Inico

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Posts posted by Inico


  1. 9 hours ago, Digesta said:

    Is there a way to increase number of vertices on ported HD models from Legion to Wotlk, and not have them broken like in the picture?

    You can reduce the polygon count by decimating. Here's a tutorial.
    I think you can bypass the limit by playing with some triangle id's but for now the easier method is decimating.

    • Like 2

  2. 1 hour ago, cqwrteur said:

    Just tell me the reasons why the WoD model files have a floating armor sets.

    Hello. I don't know. I don't work with WoD. Only WotLK.
    Ported up a few models but never touched bone flags, dbcs or the collection system.


  3. 1 hour ago, Aurarius said:

    I tried to run the UV channel creator script but i got an error.

    If the model already had that effect in Legion it means that it has a second uv channel. Therefore, you don't have to use that scrtipt.
    Just change the globalflag, play with the texunit order and appy the d4 field to the skin file.

    Or you can use Adspartan's converter. It can convert blend mode overrides from Legion to WotLK (doesn't work on all models but it's something).

    • Like 1

  4. 6 hours ago, Смердокрыл said:

    I did the same with Karazhan (had to replace quite a lot of models) and this happened

    Just replaced all spiderwebs inside the wmo and it worked without texture bugs:
    JxjwAk4.jpg

    (using a Cataclysm client)

    If you are doing it without the template remember to fill the extra space with 0s or the data will be overwritten.
    And use the most updated file inside your patches. I used one from an old mpq and the game read it as if it was filled with water.


  5. 19 hours ago, Смердокрыл said:

    That would replace them anywhere else they are used, so wouldn't work for me (also can't be bothered with all the renaming and stuff)

    I mean, you can replace the path inside the wmo with an invisible model (like spells\invisible.m2) and that will replace all the models, only for that wmo. Every wmo has a model file list. Each placed object refers to the id on that list. If you replace the model name inside that list, all objects using that id will be replaced automatically.

    19 hours ago, Смердокрыл said:

    Now, this sounds good, but I have very little knowledge of doing such things, especially considering the fact that I'd probably have to make a script to automatically remove all of the models

    You don't have to make a script. With just replacing the file path inside the wmo all the objects using that path will be replaced.

    For example, I just replaced "World\Generic\PassiveDoodads\Barrel\BarrelLowpoly.MDX" with "spells\invisible.mdx" inside the wmo and all the barrels disappeared:

    OPQK1NN.jpg

    It took me less than 5 minutes.

    Since all the barrels in stormwind use model id "49", and I replaced the file path of that id, they were all changed.

    Just look for the file name of the skeletons, broken chairs and spiderwebs inside Karazhan and replace them with the invisible m2.

    • Like 1

  6. On 4/1/2018 at 11:56 PM, Смердокрыл said:

    Does anyone happen to have them or know where I could get my hands on the files?

    It's the normal karazhan without spider webs, skeletons and broken chairs. You can easily remove them with 010editor, or replace them with invisible models. Nothing else was changed on that version.


  7. 1 hour ago, Смердокрыл said:

    Is that supposed to happen with weapons too?

    No, because some weapons have transparency (like this one: http://www.wowhead.com/item=30755).

    However, if changing the renderflag to "transparent" doesn't turn transparency on for that model, then there is something else you have to activate in Cataclysm to make it work. In WotLK with just changing the renderflag is enough.

    I noticed that some models have weird global flags. Did you try changing them?


  8. If you make a spell, you can trigger the animation you want in Spellvisual.dbc and SpellVisualKit.dbc, as you do with the mount sitting animation. However when you walk it won't trigger the "Fly Run" animation.
    You can make the spell interrupted on moving, and make it trigger another similar spell that applies the "Fly Run" animation. Never did it myself, but the flags are there.


  9. 22 minutes ago, Serifaz said:

    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.

    Just checked your model. The problem was indeed caused by transparency. It has 0:0 instead of 0:32767.

    I opened the model with pymodeleditor and modified all transparencies (go to Transparency-> Edit-> and paste "0:32767". Click on "ok" and change to the next transparency id. Do the same with all the other 37 ids).

    Now the model is visible in-game.


  10. 1 hour ago, Serifaz said:

    there was a quite a few warnings

    That happens with all models. Nothing wrong there. When your model is broken it says "ERROR" instead of "WARNING".

    1 hour ago, Serifaz said:

    nTransparency in the 010 editor is 38 I am unsure if that is the transparency I need to change though.

     

    That's the amount of transparencies. You should check the value of each one of them. It should be "32767". I don't know why your model has so many. Usually it's 1 transparency for each geoset, so if your model has 38 geosets that may explain everything.

    AlZ3WaZ.jpg

    1 hour ago, Serifaz said:

    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.

     

    The amount of skin files depends on the polygon count of your model. More polygons means more .skin files. However you can just modify your .m2 to only read one skin file (mdxtom2 does that by default, so all your models will have only 1 .skin file).

    1 hour ago, Serifaz said:

    I don't really know how to match up the flags properly

    Open the chicken or the rabbit model and copy the same flag/d4 values. Those are the most basic models in the game. Usually d4 should always be 1 and flags 0.

    1 hour ago, Serifaz said:

    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.

     

    But your model doesn't have cameras and offsets seem to be ok.

    Post your model if you want and I will give it a look.


  11. 17 hours ago, Serifaz said:

    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?

    You are not giving much information, so it's really difficult to help, but an invisible model means (among many other issues):
    *Model is broken/has bad offsets. Did you open it with 010editor? Did the template work correctly or it stopped?
    *Transparency is 0:0 instead of 0:32767
    *
    Your model doesn't have bones, or the vertices are not bound to any bone
    *.skin file has wrong flags, order, d4 or transid


  12. 20 hours ago, irachkom said:

    Well I'm almost sure thats not painting, but just PS editing of screenshots.

    The Naxxramas one is really easy to make. It seems to be a black and white picture with a cooling filter, then they duplicated the layer, applied a high pass of 5,5 or so, and then played with the the high pass layer levels and changed blend mode to "multiply". Then they painted some lights and shadows by hand. Here is the PSD in case you were wondering. Took me 2 minutes or so.

    The Blackwing Lair loading screen is more complex. It has a lot of custom lights. The lava is hand painted. The corners are hand painted as well to make them feel more rounded. Also, they added an opening on the right wall, so it has a lot of custom stuff going on.


  13. 5 hours ago, Смердокрыл said:

    but PyModelEditor seems unable to Edit Textures of the humanmale model

    PymodelEditor doesn't work with cata+ models or those with .anim files, sadly.

    5 hours ago, Смердокрыл said:

    the client does allow transparency for the character's eyeglow. Would it be possible to fool it by switching the two around and the activating the needed geoset by spell applied on item equip, for example?

    It also shows transparency for hair and "extra" (a.k.a. "tauren fur") textures. However they are bound to the model and can't be replaced by a spell or item, as far as I know. It would be possible if you added each cloak texture to "charsections.dbc" for every race and gender and made a spell for each cloak in the game, but that would be crazy.


  14. 11 hours ago, Смердокрыл said:

    Is there any way to change that?

    I don't know, never modded in Cata+. I guess you can try adding the transparency with blend mode overrides, but the flags are different.

    11 hours ago, Смердокрыл said:

    is that server-side or inside the client itself?

    It's inside the client itself.


  15. On 4/12/2017 at 1:41 AM, Смердокрыл said:

    I'm on Cata

    I just tested it. Cloak transparency doesn't work in Cataclysm or Mop. Only WotLK. Cloaks seem to be applied the same way body textures works, and that's why it doesn't read alpha channels. Tested on 4.0.6 and 5.4.8.

    Edit: it works but you must change the .skin texunit to "16".


  16. 1 hour ago, Смердокрыл said:

    the texture IS transparent there, and blplab identifies it as such if you click show/hide alpha

    It shouldn't be happening. I don't know why you are testing it with other renderflags. Just with transparent (1) is enough.

    Try using my texture. It's used by this item: Cloak of Darkness. And here is the tauren male m2 with transparent renderflag.

    I only tested it in WotLK, though. So if you are using another game version it may not work the same way.

    One thing you can do if the problem persists: convert the texture to png and then convert it back to BLP. It fixes some WoD texture problems (also, check if it loses its transparency when you convert it to png).


  17. 10 hours ago, Смердокрыл said:

    but the transparent area of the texture is still black color

    Are you sure the texture has transparency?

    Just tested it with a random cloak and transparency works fine in WotLK:
    ij8cTRC.jpg

    yTd6AKu.jpg

    (ignore the tauren body textures, I use him as my test subject for multiple model edits)

    10 hours ago, Смердокрыл said:

    textures become kinda transparent when it's mod2x

    If the renderflag is Mod2x the darker parts of your texture automatically become transparent, even when the texture doesn't have transparency itself, so it doesn't matter. Maybe the texture doesn't have an alpha channel.


  18. On 21/11/2017 at 7:02 PM, Darkkang said:

    but it's appear with bad position

    Then you are binding it to the incorrect bone.

    On 21/11/2017 at 7:02 PM, Darkkang said:

    or don't appear

    Then they aren't bound to any bone.
    Or it has an incorrect submesh id (for example, they may be tagged as "boots", so they won't appear unless you equip your boots).
    Or it's not part of your model's armature, so it's not exported to the same file as your model.
    Or it's part of a material with transparency and it's unwrapped into a fully transparent area (like hair or eyeglows).

    Quote

    On edit mode i've error to export

    You are doing something wrong (probably not binding the mesh to any bone) or the m2mod version you are using is old. Try with a newer version.


  19. 20 hours ago, Darkkang said:

    but it's don't appear in the game

    Read this, it's similar in WotLK:

    TLDR: you must bind the mesh to the other model's armature.

    • Like 1

  20. 14 minutes ago, Darkkang said:

    Hi. I was rotate the pistols 1h but it's not appear rotated in the game.

    I used the G and R on object mode from blender but it's don't work.

    Thanks

    You must do it in Edit Mode, otherwise it will return to its default position once exported.
    If you rotate/move/scale stuff in object mode, you must apply those transformations by going to "object-> apply-> Location/Rotation/Scale".

    • Like 2

  21. On 7/11/2017 at 2:15 PM, Darkkang said:

    I need understand how rotate and translate m2 with 010 editor

    You should use Blender for that. Just toggle edit mode, press R to rotate, G to move or S to scale.
    If you don't have experience, rotating/scaling/translating stuff in 010editor or pymodeleditor is a nightmare.

    • Like 1

  22. On 29/10/2017 at 9:37 AM, MR.Farrarie said:

    could you do a tut on animated textures on creatures  ?

    Texture animations are quite relative to the model you are working on, but I made a tutorial with the basics:

    And here's a tutorial about blending mode overrides, something quite undocumented:

    • Like 6