• Content Count

  • Joined

  • Last visited

Community Reputation

61 Excellent


About Balkron

  • Rank
  • Birthday April 26

Personal Information

  • Specialty


  • Discord

Recent Profile Visitors

4,630 profile views
  1. @Murkablo shadowfangkeep.obj shadowfangkeep.mtl
  2. What file format do you need? WMO/OBJ?
  3. 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
  4. 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.
  5. 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.
  6. 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.
  7. 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 presented 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 named as enUS, enGB, ruRU, frFR etc. MPQ files are archives like ZIP or RAR. They contain all the files the game needs e.g. models, maps, textures etc. Blizzard uses several own filetypes where you need special applications to edit them. But also mp3 or simple text files for Lua and XML code. In the following I will explain some files you will find in the MPQs. To mod WoW you have to extract the files, edit them and pack them again in 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 turorial. BLP - Blizzard Picture Blizzard's own 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 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 for 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
  8. 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.
  9. 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.
  10. @yopel2 Your screenshots are broken, please, reupload them. Btw, we need to know how exactly you trying to convert your models into wow file formats.
  11. Testing your work without MPQs This tutorial explains how to test your edits without repacking the MPQ every time you change something. At the end of the tutorial your WoW client will be reading directly from its folder to save your time. Installation: Download the patched Wow.exe and replace the original one with it. Recommended to make a backup of an original one Create a folder named Patch-X.MPQ (any letter or number instead of X) and put your edited files in there. WoW client reads patches in alphabetical order. First is reading of numeric patches (from 1 to 9), then reading of letter patches (from A to Z) Since in 3.3.5a there are already patches from 1 to 3 you can name your patch as patch-4.mpq or patch-5.mpq etc. The count of available patch names is limited by unused numbers and letters Now your client can read directly from that folder, so you don’t have to create patches. Though, there are ways to make your work more convinient in Noggit too. Find a string called Project Path and fill its value with a path to your patch-folder. An example: C:/Work/World of Warcraft/patch-4.mpq Once done your Noggit will save files directly to this folder. You can run both Noggit and game client at the same time. In order to see the changes you saved, you will need to reload the map in game. You need to teleport to a different zone and back. Type these commands in your chat window (you can also create a macro for that): .tele gmisland (teleports you to GM Island zone) .recall (teleports you back to your initial teleport location) Make sure not to save anything in Noggit while the client is loading a map and vice versa. It can be dangerous for your files Advanced. Patching your own .exe and understanding how it works You may want to do a similar hack to your own WoW.exe because it can be modified with something else. Here we will explain the way to do it. Credits for the .exe patch go to schlumpf and Mjollna. Start Sweetscape 010 Editor and open your WoW.exe in it Edit > Search Turn on Use wildcards, set the seach type to Hex bytes and search the following pattern: E8 ?? ?? ?? ?? 6A 00 E8 ?? ?? ?? ?? 6A 02 Replace the beginning of the pattern with (for any version of WoW): 90 90 90 90 90 6A FF or the entire string for WoW 3.3.5a with: 90 90 90 90 90 6A FF E8 2A EC 01 00 6A 02
  12. "Отказано в доступе" - означает, что блендер запускается не от имени администратора. Иными словами - недостаток пермиссий для программы. Да, помимо этого способа есть импорт вмо и м2 через WMV (WoW Model Viewer). Shift+A > WoW > WMO
  13. Balkron

    help Error Crash

    99% sure there is a bad converted or exported model. Make sure your WMOs and M2s do not crash your client and Noggit. Also you don't need to paste all of your crash log, it's pretty useless for us. The whole error message is just: ERROR #132 (0x85100084) Fatal Exception Program: C:\ProjectFolder\Client335aNoggit\Wow.exe Exception: 0xC0000005 (ACCESS_VIOLATION) at 0023:007B31F8 The instruction at "0x007B31F8" referenced memory at "0x00000010". The memory could not be "read".
  14. @Anomaex Загрузил файл (выделен в тексте зелёным)