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Everything posted by Serifaz

  1. Hello me and my friends are looking for people willing to help us in converting models from m2 to fbx as well as wmo's and textures to png. We are currently working on porting the current BFA client without boss scripts or quests to unity. this is simply a project for rp purposes. We will be making a phasing system where players can build and create their own systems such as creature pathing. Complete: Base server. Player login. Character creation (with some races). Character Selection. Entering world with limited interaction. Basic movement networked. Todo: Phasing. Player phase editing tools. Conversion of most game models/textures. Animation assignment for most animations. We use unity collab and github to keep our project synced as much as possible. We are currently out of unity collab seats so all file converters will need to upload their work on our github. If you have any questions / are interested in the project please contact myself @ my Discord:Serifaz#4511 Note: We are NOT releasing this as open source as of yet. This may happen in the future when the projet is closer to completion. Aaaaand just cus, here is a few gif of our current character creation progress. This pic wouldn't attach. was too big.
  2. I have not ported any official wow maps / adts yet. @MaxtorCoder if you think you can help me do it I would be very appreciative. Just a heads up we are not recreating the npc scripts and base world for this initial server and client. It is simply a platform for rp so players can create things like npc emotes / pathing / combat scenarios if wanted. Also the players will be able to create their own maps(Although I would like to import the base world anyway for those who would want it.) There will be an in game terrain editor for players that own said terrain in their phase. This will not work with trinity, as Maxtor said it would not work well, and there is a lot of unneeded information at this point. Another thing is that again this will not necessarily be based on a specific client aside from getting the assets from a the most recent client and porting them. It wont be setup so that we have to keep up with specific xpacks. I feel doing this just takes too much out of the community and makes it too hard for us to handle when trying to make our own content or downport content. Again thank you all for your support, it's really what keeps me driven to keep going on this.
  3. is the body a different texture than the legs? also green texture means missing texture or incorrect texture format. Aside from that if you hard coded the textures and the body is separate from the rest of the meshes. you may want to make sure the texture is hard coded to it properly
  4. Hey guys Im looking for the anim id of the special stand animation for characters. I looked in animationdata.dbc but didn't see it. To clerify its the stand anim that plays every once in a while when standing on a character.
  5. what patch are you working on? the format for character textures has to be the same as other characters so it can wear armor. You will need to assign geosets so that the character will have armor like gloves and boots. these are submeshes attached in the model itself. Here is an example of 3.3.5 texture format
  6. Option 1:You would need to animate in mdlvis and convert mdx to m2 with mdx to m2 lazy Not recommended because verts rig only 100% no blend weighting. Option 2: buy highlords tool for converting gltf into m2, Note: Rigging takes quite a while depending on how many bones you use, but it is a good tool. Option 3: Wait for skarns blender studio to be released, most recommended. NOTE: If you want to prepair a model in blender for conversion when skarns tool comes out or for when you buy gltf to m2, please keep in mind that you can not have a parent a bone to a bone that has a higher id than it. so this means if you parent a bone. make sure the bone it is parented to was made before the bone you are parenting. ps. if you need help learning to animate with blender pm me.
  7. don't know if this is too late but you need to hex edit the skin files to allow for more geosets. Basically leave the geoset as the same name as say the upper body in blender but put 001 or something after it then try and convert. After that put it in 010 editor and edit the skin files to change the value of the geoset to a new geoset id. If you need help message me
  8. Hey Luke, Welcome Back! Nice to see you are at it again.
  9. nvm it is. I bought it, and this is literally the best tool for m2 creation to date(at least until skarns tool is out). Highly suggest getting it. Someone up this guys rank, should not be just considered a newbie.
  10. what dbc editing have you done sofar?
  11. Hello all, I have a problem with my m2 I am working on. I can't see it in game, all I see is a shadow. I am using mdx to m2 lazy I have done this before no problem but for some reason it is giving me trouble now. I think it is possibly a texture issue but I'm unsure. any ideas?
  12. just one more question how do I make geoset materials two sided?
  13. I just realized the transparency values in each field are 0 crap double post I think I might be able to fix this. I think its a material issue Im having actually.
  14. sorry for not giving much info I just didn't know what info to give I will check those things and update post with what I find out. [edit]So I checked 010 and there was a quite a few warnings. Also I forget where I saw it but zim4k a while back did a tutorial on how to fix offsets and cameras I can't find it tho. nTransparency in the 010 editor is 38 I am unsure if that is the transparency I need to change though. also I don't know weather this is worth noting but when I convert the model from mdx to m2 it only gives one skin file instead of three. I checked the skin file aswell and the template ran with no warnings or errors I don't really know how to match up the flags properly so if you could let me know how to fix the skin issues or look for them that would be awesome ;). I do have the model bound to bones so I know that isn't the issue there are only two bones the base bone and the second is a child of the base bone which again controls the whole model.
  15. No its a new model from scratch built in blender then put in 3ds max and exported to mdx which I am now converting to m2 with mdxtom2 lazy. and I am replacing the human male model to test it.So I'm unsure why its just not showing anything when I create a human I'm thinking it may be a scaling issue but not sure.
  16. hello I am a prof web developer I have been for years if you need help just add me on skype user =
  17. So I have been working on getting this armor set done for a while now. Finally happy to be able to show it and get some feedback
  18. yeah I was thinking about moving the shoulders, and most the items are new geosets except the chest
  19. I guess my question is how do I know what the geoset numbers are for those fields so I can show or hide the ones I want.