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Messages - inico

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1
Resources and Tools / PHYS template (MoP and WoD)
« on: February 21, 2018, 09:19:02 pm »

This template for 010 editor allows you to modify PHYS files from Mists of Pandaria and Warlords of Draenor.


Some notes and technical information:

How to load a PHYS file in-game
Change your model globalflags to 32 (or 160 if your model casts shadows as well):

The bones with physics must have flag 1024:


Bone coordinates
Bones with physics will take their position coordinates from the phys file and ignore the position given in the m2.
Position is set in the WELJ, SHOJ or SPHJ chunks.

Bone hierarchy
Bones with physics will not be affected by the rotation, scaling and translation of the parent bones unless they are added as an attachment.


As you can see in the image above, the gourds with physics are not affected by the m2 animation and will only move if their coordinate in the world changes.

This is why Blizzard makes separate m2 files for parts with physics. Exampe:

creature/fishmount/fishmount.m2 (base model without physics)
creature/fishmount/fishmount_wiskersleft.m2 (left wisker with physics)
creature/fishmount/fishmount_wiskersright.m2 (right wisker with physics)

The wiskers from the fish mount are in different m2 files, attached server-side as a vehicle accessory. You can also add them as spells or items. If the whiskers were part of the base model, they will just be floating next to the head, since they would not be affected by the parent bone movement.
It's not necessary to separate meshes with physics if your model is static (i.e. helmets, weapons, shoulder pads, etc.).
However you can add physics to a bone, and animate all the bones connected to it.
(Since 7.1 models with physics don't have to be separated - See Dragon Tail Costume as an example.)

Difference between MoP and WoD
The Phys file structure is the same for MoP and WoD.
However, the only thing I noticed is that in MoP physics are more sensitive and the shapes feel lighter.

2
Patch-4
Patch-A
Patch-B
Patch-F
Patch-G
Patch-K
Patch-L
Patch-T

Those are custom patches. I don't know what's inside of them.
You should always extract the files from the latest patch. Open patch-T. If there is no blood elf model, close it and open patch-L. If there is no blood elf model, close it and open patch-K, etc.

Also, I edited every single MPQ that has that.
Didn't work.
Any ideas?

Once you modify your model, put it inside a new mpq. If your latest patch is Patch-T.mpq, name your new mpq "Patch-U.mpq".
I just edited the model and it works. If it doesn't work for you, then you are doing something wrong.

3
Right, but which file do I open in the editor to access Blood Elf Character Model?

The model file.
BloodElfMale.m2
or
BloodElfFemale.m2

4
Wow that's good.
Only issue I'm having is I thought that BloodElfFemale.M2 is the  blood elf model I need to load?

What am I confused about here?

That's for the blood elf male.

For the female the process is quite different since the jump sequence order is different.
-Go to animations.
-Look for the "Jump Start" animation (in the 3.3.5a model it's ID 108).
-Go to NextAnimation and replace "109" with "-1".



For the WoD/Legion model it's the same (the animation is id 113. Replace NextAnimation "114" with "-1").

5
Sorry, I'm just getting into this stuff.
Could someone please explain it like I'm 5?

Thanks!!

If you are using the 3.3.5a blood elf model:

Download 010editor + WoW templates.

-Open the M2 template with 010editor. Open the blood elf model with 010editor.
-Run the template (Templates-> Run template).
-In AnimationLookups go to id 37 (jump animation id) and replace "61" (jump sequence) with "62" (flip sequence).

Should look like this:


-Save your model. Now it will allways flip.

If you are using the bloodelf model from WoD/Legion, instead of 61 you will see a "71". Replace it with "73".

6

This script for 010 editor converts Wrath of the Lich King .M2 and .SKIN files to Cataclysm, Mists of Pandaria and Warlords of Draenor.

Supports:
-Cameras.
-Particles.
-Animation flags.
-Projected shadows.
-Transparency flags.
-Blend mode overrides.

Also includes:
-Batch file converter.
-Shadow remover script.
-Sequence flag remover script.
-Skin template for 010editor with shadow batches added.


Some notes and technical information:

-make sure you are working on "OVR" mode before running the script.

Projected shadows
As you may know, projected shadows are stored inside the .skin file since Cataclysm. This script creates shadows for all texture units, including those with additive materials.
If you want to remove the shadows from a specific geoset, just open the skin file with 010editor, run the skin template included inside the tools folder and delete the texture batch corresponing to that mesh.
If you want to remove ALL shadows from a model, just use the "Cataclysm Shadow Remover" included in the tools folder (it's useful for stuff like fire or lights, that are not supposed to cast a shadow).


As you can see, the glow, which is a billboarded square with addivite renderflag, is casting a shadow and the game can't handle shadows with additive materials. To remove it I selected its shadow batch, deleted it and reduced the shadow batch count by 1 in 010editor.
More info in this video:


Flying mount animations
In WotLK, mounts use swimming animations for flying. Since Cataclysm, however, there are separate ids for swimming and flying since flying mounts can now be used as ground mounts and therefore swim.
But, if a mount model doesn't have fly animations, the game will use its swimming animations. That's why this script doesn't duplicate them. It's not necessary. WotLK flying mounts should still work perfectly in Cata, MoP and WoD.

Reflections
This script doesn't convert reflections since there is no exact way to know when a texture unit is used for a reflection, glow, etc. So you must do it by hand.
Just open your skin file, convert it to Cata+, go to the texunit with the reflection and change its shader to "144". Here is an example using "Creature\Murloc\Murloc00.skin":



You can change the "texunit" and "texunit2" fields to "0" but it's optional since those fields are unused since Cataclysm, but just in case.

Animation sequence flags
Sequence flags are 128 digits bigger since Cataclysm. Without these flags some animation frames loop when they shouldn't and sequences don't blend correctly. This script fixes that problem and gives smoothness to the animations.
If you want to remove the extra flags for some reason, just run the "Cataclysm Sequence Flag Remover" script included in the tools folder.

7
Modelling and Animation / Re: Making sprint trail longer?
« on: February 07, 2018, 06:11:43 pm »
that dropdown doesnt have edgelifetime or anything that seems relevant

It's quite intuitive, to be honest. You are not paying attention. There is an option called length (it's under "res"). It's self explanatory and quite relevant to me. If you increase the number, the ribbon will be longer.



Don't be afraid to play with the numbers. Trial and error. That's how we all learned here.

8
Modelling and Animation / Re: Making sprint trail longer?
« on: February 07, 2018, 05:14:14 pm »
It doesn't have a dropdown? How do I edit it?




9
Resources and Tools / Re: Blood Mod for WotLK V3.0
« on: February 06, 2018, 06:51:45 am »
Small update:
Blood is now always visible, despite of the violence level.
Added purple blood (for void elves or other purple creatures).
Added a Cataclysm version. It doesn't work well in MoP, though.

If you don't like the changes, the old version link is still available.

10
Modelling and Animation / Re: UV Map a new race
« on: February 03, 2018, 02:23:46 am »
then how you can put in a "Wotlk Style" the extra visuals from "Wod or Pandaria?"

Put the extra stuff inside a new texture and use it as a "skin extra" slot tied to the skin color. It's the same method taurens use for their fur and female pandaren use for their hair.
For example, you can put the undead bones in the extra texture since they don't fit anywhere in the character texture. Same goes for the Pandaren tail and sandals.
Since the "skin extra" texture doesn't have a size restriction and doesn't need to be indexed, you can add a lot of details.

Sample:


(Done with my Photoshop action pack)

11
Resources and Tools / Re: Blood Mod for WotLK V2.0
« on: January 13, 2018, 09:58:21 pm »
But what was the problem that make the crashes on some guys?

M2mod 4.8.13 seems to corrupt the skin file of some of my models.
Avoided using m2mod and the crashes stopped.

12
Resources and Tools / Re: Diablo 3-like wings (V2.0)
« on: January 02, 2018, 06:16:13 pm »
I added 30 lines 0s at the end of the M2 by 010editor and it crashing still, 0xC0000005 (ACCESS_VIOLATION) at 0023:004C21B9

Check the new version.
It shouldn't crash anymore.

Also, added links for Cata, Mop and Wod.

13
Resources and Tools / Re: Blood Mod for WotLK
« on: December 30, 2017, 05:31:32 pm »
Maybe it's a stupid question, but where to place texture and particles folders?  :-[

Put them inside an MPQ.
(Or in your WoW folder, if it's patched)

14
Modelling and Animation / Re: How to edit an existing ribbon?
« on: December 22, 2017, 11:57:12 pm »
Here's a picture of it happening with fear.

Is the texture square or rectangular? That bug happens a lot with custom rectangular textures.
If square, change them to rectangular.

Also, add a few 0s at the end of your file and add 1 digit to your texture length. For example, if your texture has 12 characters, change it to "13". If your texture is 24, change it to "25" and so on.

15
Modelling and Animation / Re: How to edit an existing ribbon?
« on: December 22, 2017, 03:03:58 pm »
So, I did power word: shield and I am 100% positive I am not missing any textures yet the green box thing still occurred. I logged out and back in and it was gone?

Yet you didn't take any screenshot :P
Try this: add a few "0"s at the end of your file and see if it still occurs.

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