UVmap)

YAr60_meshes.png

also your model should have no more than 63 bones(with animations - helpers are not considered), if you want to animate\convert this via mdlvis.

 

characters doesn't fully support DXT\DXT5 formats of blp, what i mean?

you should use 256 index colored BLP

27kCz_blp_sub_format.png

yes, your "smooth alpha channel" immadiately died.

you also can use a hardcoded mesh with the texture(it allows to use DXT\DXT5 blp's). In this case, no wearing armor or a state of the model will not affect to this texture\mesh

typical example > DK\belfs\nelfs eyeglows.

 

 

list of index256: body(naked), gloves, boots, belt, legs, kilt, bracers, tabard

list of DXT: cape, shoulders(texture+model), helmet(texture+model), (different meshes like eyeglows)

no have idea about the hair textures

 

Edited by Vellear

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I actually have it uv mapped in the format you mentioned.
5d9bzy1.png

The ivy you see on the body is a different mesh

Also I already did the geosets

a9SVYo0.png

 


I just don't understand why the normals are flipping out? It only does it in mdlvis

can you possibly tell me?

I did read your post but I think I missed it if you already typed it.

Edited by Serifaz

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Okay. You wrote that mdlvis incorrectly displays your model. Take a screenshot

 

you want to do skeleton from scratch? or use some elements of existing

 

it will be extremely difficult to make a flying character, the main problem is the need for very massive changes in a large number of animations

 

update: you have a mesh with naked head? (for helmets)

Edited by Vellear

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Okay. You wrote that mdlvis incorrectly displays your model. Take a screenshot

uUlfJGk.jpg

it displays differently when I turn it if you look at the chin its missing a piece


N3VG9i4.png

but if I turn it it looks fine in that part it does the same for every part of the body.

you want to do skeleton from scratch? or use some elements of existing

I am going to make the skeleton from scratch

it will be extremely difficult to make a flying character, the main problem is the need for very massive changes in a large number of animations

 

update: you have a mesh with naked head? (for helmets)

and yes the model is built based on other race models so I did everything really. it just doesn't show up in mdlvis correctly so I can rig and animate

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I see Serifaz you are in love with pixies I remembler your old project had them too.

I do but Im also working on a dragonkin race called dracon

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I see Serifaz you are in love with pixies I remembler your old project had them too.

I do but Im also working on a dragonkin race called dracon

 

Dracon is a Russian word for Dragon ;)

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N3VG9i4.png

at first just turn on the shadows in blender, and disable two-sided rendering. This is problem with the normals - mdlvis by default renders only one side(and blizzard characters too). Then manually fix the triangles.

two sided rendering should be usable only for  hairs or foliage of trees(...), but not on solid models.

 

about count of the textures - use  war3modeleditor.exe(require warcraft 3) for adding new.

            *textures > add a texture

            *material > create a new material > add a texture path (select box)

            *geoset > add a material ID bottom of the window

-----------

reverse wrong triangles to the outher side, Make sure that your model looks fine with the shadows\without two-sided rendering in blender, and then try to convert again

for example in maya this is very easy

L9q2W_double_seed.png

TVTsT_reverse_normals.png

 

Edited by Vellear

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thanx vel btw do you know why when I try to rig my model when I get to the 4th bone it crashes the conversion nomatter what I do .

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there is an awful English, i was in a hurry and had done a lot of mistakes, besides, i very rarely write so large posts

 I try to rig my model

which editor

which skeleton (wow-based or custom)

 

 when I get to the 4th bone it crashes the conversion nomatter what I do .

you mean mdx to m2?

I will say this, with a probability of 95%, your skeleton will never work properly. You need to know the rules for constructing the skeleton for wow.

You always should do your model in MDL format, never in MDX.

Each bone of skeleton always have a object ID, this ID should be higher than previous in the skeleton.

Example:

Tl2bQ_RightAndWrong.png

 

 

those who are in a hurry, never be able to convert into m2 Believe to my word.

 

what is a bone\helpers?

helper this is always bone without any binded verticles its objectID.

 

Events goes after a bones, so it is always his number will be always higher then in skeleton (for example if your skeleton has 10 bones (0-9), because helper automatically get a number 11

usually i bind the skeleton in several stages:

1. Full unbind skeleton from the old model(blizzard)

2. Delete this old model

3. Create a temproary one "all bone" and bind each verticle of your model

4. Resave it (when you save model with empty-binded bones, they converts to helpers, and get new numbers

    we got a clear skeleton  consisting entirely of helpers + our custom "all bone"

5. Each good model should have a root bone, but this bone never have any binded verticles ... and? yes, mdlvis always to convert it in helper with number (higher than the final bone ID). in fact, these bones of a few more, they should be always binds, if we talk about fanmade modding, and based in war3 infrastructure. How to solve this problem? create a triangle(why triangle? if you create a single verticle - mdlvis can delete it as excess geometry in saving process. But not the triangle) compress the griangle into one point, and place to XYZ000, when you decide to start binds the skeleton - make sure, that each your bone have atleast one binded verticle, or you get a result from my image "wrong" All these bones are binds with triangle and never become helpers

You probably wonder what would happen if we mixed up the bone IDs?

giphy.gif

the truth is you anyway do not like the result.

next is a little bit easier. In queue - bind each bone. they should turned to the bone in the correct order from helpers to bones, so you get the correct sequence from the green example from top of the post.

about converting models into m2, you must have a war3modeleditor and in nodes section, spontaneously add a light emitters without settings and save the model to try to re-convert again. at some point there may be 300-400 + nothing wrong. The main task - converting.

When you convert the model, you need pymodeleditor and 010 hex editor with m2 template, you also need to know the structure of m2. In pymodeleditor you should add a transparency as 0:32767 and fix it in each material

in 010 hex editor you should delete all the light emitters via reset "lights" in the header of m2 as Light: 0, lights ofs: 0h

Only then theoretically your model begins to load in the game without crashes or other strange bugs like 0 FPS. However, the animation will be look terrible, how terrible?

jW1KY_2011.gif(my andric legionary from Wargate, 2011)

but here it came 1-2% of wow modders, because I'll tell you about fixing only when I see a similar result from your model.

small bonus:

http://www.youtube.com/watch?v=4w9XgsjPEKI

 

Edited by Vellear

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I am trying to rig the model in mdlvis

and Im trying to make a wow based skeleton

I already knew the bone structure.

It just isn't accepting it.

I get to the 4th bone and it doesn't matter how it is attached it does not convert nomatter what.

I know its super confusing but its not working.

I am converting with mdxtom2lazy but it won't convert

this is what Im doing sofar.

this is all done in mdlvis.

I create a new bone and make the parent the default bone.
I attach all verticies to the default bonne
I reattach all verticies to second bone
then I create a third bone and attach it to the second bone then reattach different verts to that bone.
then I create a 4rth bone this is where it becomes a problem.
I have tried attaching that bone to the second bone or the third , attach verticies, and it stops the conversion everytime.

Vel can I send you my model in a pm and you can possibly tell me what Im doing wrong?
 

 

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I am converting with mdxtom2lazy but it won't convert

 

windows 10 with the latest security updates for the past 2 months no more compatible with the MDXconv and partly incompatible with the lazy converter. - this is true only in case of error without any messages and any words in CMD console like "starting".

if you got an error message from windows - this is common problem of MDXconv, I described a way to solve this problem the above

 

 

about converting models into m2, you must have a war3modeleditor and in nodes section, spontaneously add a light emitters without settings and save the model to try to re-convert again. at some point there may be 300-400 + nothing wrong. The main task - converting.

When you convert the model, you need pymodeleditor and 010 hex editor with m2 template, you also need to know the structure of m2. In pymodeleditor you should add a transparency as 0:32767 and fix it in each material

in 010 hex editor you should delete all the light emitters via reset "lights" in the header of m2 as Light: 0, lights ofs: 0h

 

-------------------

Vel can I send you my model in a pm and you can possibly tell me what Im doing wrong?

 

 

yes, anytime

Edited by Vellear

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I was able to fix it. it was a problem with me attaching the original default bone to verticies directly

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Agamand Mills from the Prophecy RP Team. The Agamand Mills was a vast windmill network once controlled by the Agamand family in northern Tirisfal Glades. The Agamand family was a noble land owning family who owned much of Tirisfal Glades securing vast wealth from owning Lordaeron's windmills and thus securing much political influence.

 

We're always open to criticisms, if you see something you don't like or have thought of a way we can improve let us know!

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Agamand Mills from the Prophecy RP Team. The Agamand Mills was a vast windmill network once controlled by the Agamand family in northern Tirisfal Glades. The Agamand family was a noble land owning family who owned much of Tirisfal Glades securing vast wealth from owning Lordaeron's windmills and thus securing much political influence.

 

We're always open to criticisms, if you see something you don't like or have thought of a way we can improve let us know!

Want to help? Contact Valaryon#6825 on Discord or on MC.net!

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Seaguard Tower from the Prophecy RP Team. The Seaguard Tower is the north western most tower of Lordaeron. Primarily used to watch the Whispering Shore during the Second War. Now it is beginning to lose its luster and the men guarding it grow weary from the inaction since the downfall of the Horde.

We're always open to criticisms, if you see something you don't like or think of a way we can improve let us know!

Want to help? Contact Valaryon#6825 on Discord or on MC.net!

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Seaguard Tower from the Prophecy RP Team. The Seaguard Tower is the north western most tower of Lordaeron. Primarily used to watch the Whispering Shore during the Second War. Now it is beginning to lose its luster and the men guarding it grow weary from the inaction since the downfall of the Horde.

We're always open to criticisms, if you see something you don't like or think of a way we can improve let us know!

Want to help? Contact Valaryon#6825 on Discord or on MC.net!

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Balnir Farmstead from the Prophecy RP Team. Balnir Farmstead is the site of the Royal Horsebreeder of Lordaeron. Many nobles of Lordaeron received their loyal steeds from the reknowned breeder Balnir. Arthas himself received his famed steed Invicible from Balnir's stables. Every fall when the Wickerman festival draws near, Balnir tears out his crops and hosts a local horse racing competition.

 

We're always open to criticisms, if you see something you don't like or think of a way we can improve let us know!

Want to help? Contact Valaryon#6825 on Discord or on MC.net!

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Balnir Farmstead from the Prophecy RP Team. Balnir Farmstead is the site of the Royal Horsebreeder of Lordaeron. Many nobles of Lordaeron received their loyal steeds from the reknowned breeder Balnir. Arthas himself received his famed steed Invicible from Balnir's stables. Every fall when the Wickerman festival draws near, Balnir tears out his crops and hosts a local horse racing competition.

 

We're always open to criticisms, if you see something you don't like or think of a way we can improve let us know!

Want to help? Contact Valaryon#6825 on Discord or on MC.net!

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Mereldar Monastery from the Prophecy RP Team. Mereldar Monastery named from the famed sister of General Lordain (Lordaeron's namesake) and fore-mother of the Church of the Holy Light. Mereldar Monastery was a proud bastion of Lordaeron's priesthood - a center for learning and enlightenment. Many aspiring Paladins train and learn here before their induction into the Order of the Silver Hand.

 

We're always open to criticisms, if you see something you don't like or think of a way we can improve let us know!

Want to help? Contact Valaryon#6825 on Discord or on MC.net!

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Mereldar Monastery from the Prophecy RP Team. Mereldar Monastery named from the famed sister of General Lordain (Lordaeron's namesake) and fore-mother of the Church of the Holy Light. Mereldar Monastery was a proud bastion of Lordaeron's priesthood - a center for learning and enlightenment. Many aspiring Paladins train and learn here before their induction into the Order of the Silver Hand.

 

We're always open to criticisms, if you see something you don't like or think of a way we can improve let us know!

Want to help? Contact Valaryon#6825 on Discord or on MC.net!

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The Bulwark from the Prophecy RP Team. The Bulwark is border post between Lordaeron's Capital City and the lands of Darrowmere. The Bulwark doesn't see much action since the Second War. It mostly now monitors trade to and from the Capital City. However as of lately it has had additional defensive assets constructed on the site.

 

We're always open to criticisms, if you see something you don't like or think of a way we can improve let us know!

Want to help? Contact Valaryon#6825 on Discord or on MC.net!

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