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About Balkron

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  1. Blender version 2.78 is not supported since the release of 2.79 and 2.8 The last up-to-date version of WoW Blender Studio based on 2.79 and given only to a small group of people for tests and bug research Skarn works on version 2.8. There is no release date
  2. Hey, @bizzlesnaff. The old version of the WoW Blender Studio works only with Blender 2.78 and isn't supported anymore (even for 2.79). The new one (for Blender 2.8) right now is in active development state, so you can watch on it in official WBS Discord Invite link:
  3. I really like your idea about how to approach complex WMO. Most of the people wants to know how to start making something big and global, e.g. a quarter of city or complex modular building. Added complex WMO proposals How can I forgot about animations and M2s... Added M2 proposals Added animation proposals Yeah, particles is a neat thing people wants to know and I'm capable to teach people how to make it in the beautiful and correct way. We just need to wait until Blender 2.8 particle branch will go to master-branch. Added particle proposals
  4. Hi Model-Changing! Right now I preparing to record my modeling tutorial series in Blender and upcoming WoW Blender Studio release (WBS still in develiopment, there is no release date). The point of this topic is 'help'. I need your help, dear modders! For these series I decided to make a plan, where each lesson should cover one separate field of knowledge: Green - approved Yellow - approved, but there are some unresolved moments Red - raw proposal General Parts: Inrtoduction and requirements. Basic 3D modeling workflow in general Blender modeling guide. UI, tools, modifiers Tips&Tricks. Hotkeys WMO Parts: Basic principles of environment design Basic principles of stylized modeling Blizzard's WMO analysis and differences (Classic -> WotLK -> BfA) WoW Blender Studio. WMO scene type workflow Up-res an existing WMO (Classic or WotLK to BfA level) WMO creation. Part 1: Creation workflow. Modeling (human house?) WMO creation. Part 2: UVs and textures (human house?) WMO creation. Part 3: Interior, doodads, portals, settings, export, check in-game (human house?) Complex WMO creation. Part 1: Approach. Planning. Blocking out (city quarter?) Complex WMO creation. Part 2: Modeling (city quarter?) Complex WMO creation. Part 3: UVs and textures (city quarter?) Complex WMO creation. Part 4: Separate WMO parts export feature (coming soon in WoW Blender Studio) M2 Parts: Props (short form of 'Properties') - static scene object in 3D environment Basic principles of props creation Basic principles of stylized props modeling Blizzard's M2 props analysis and differences (Classic -> WotLK -> BfA) WoW Blender Studio. M2 scene type workflow Up-res an existing props (Classic or WotLK to BfA level) Prop creation. Part 1: Creation workflow. Modeling (sword?) I would like to hear what are you interested in. If needed, I can make few props for different puproses. Prop creation. Part 2: UVs (sword?) Prop creation. Part 3: Handpainting (custom texture painting tutorial) Prop creation. Part 4: Settings, export, check in-game (sword?) Particles (torch? waterfall?) I would like to hear what are you interested in. If needed, I can make few props for different puproses. Basic principles of character creation Basic principles of stylized creature and character modeling Blizzard's M2 creature analysis and differences (Classic -> WotLK -> BfA) Up-res and existing creature (Classic or WotLK to BfA level) Creature creation. Part 1: Creation workflow. Sculpting in ZBrush (high-res model creation) (ogre?/beast?/new race?) I would like to hear what are you interested in. If needed, I can make few creatures or characters for different puproses. Creature creation. Part 2: Retopology Creature creation. Part 3: UVs Creature creation. Part 4: Using ZBrush for stylized texture creation. Handpainting Creature creation. Part 5: Rigging. FK/IK (forward and inverse kinematic). Controllers Creature creation. Part 6: M2 Animation Editor (WBS). Animation Creature creation. Part 7: Settings, export, check in-game Optional tutorials: Concept art: Buildings, environments Concept art: Creatures, props I want to hear from you any proposals about each lesson that listed here. If you want to learn something, but there are no tutorial here, please share your thoughts and ideas in this topic!
  5. Green models mean there are missing textures. Check them and bring back missing ones.
  6. @Murkablo shadowfangkeep.obj shadowfangkeep.mtl
  7. What file format do you need? WMO/OBJ?
  8. There is no rule 'pay to be chosen'. This small group of testers was created by Skarn to imporve bug-finding process and make a little 'share' with the community. But Skarn also appreciates any help and donations, so it's better to write to him directly. @Skarn Discord: Skarn#6841
  9. Oh, sorry, my bad. This branch of WoW Blender Studio is still in development. It can be used by small amount of people in alpha-testing group. You need to wait until the WoW Studio will be finished, Skarn continued his work on the addon.
  10. You should fill this path. Then, you should type in the search (hit 'Space' in the viewport) 'Creature Editor': If your game path to the model is correct, there will be an option to choose texture from DBC.
  11. It's export extension plugin. If you want to export your file as .blp (instead of png or tga, for example) you need to choose BLP option in the export filetype list.
  12. Client-server architecture As we all know, World of Warcraft is an online game(!). A fully-fledged multiplayer process requires a connection between the client (the game executable on a player's computer) and the server, which manages player interaction and the content not located client-side. The diagram below presents an abstract overview of the game's client-server architecture. Each of the elements shown is, to various extents, a potential subject for your modifications. Do not worry if you find yourself confused by some of these definitions - each will receive a detailed explanation in the upcoming tutorials. The MPQ Files All WoW client data is stored in MPQ files. You can find them in the folder: your_wow_folder/Data/ And also in the local subfolder. This folder is named with your language code. It can be called as enUS, enGB, ruRU, frFR, etc. MPQ files are archives like ZIP or RAR. They contain all the data the game needs, e.g. models, maps, textures, etc. Blizzard uses several own filetypes where you need specialized applications to edit them. But also mp3 or simple text files for Lua and XML code. In the following, I will explain some data you will find in the MPQs. To mod WoW, you have to extract the files, edit them and pack them again in the MPQ patch, so the client will load them. In the next tutorials, we will show you how it works. Common WoW File Types Below you can see short description of WoW File types. We will describe them individually in the next part of the tutorial. BLP - Blizzard Picture Blizzard's image format. You can find textures, maps and interface elements with this type DBC - DataBase Client DBCs store the data for the client. This is a table of values that contains data about the particular area of the game client. E.g., what maps you have, how spells should work and much more LUA - script files in the Lua programming language These files define the actions of the interface. For example what happens if you click the Login button XML - files in the XML (Extensible Markup Language) These files define the look of the interface. It places images, models and UI elements M2 These models are used for doodads (decoration objects), players, monsters and really everything in the game except for Terrain and WMOs SKIN Contains the information about different levels of detail and geosets for M2s WMO - World Models Models like houses, bridges or even full cities and dungeons like Stormwind or Deathmine ADT Contain terrain and object information for map tiles WDT - map definition file It defines what ADTs on the map exist, or the map is built only out of one WMO like instances WDL Low-res heightmap of all ADTs of the map. This file is used to display far away mountains. Wav/mp3 Sound files for music and effects
  13. 1. BLP Lab Very buggy variant for you, but there is a possibility for a batch conversion 2. Photoshop BLP plugin There were no bugs for me, stable thing. If you know how to handle photoshop actions, you can also do batch conversion there. P.S. There is also WIP converter from Skarn and Cromon, but this one is not finished yet.
  14. Version 1.0


    Supported Formats Windows x64 Windows x86 (32-bit) Mac OS X 10.6 (Lion)+ CS4 6.0 CS5 CS5 7.0 CS6 CS6 CS CC CC CS2 CC 2014 CC 2014 CS3 CS4 CS5 CS6 CC CC 2014 InstallationWindows Find your Photoshop Folder (x64) C:\Program Files\Adobe\Adobe Photoshop CS6 (64 Bit)\ (x32) C:\Program Files\Adobe\Adobe Photoshop CS6\ From that folder, go to \Plug-ins\File Formats\ (create "File Formats" folder if it doesn't exist) Drop the appropriate plugin (x64 or x86) in that folder. Run Photoshop OS X Find your Photoshop Folder e.g. \Applications\Photoshop CS6\ From that folder, go to \Plug-ins\File Formats\ (create "File Formats" folder if it doesn't exist) Drop BLP.plugin in that folder Run Photoshop Supported VariantsIt was my goal to support every variant of the BLP format that Blizzard uses in WoW - for both opening and saving. The end result is a total of 11 different combinations of compression and transparency. Below is a listing of these.Alpha Bit DepthsThis is the amount of detail allowed in transparency of your image. 0-bit - No transparency at all 1-bit - simple transparency, similar to GIFs. It's either transparent or not. 4-bit - slightly better range of transparency, but will turn smooth fades into visible "steps" 8-bit - This is the same level of transparency you'll ordinarily see in PNG/TGA formats, with 256 levels of transparency. Compression Types Indexed (256 Color) - Very similar to a GIF, as it uses a palette that can fit up to 256 colors, but BLP files have indipendent transparency. Indexed BLPs can make use of all 4 types of alpha. DXT - This is the defacto compression type used in modern games, with the most popular format that uses this, being .dds. DXT compression gives you a better color range, with a slightly larger size, than indexed. It also supports all 4 levels of transparency. DXT-5 - Would normally be lumped in with the above category, however it's the second DXT type that supports 8-bit alpha. The result is a bit better color, and a slightly larger file size than the 8-bit alpha under the DXT category. Uncompressed - Very much like a Bitmap, with no compression to speak of. It can support either 0-bit or 8-bit alpha. This version is only used by Blizzard for sky textures, where every bit of color detail is necessary.