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Found 26 results

  1. Want to buy some custom models we can port into a 3.3.5a client. These include things like a HD human arthas model, a night elf mage illidan model, undead Tirion, etc. Please message me on discord: Lambey#5307
  2. Version 1.0.0


    I saw that brilliant video and make him rl in game Be care, i dont test it yet at fight and i know that in the battle. There is also no helmet version. Not sure if or when i will fix it. Edit: I made a icc run and ofc´s i edit the wrong Lich King model -_-, the update will come asap.
  3. Hello To buy the model click on PayPal button it will redirect you to CheckOut Site where you can buy the model after payment is done you will be redirected to Download site. all files contains only Model itself you will have to add it to the DBC by yourself There are five . Barbara , keqing ,jean, mona , fischl ,
  4. Version 1.0


    Skarn's Model Resource Introduction And Future Plans What are those packs? There are a lot of neat models locked inside huge Blizzard's WMOs such as capital sities or dungeons, so I will cut those models out of there, edit them and release for you. So, everyone will be able to "legobuild" cities and dungeons right in Noggit or any other WoW Map Editor (P.S. Hello from 2015. Noggit is the only one working). The list looks this way for now: Stormwind, Silvermoon, Darnassus, Dalaran, Ironforge. Even after I finish with the captials, there would be so much other good stuff left. I would appreciate if someone would help me with building such database of resources. I will provide an in-depth tutorial covering the entire process soon enough.Other capital cities are to come soon. This package contains the entire (except for some models) Gilneas city sliced into separate models. You can practically build an entire city using them. There are houses, bridges, streets, gates, channel sidewalks and a lot more. Can't wait to see your creations based on these models! Installation: Unpack the .ZIP archive, open WMOs folder and add the two folders containing there into your patch or working directory. Copy the content of import.txt to your Noggit 'import.txt'. Enjoy building! Here I am releasing multiple packs containing different slices from Stormwind. Every pack is themed on a parcticular Stormwind quarter. This pack requires Cataclysm textures for Stormwind which are not yet included in the pack! Cathedral Quarter This pack contains various standalone rich houses of Cathedral Quarter, Cathedral, different street elements and gates. Bonus: Detached elements of Cathedral which can be used in legobuilding. Keep This pack is full of towers, walls, decorative elements and other parts of the Stormwind Keep. Useful for building your own castles and keeps right in Noggit. Mage Quarter Separate houses, entire streets and a lot of walls and towers. Old Town A lot of canal models, houses and other environment from the Old Town of Stormwind. Dwarf Quarter Many house models and walls. If there are any bugs, don't hesitate to comment. Happy modding.
  5. Version 1.0.0


    BFA Bee Mount, usable as a flying mount. 3.3.5a wotlk retro port.
  6. Version 2.0


    All the patches will be done as non-encrypted soon! This file contains HD characters and NPC models and textures for WotLK. The archive contains 4 patches: patch-w.mpq contains: NPC models Animations BakedNPCTextures patch-x.mpq contains: Character models Animations patch-enUS-w.mpq and patch-enUS-x.mpq contain: DBCs If you have questions/requests feel free to ask it in the comments or by PM, I will answer it as soon as possible. P.S. The previous versions of files by @Roarl were deleted, because of the wrong and non-existed links. All thanks should be given to him.
  7. I am currently looking for someone willing to undertake this effort. The UI_RS_SCOURGE is a 2001 female Forsaken model. I'd like to have it in working conditions for a project so it can be used as a creature model. Either a rig port or a direct animation port will do. UI_RS_SCOURGE can be found under: Interface/Glues/Models/UI_RS_SCOURGE PM me if you're interested. I am able to donate through paypal as payment (Donation button is required, google how to set one up, it's easy). It is preferred if the finished product is for 3.3.5, but I am able to downport. Payment will be agreed upon during discussions.
  8. Hey, first post! First of all sorry if this question has been answered before or anything, i just can't find any information of this topic in these forums (Not anywhere really) I know its possible to edit 3.3.5a playable races models since there are patches and mods of those races, and i want to edit one of them but i can't? Specifically, I grabbed a 3,3,5a updated races model and did my desired edits in blender but when i tried with m2redux to turn back the m2i into a m2, it says: "error: Failed to import m2i, could not open file" Any information would be helpful so thanks beforehand
  9. akitou

    hair help

    Hi i'm new here and im looking for someone who could help me re-make the female night elf braid hairstyle because i hate the current one.
  10. Hello guys, I would like to change the model from to but I don't have I idea how. I don't need something special, just want my druid to be a cool looking tree of life. Would be amazing if someone could help me with that. Thanks a lot JohnnyCrit
  11. Version


    I use this small listfile to quickly find all the elements of a model when a new build or expansion comes out and there are no listfiles available. Just open the file with notepad and replace "Creature\ModelName\ModelName" with your model path (Edit-> Replace...), for example "character\zandalaritroll\male\zandalaritrollmale" or "creature\vulperafemalepirate\vulperafemalepirate". Then use it as your listfile in Casc Explorer. Includes .anim, .skel, .bone and .phys. Of course, it doesn't look for textures. This is quite useful for me because most released lists lack some .anim files.
  12. Pls help ! texture warping on the model
  13. Is there that person who has that power?
  14. Hi guys, I'm looking for someone who will edit for me some m2 creatures, delete few things {eyes,ears] from model. I'm willing to pay. I have bucket of 150 USD, for more few things. PM
  15. Hey guys, So Voila, I've been working for the past few months to retro-port all items from Cataclysm to Legion and i still have one bug left that haunt me the Waist Buckle Visual Effect. Each Waist has Buckle Visual Effect (An M2 and Multiple BLP : one for each row in ItemDisplayInfo). my current problem is that the Buckle even if the mdx and blp are added in the ItemDisplayInfo are not loaded.. whatever i do it does not load ! I've also tried to add the effect as a spell however this technique is not suitable since there's around 200 Buckle X their color. and require some M2 edit to link the blp. Note : BeltBucket Socket Attachement is correctly configured on .M2 for all Races Could it be the client that does not load the .M2 / BLP the way MoP / WOD / Legion does it ? is there any way to edit the way the client read a dbc file ? Does anyone ever found the way to fix it in a blizzlike way ? Example of a belt Buckle :
  16. Hey! I know it's possible to convert models from HotS to WoW and I was wondering if someone has done that with the new Medivh model and could share, because I am absolutely unable to do that myself (omg leecher hang him !!!111). If you are the one, please reply here or PM me. In case someone is only planning to do that, I would suggest from the heights of my unprofessionalism that the Lich King model could be used as a base due to many similarities (cloak, large boots and shoulderpads, etc).
  17. I have a special top secret modeling commission, and I'm looking for someone with the skills to carry it out since the ones I knew (Alastor and Phucko) have quit. Payment and details will be given if you are interested. Please PM me for more details. EDIT: This has been taken care of.
  18. I would like to create an M2 model. Which will appear on the top of some towers, like in warcraft 3. Picture: (The Sentry) This m2 will have an aura which detect enemy unit stealth characters. Any idea to do it? I would be happy if it would work like a portal spell. All the same which location you see the model, it will always face to your character. I want to create 95% the same model with same effect from warcraft 3. Show your pure genious.
  19. Hi guys! so, I activated some races for my servers, one of them are nagas.. and I decided to try to make them high elves, I beggined modiffing the DBCs CharHairTexture ( ) CharHairGeosets ( ) CharFacialHairStyles ( ) and the last, CharSections because obviously the nagas doesnt have for all the faces and skins like the bloodElfs, so I changed that too ( ), maked my patch with the character/naga_/male and female and the dbcs, the result is this: The females work perfectly in the charactercreate screen and ingame, but the males seems right in the character screen but ingame...doesnt Im very new with this could be somenthing stupid, someone know what could happend? I was thinking in release those high elves when ended
  20. Someone has idea how to add animation to this model? I want to make it spinning little slow. Or is it possible to gain the animation from HOTS? And If I want to add this to database. I have to convert m3 to m2 wod and then downport to wotlk?
  21. How to change a view of a model? For example my model is too big, and the camera is always close to a model and I want to see it from far and from another angle in modelviewer, when i open the file. I also need this for make more custom my login screen cause i can't rotate the models as i want so i need to change the way how they spawned in angle. Is this possible in blender? This problem is also occured when I made detached some part of complex building and when I want to adjust it to noggit i have to rotate it on a very very long curve.
  22. Hey! I want to create a "Davy Jones" model merging the sea vrykul (without the hair and the beard), Merciless one, a pirate hat the crab weapon and the pirate captain models kind of like that: Unfortunately, I'm worse than an absolute zero in modelling and I couldn't even convert an edited m2i to m2 because of some crash. If you do not fear death, please help. p.s. If you know a better way of making captain calamari, I'm open for suggestions.
  23. Comment convertir un modèle 3D cutom en m2 pour l'ajouter dans le jeu. Tout d'abord, voici la liste des programmes requis: Blender (ou tout autre logiciel de 3D permettant de modéliser et exporter en .3ds, néanmoins Blender reste nécessaire pour l'exportation en .obj si vous ne pouvez pas exporter avec votre programme habituel en ayant les mêmes options) OBJtoM2 (Disponible ici) BLPtoPNG (Disponible ici ou autre logiciel permettant la conversion de png en blp) MPQeditor (Disponible ici) World of Warcraft (oui, je pense que c'est nécessaire :D) Et bien-sûr, son cerveau avec un peu de jugeote :troll: Étape 1: La modélisation Bon, ici je ne vais pas vraiment vous apprendre quelque chose, je fais ce tuto en supposant que vous ayez déjà quelques bases sur Blender. Si ce n'est pas le cas, cette personne s'en chargera bien mieux que moi. On va donc commencer par simple : la légendaire et basique......Boîte! Jusqu'ici, rien de bien compliqué, vous pouvez même remplacer cette jolie caisse par le modèle de votre choix. Une fois votre modèle texturé et prêt à l'exportation, vérifiez bien le nom de votre matériel car celui-ci déterminera le nom de votre texture blp Étape 2: L'exportation Maintenant, exportez votre modèle en .3ds (cela va servir à maximiser la compatibilité pour la conversion et à trianguler vos faces par la même occasion) Une fois fait, réimportez-le dans blender et remettez la texture à sa place (remarquez comme les faces ont été converties en triangles) Il est maintenant temps de l'exporter en .obj pour passer dans le convertisseur (attention à respecter les options cochées) Étape 3: La conversion Pour convertir votre modèle, copiez OBJtoM2.exe dans le même dossier que votre fichier. Vous devrez également créer un nouveau fichier texte dans ce même dossier (avec le nom que vous voulez) qui servira de "starter" pour lancer l'application. Attention, ce fichier texte devra contenir des informations bien précises: Enregistrez ensuite votre fichier avec l'extension .cmd pour qu'il devienne un exécutable. Une fois tout bien préparé, vous n'avez plus qu'à lancer l'application via le cmd. Une fenêtre de commande devrait s'ouvrir puis se refermer une fois la conversion terminée. Vous devriez normalement voir apparaître votre m2 et son skin dans votre dossier. Il ne reste plus qu'à vérifier si tout s'est bien déroulé comme prévu en l'ouvrant avec un éditeur hexadécimal (ici j'utilise 010editor). Si vous regardez le nom et le chemin de la texture, vous verrez que c'est bien le nom de votre matériel sur blender, avec l'extension .blp qui vient s'ajouter automatiquement. PS: n'oubliez pas de convertir votre texture en BLP. Étape 4: Compilation du patch et vérification J'espère au moins que vous savez comment faire un patch. Maintenant ouvrons WowModelViewer pour voir si notre conversion est un succès. (et je crois bien que oui chers amis) Voilà! Vous avez réussi à convertir votre modèle custom en m2, félicitation! Mais que donne-t-il en jeu? Et bien il n'y a même pas à s'inquiéter pour les collisions, ce joli bijou de programme s'en occupe pour vous! Petit infos complémentaires Je viens de vous montrer comment convertir un modèle qui n'utilise qu'un seul matériel (donc une seule texture, un seul geoset). Mais qu'en est-il des modèles qui en ont plusieurs? Et bien c'est la même chose. Voyez ici notre belle boîte avec un objet exclusif posé dessus. Vous avez donc ici plusieurs geosets et textures. Il suffit de répéter la même opération que ci-dessus (en pensant bien à changer les informations dans le .cmd) et vous pouvez constater que les deux sont bien ajoutées. Et vous avez un beau résultat dans votre WMV
  24. Hi guys, someone asked how to import models from HotS to blender, but this 3D software doesn't have a lot of plugins to do it. I'll share with you my researches and how I personally do it for me. Tools CascViewBlenderAddons for Blender (links in the section dedicated to this program)Heroes of the Storm game folder3DSmax 2012 and up (for the second technique)(if you take a lower version, you'll need an older plugin)This addon for 3DSmaxExtract models from the game First, you need to have the game installed. Open the Casc Viewer, click onGame Storage, and select your game folder. Now, explore the folders and choose the model that you want. In my case I'll take Uther. Now, right-click (or F5) on it to extract the model. Choose your folder and save it. Direct to Blender I've searched on the web after some plugins for Blender, but have not managed to make them work. Some are too old, others not compatibles, etc... The new M3 file format from HotS is a little bit different of M3 files from StarCraft, so SC modders are using a converter to make the models compatible with their tools..Heroes M3 To Sc2 M3 Converter Here's some M3 blender plugins, maybe you'll have more chance than me to make them work :This one is 5 years old, so I think it can possibly work with older versions of Blender.This second seems more complete and more up to date.This last is normally compatible with the 2.71 version.Sadly, no one was working for me (and I don't have time to test all blender versions with all plugins), so I've chosen the second solution. To Blender with 3DSmax 3DSmax part I don't really like this program for now, I have not taken the time to understand all the tools, but I can use it for simple things. So first, open 3DSmax. Click on the MAXScript pannel and choose Run Script. In the new window, you'll see the scripts that you can run. You can just drag and drop the M3 addon in this folder, or add it manually in your program folder (in my case " C:\Program Files\Autodesk\3ds Max 2013\scripts " ). And open it. Go to the right side of your screen, in the tools section. Switch to Utilities and click on MAXScript. Scroll down to see the new pannel called TM's M3 Import (v2.1) and choose Select file. Choose your file and open it. Once your file is selected, check what you want to keep in the model (bones, animations, etc...) and import it. Now you have your model. You can export it in *.obj file, click on the Autodesk logo and choose export. Choose a name and the file format to open in Blender later. Blender part Now launch Blender, go to import option and open your file. And here it is ! In my case, I have a blue pill (hitbox). Your *.obj will be like a *.fbx, it will keep all the informations like materials, bones, and animations. Just keep and remove what you want. And voilà. After that you can work on the modell as you wish. Let's paint Uther with abdalrahman9's technique. (all the red is the material color, not the weight paint) And I rework the face to fit well with the human model. I hope it was helpful, and good luck.
  25. Hi bnet-dev ! I'm happy to share with you my knowledges about custom wmo's. After months of research and work, I've decided to make a tutorial for those who want to make their own wmo's. Special thanks to stan84, Supora, Waveworms (from Modcraft) and other peoples who helped me. Tools Used Summary Blender (you can use another 3D program)Notepad++010 editor010 editor templatesMODRChunk fileBLPconverterMirrorMachineMPQ editorWMO editor 1] Build the model before conversion2] Conversion of *.obj to *.wmo3] Add some doodads with WMOeditor4] Add a doodadset5] Additional informations2) Collisions3) Adding lights4) Coming soon and WIP...1) Use textures with transparency 1]Build the model before conversion To begin, you should know what you want to do. Do some research to find references that will help you give more "credibility" to your building. If you work in a particular architectural style, do not hesitate to find your inspiration from photography, if you are not in a specific style look anyway how Blizzard constructed houses, castles, and other buildings, so your model fits well and is coherent with its environment. The style of Blizzard is particular with its distortions and its side a little "used". I will not teach you how to make 3D models (I'm not a professional) but I will give you some tips to make it a little bit "optimized" for WoW. Here I am working on new models of houses for Kul Tiras. The island is in a Mediterranean / Tuscany theme, I did some research to see how the houses are built in these regions. To be sure that your home is at the right scale, you can use (and it is even advisable) the human model humanmalescale.m2 (because it is the "basic" scale in WoW), but open it large enough for passing a Tauren because it must be accessible to all races (a Tauren can enter in a human house without much problem because of its wide input) . The goal is that the player's camera could pass without taking the door jamb in the head. Don't forget to delete useless faces. For your model is well composed, it takes several geosets, the number varies depending on the number of "large parts" (as the capitals for example, who have a lot, by districts, house interiors, etc ...). For mine, I based on basic models of human houses, so it will be two geosets: inside and outside. For the instance of Gnomeregan the model has 73 geosets, because it's a big model. Each rooms and tunnels are geosets, sometimes divided into several parts. This palace (from Phantomx) has 63727 polygons and 58997 faces, it's a really huge model ingame, but it has only 24 geosets. In fact, the number of geosets really depends on how you organize your model, you can't have a wmo with only one geoset if it's a big piece because MirrorMachine can't convert it, you must divide it. To have a better render with light and shadows, remember to apply the smooth shading on the concerned parts (mainly for use on curved surfaces, straight walls don't necessarily need it). 2]Conversion of *.obj to *.wmo We will go to the conversion of the model. First, save it in .obj with the correct options as below. Once done, you have two files: your model in .obj and a .mtl file with informations about materials and textures. Open the .mtl file with your notepad, you will see the names of materials and patchs of the textures used. Simply change for that of .blp's in the mpq patch. Do it for each texture. (Insert the extension .blp instead of .jpg or .png it's not really important because the converter will add it automatically) When finished, save and close the .mtl and open MirrorMachine to convert your .obj in .wmo . Select "OBJ File " instead of "WMO v14 ", "Open File " to select and open your model, "Settings " to check that your options are much like on this screenshot. Click "Start Convertion", if your model is well built, it should work without problems. After conversion, you must have your wmo + his group files (the 00 .wmo) corresponding to geosets, so I have two in my case. To verify that the paths of the textures are good, open your wmo main file in 010 editor with wmo template. Here you can see that's good. Once everything is checked, you just have to put it in a patch and test it. Here is the result with a basic human house next for comparison. 3]Add some doodads with WMOeditor A house that's fine, but without furniture it's a little empty. We are going to fill it with WMOeditor and 010 editor. This time, open the group file in which you want to add doodads. Do CTRL+F to open the search window. In Type you must have "ASCII String (a)" and write "NBOM" in Value, then click on Find All. You will have a line including what you want that appears in the lower part of the window. Now do CTRL + I to open an insert window and look for the file containing the chunk for upgrading your sub -parts of wmo. If you compare with your original line and it has changed, then it is good. Save it. Repeat for each subpart involved in your wmo. Time to get serious and open WMO editor . At first it can be a little confusing to use because it displays models with a mirror effect. So once your wmo is opened, go to Root File to find the geosets that compose it. Click Edit to see their options, check "Has Doodads". Close the window and repeat on the other remaining. We can finally start placing those famous doodads. Now go to Doodad, in the bottom box is the doodadset that indicates how many m2 it has in total. Most houses have several doodadsets, but I have not figured out how to add a second, I'm working on it. Click on the [...] to open a window with a list of m2 similar to WoW Model Viewer. Once your selected an object, double-click on it, the window will then leave and you can place it in your wmo. Please note that the window does not close so far, it just comes up behind the first one. To navigate through the window of your building, the controls are the same as Noggit. Once you have decided where you want to place your object, place your cursor there and made CTRL + V to paste it. Here are the commands that allow you to move your objects as you like. Once you're done, save your work in File>Save. Your wmo completed will be saved in the WMO editor folder, in world. You just have to go in game to see the result. Congratulations, you are with a furnished house! 4]Add a doodadset 4) When you are finished with first doodadset you can add another one. For this you need only to edit the root_wmo file. So agan load it in 010 Editor. Go to MOHD and change the nSets to "2". Then ctrl+F NDOM and insert "this" just like we did earlier. But now it's time for some differences: when we added a new row for MODS chunk we need to change the name of our second doodadset like this: Then you need to change the index of first doodad used in this set to summ number of doodads used in previous sets(if you already have 2 doodadsets and wanted to add third you set this value to number of doodasds in first set + number of doodads in second. etc etc). In my case I've added only second set when first have only 9 doodads used. So I've change the "first doodad index(FDI)" to "9": That's it. You can save the file. Pack to mpq and load in WMOEditor. 5]Additional Informations 1) Use textures with transparency In your buildings, you may be asked to use textures with transparency as a grid for example. On blender, you can see the transparency with the rendered mode or other stuff like that, and the material clearly indicates that there is transparency. In game you will have opaque texture like all other. To set the transparency, we have to open the wmo in 010 editor and look in the MOMT chunk. In it, find your texture, at the line " UINT32 blendMode " you will see that the value is 0, it corresponds to the opaque mode, just put 1 in place in order to transparent mode. It's as simple as that. Save everything and voila. 2) Collisions Normally Mirror Machine manages well enough collisions each surface must have. If some places are little bullshit on collisions or you want to make collisions as Blizzard putting invisible walls to avoid falling into a ditch, or just block passages, well I'll tell you how. Here is an example of collisions that Blizzard has done in Gnomeregan, most of the time there are "boxes" goshawks some pipes or rounded elements such as barrels and also invisible walls to avoid falling in some holes. Collisions are in fact a double of the model but with the same number or sometimes fewer polygons and fully transparent. To do the same, you just have to use an invisible texture on your geoset. 3) Adding lights a) Manually with hex editor. You can look at the video made by PhilipTNG, it's pretty well explained. Maybe later I'll add this part in text with images. 4) Coming soon and WIP... I wanted to wait a bit to publish my tutorial and put in more informations, but they need intensive work and research, so I'll put it later by updating this tutorial. What I want to show you: add music in the wmoadd footstep noises on the floor (wood, metal,...)add more lights (glowing windows,...)add liquids (water, lava, ...)And here are some WIP screens: I hope this has been helpful. Enjoy. (ps: sorry for my bad english if there are strange sentences)