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Everything posted by Finsternis

  1. Heyhow^^, I have a little problem, i ported down some new models from 7.2 but also have this issue with 7.1 models. For example the storm dragon, but also the new pala mounts. The animations are correct set but they make no voice in game. All other sounds work normal just the mount special not! Is there a way to fix it in the m2 file? Or just a little dbc edit wich i not see x)?
  2. I know it is a bit older Topic but it is a similar Problem. Anduins horse have a $FD1 event but no sound on Mountspecial. So is it Possible to edit it or to see how it "fire now"? Or anyone an idea where i should look?
  3. Maype "Patch" just with a small letter to "patch". Btw what happend to your patch-3?
  4. And there's a good reason for that. My bandwidth was very slow and I didn't want to update for 3 days. However, I had designed it in such a way that others can use their npc models when they have them. In any case, I'm excited for your version, leeviathan ^ ^. All your previous things, were very cool.
  5. Character models are a pain as fuck^^. You need to edit each model in blender, fixing all stuff by hand and edit thousands of textures. And btw i have no idea how to handle the new .skel files. But ya ask questions if you have.^^" Btw. maybe the new blender studio could fix the .skel and "byhand fixing stuff" . This would save a lot of time and tears^^
  6. Btw warmane use my work (just the player models not the npc´s, but im sure they add them from another one) without any mention. They just edit two id´s and said that their devs make a big cool work. This faces are older "bugs" and need no big 3D model fix. What u see there is a new model with a old texture. Nothing else. Btw they are the reason why i fucked my patch up.
  7. Im not sure, maybe the texture not exist for the particle?
  8. He explain how to find out the new Txid. For a while there was hardcoded textures in the files, but now there are "hidden" Txid´s. With this TXid´s you can find out which texture this slots have. In the video you can see the complete template at 2.27 min, after this im sure it is a way to add hardcoded textures path correct´and maybe simple xD. But i dont get the part after this, i do this by hand. With the id that you found with the template, you can search here "" . and you know which texture on which slot. Btw this template have to run on the original non ported file and i need the "copy paste" part one more time more than in the video at 1:19.
  9. Thanks for the video. I tried with copy paste but the first thing was not working correct for me. I get first the id´s of skin files but not of textures. I just copy paste again three lines and i think this is it. All what you done after this is to complicate for me, but i dont need this anyway.(i have no idea what you done there but it works^^) The relationship between this and the TXid was important and how to read them in the file. If i found there a model where this not work and i cant handle it alone i will ask here again^^. So thanks for your help.
  10. I just know that this is the reason for my problem and that it is at the end of the file but more than "TXID" i cant "read" and i dont understand the relationship at all.
  11. I just don't understand. Maybe it must be basic first. How can I read the Txid in the M2 file? And then how does that go together with the empty texture rows? I still don't understand how the texture is related to the file ID you've linked here. And why the model should simply know which texture belongs where. Where does this information come from? Can you explain how a child would understand that? ^^ Or give a simple example.
  12. I still dont get it. what is the fd id? or the $ id? for example "fd1_$2.blp" what would it load on which slot?
  13. That was what i did, but it is still not so easy to find out which texture on which slot. I looked on the waterelemental and gave up xD. The information that just files inside the folder are used, make me feel a bit reassured .
  14. He have this issue That elemental earth have one Creatureskin1 and six harcoded textures. All for particels and maybe some effects. I make it work in wotlk with try and error. I looked in the particles tab an search for the texture slot. Than i try which texture could it be. But i hoped that i can see anywhere which slot has which texture.
  15. but how i find out which file id is which texture, maybe there is already the answer but i have not the dev power sorry ^^
  16. Uff so so technical The hardcoded are my problem here, how i see which TXID is for which texture? I have for example, 4 texture slots , slot zero is creatureskin1 , slot one and two are a hardcoded textur and for me complete empty. And slot 3 is creatureskin2. How i can now find out what textues are in slot one and two?
  17. Rly nice tutorial with the materials and your script/testobject. I bring it to work, i dont understand yet all but i will if i need.^^ It helped me by a nonanimated problem. And now im sure i can do this with most models if they have this. Before this i made extra meshes and gave them renderflags.Now with masks, it will be much finer/easier and cooler^^. So just a big thx
  18. i would say "indexed" and alpha depth none should work
  19. You also need the correct blp format (palettized , no alpha) and the upper part of the face. Lower normal format 256*128 in your case it should be 128*64 Upper normal format 256*64 in your case it should be 128*32
  20. Goblins before cata have no faces. So you cant find them. What we see here are the faces of the races that u switch. This explaine also the missing head parts on some . Wow still think it use the old model and make something invisible that should be invisible on the old. You could now edit the charsection.dbc or make alot of new blp´s or you edit the model that there is just one hardcoded texture.
  21. Maybe a bad idea to start with it, but i still have to do it . If not, all emotes end in fucked up model and crash. But as i write this, i see it was a dumb idea because, .anim just have emotes and not stand or walk.. ^^ Anyway i had here and there the issue that the model playbackspeed is wrong. And rly rar that the play length was wrong. I try around on the length and use mostly 150 at speed. Or maybe it is a problem with the "next animation" hard to say. Just some ideas. At last dont forget this are beta files and some have still alot of issue.
  22. You fix the stuff in the .anim file with the 8 byte? If yes it is maybe something in m2 with the playbackspeed or anything else there?!
  23. Only thing if this is for wotlk care about the tris count(21845 max) your file was alot over it. But im dont think that this is the main problem here. Maybe something with the converter/amature idk.
  24. Hm then the bone option. i think the bones just for the different holding positions. Find out which one is near the blade and give him a new position in the template not in blender^^.