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Everything posted by Atraxian
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Version 1.3.0
256 downloads
Requisites: - Eluna module and AIO scripts on your core + client How to install: - copy Server_Talents into your lua_scripts folder in the core - add the content of client patch folder into a client patch How to use: - add the talent tabs for your class to the customTalentual.tabInfo variable declaration (the code has some examples for Druid and Mage) - add the spells for your class and tabs in customTalentual.talentualSpells you can selece the colimn and row of the spell and up to three required spells. NSx goes from 0 to 6 in order to show diagonal and bottom arrows for the talent tree NHx goes from 0 to 3 to show horizontal arrows IMPORTANT: the system will only work properly for spells that show up on your spellbook, so if you want to use a normal talent for this system, edit it with Stoneharry's spell editor and remove the DoNotDisplay flag from the spell. - to change the requisites for learning a talent and the number of available talent points look for the CheckRequisites and updatetalentpoints() functions respectively. At the moment it checks if you have at least 8 talent points spent to give you access to the fifth row and 20 talents spent to give you access to the 8th row and checks for at least one of the up to three requires spells for a talent. - left click to learn a talent - right click to forget a talent. If setup properly, forgetting a talent will automatically forget all other talents that no longer have correct dependancies. ADDING talents to the trees add a row in customTalentual.talentualSpells similar to the ones in the mage section, select one of the specializations in the square brackets -id: is the id of the spell -itemType = "spell" for reasons internal to the original scripts -row is the row where the spell will appear -column: is the column at which the spell will appear -TT: unused, I planned to use it as some extra customization, but never went around to doing it Now used to differentiate between kind of talent tabs, see changelog below -RSp1, RSp2, RSp3 = spell IDs of the required spells for the talent, you need to know ony one of them, 0 for no requirement -NSx = from 0 to 7 are the diagonal and down arrows to show in the talent tree -NHx = from 0 to 3 are horizontal arrow to show in the talent tree Hope you like it. Credits: Custom talent system using a modified version of the racialUI shared by awjerfaoiwejfoiajwe here (which in turn is a modified version of the lua custom store system) World of Warcraft 2024-10-26 08-50-27.mp4 -
Version 1.0.0
55 downloads
High resolution nether drakes. I used the body of the grotto nether drake and modified the wings of the dragon2 model to make them more similar to the old netherdrake models. In CreatureDisplayInfo.dbc use: Texture1 = body color texture Texture2 = glowing bits texture (horns and stripes) Texture 3 = saddle / armor texture It is a single model with the possibility to add armor, helm or saddle depending on the used geoset numbers in CreatureDisplayInfo.dbc In the CreatureGeosetData column use 0x23 for the mount without armor and saddle 0x21 for the mount with a saddle 0x22 for the mount with armor 0x11 for the mount with saddle and helm 0x12 for the mount with armor and helm I hope you like them -
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Version 1.0.0
111 downloads
High resolution grand drakes made using the companion drake model (modified) plus the dragon2 wings and various pieces from other dragon models. Also rigged Tomkek's Onyxia drake mount to the old drake mount skeleton and swapped the wings. All models use 3 custom monster textures: Texture1 = skin Texture2 = horns and other ornaments Texture3 = saddle Models unclude: - Alexstrazsa from cataclysm Model: Drakemount2Grand.m2 Textures: AlexDrake_01.blp and AlexDrake_02.blp -Alexstrasza from Dragonflight Model: Drakemount2GrandAlex.m2 Textures: AlexDrake_01.blp and AlexDrake_02.blp - Malygos Model: Drakemount2grandmalygos.m2 Textures: MalygosDrake_01.blp and MalygosDrake_02.blp -Teracgosa Model: Drakemount2grandTerac.m2 Textures: TeracDrake_01.blp and TeracDrake_02.blp -Ysera Model: Drakemount2grandYsera.m2 Textures: YseraDrake_01.blp and YseraDrake_02.blp Textures: NightDrake_01.blp and NightDrake_02.blp (for nightmare version recolor) -Nozdormu Model: Drakemount2grandNozdormu.m2 Textures: NozdormuDrake_01.blp and NozdormuDrake_02.blp Textures: MurozondDrake_01.blp and MurozondDrake_02.blp (for infinite dragonflight recolor) -Halion Model: Drakemount2grandHalion.m2 Textures: HalionDrake_01.blp and HalionDrake_02.blp Textures: UltraxionDrake_01.blp and UltraxionDrake_02.blp (for blue recolor) -Onyxia (modified Tomkek's model) Model: Drakemount2grandOnyxia.m2 Textures: OnyxiaDrake_01.blp and OnyxiaDrake_02.blp Textures: NefarianDrake_01.blp and NefarianDrake_02.blp (for Nefarian's orange and yellow recolor) -Nefarian (modified Tomkek's model) Model: Drakemount2grandNefarian.m2 Textures: NefarianDrake_01.blp and NefarianDrake_02.blp Textures: OnyxiaDrake_01.blp and OnyxiaDrake_02.blp (for Onyxia's purple recolor) I hope you like them -
Version 1.0.0
108 downloads
Higher resolution models for the classic drakes, WotLK 3.3.5 Contains: - Drakemount2 folder: with various models for yout mounts (without armor, with armor + headgear and with armor + runes for the Azure drake) - Drake2 folder: with models for the regular drake mobs, if you want to switch them too. Textures to use in the dbc: - Custom creature Texture 1 = skin of the drake - Custom creature Texture 2 = used only for the Azure drake runes - Custom creature Texture 3 = used for the armor texture Just add the folders to an -mpq patch and add the models + texture choices to the creaturemodeldata.dbc and creaturedisplayinfo.dbc to start using them in in-game models. After seeing Tomkek's redesign of the Onyxian drake, I wanted to try and make a model that could be used for the old drakes and still kept most of their aesthetics intact. The higland drake model was a good start, but it really looked too "generic fantasy dragon" and missed most of the aesthetic choices that made wow classic drakes unique. I changed the wings for the wings in the Dragon2 models from Dragonflight, reshaped the head a little, reshaped the horns and for some models, added armor pieces, then rigged the meshes onto the old mounts' skeletons for animations. Then proceeded to modify the textures and recreate the colors that weren't already present (again thanks to Tomkek for both inspiration and the base texture for the crocodile scales back of the Onyxian drakel, I blatantly copy pasted it). The job might not be the best quality (this was my very first try at something more complex than retroporting models and fixing some minor issues. Texturework is amateurish at best and some animations might look a little wonky (especially the tail), but I still wanted to share the results. I hope you enjoy it. -
Sorry, but my knowledge stops at WotLK.
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I didn't retroport it yet, but I can try later today. EDIT: seems to be working fine seems to be only missing the particles. They are actually there, but retroporting the model messed up the emitters parameters and they do not fly out of the mane of the creature (didn't have time to modify them by hand). Remember that for models with .anim files you have to run those files through the multiconverter too or some of the animations will be messed up. darkhoundmount.zip EDIT2: another thing I noticed is that the light coming from the eyes of the shoulderpads aren't animated. Probably need to look at whar mesh it is and animate it by hand in the .skin files.
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What mounts are you trying to retroport? First thing I would try is to load the model with wowmodelviewer and see if the all the animations are broken or if the model animates correctly there. (put the model into an .mpq file and load the file with the WotLK / Pandaria version of wowmodelviewer). A thing I noticed when retroporting flying mounts is that some of the animation lookups get scrambled, probably because the new models have specific animation IDs for flying animations and WotLK models use the swimming animations IDs for flying. When that happens the model will use the idle animation or (sometimes) the swim backwards animation instead of the correct one. Is this what is happening to you? If that's the case, the only way I found to correct the issue is to load the retroported model with wowmodelviewer, look at all the animations, write down the IDs of the animations I'm looking for then load the .ms on 010 editor, pass it through the M2Template and manually fix the IDs and the Lookups of the animations by hand. May be something similar is happening to you.
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Only thing I can think about is that you are not importing all of the helm models with the correct name. For example: Stag-Helm of Malorne, item id 29098 has DisplayId 46214 The model in the ItemDisplayId.dbc is "Helm_Leather_RaidDruid_D_01.mdx" But there actually is a model for each race and gender combination for example: helm_leather_raiddruid_d_01_nem.m2 (for Night Elf Male) helm_leather_raiddruid_d_01_nef.m2 (for Night Elf Female) helm_leather_raiddruid_d_01_tam.m2 (for Tauren Male) helm_leather_raiddruid_d_01_taf.m2 (for Tauren Female) Only thing I can think of is that the game is looking for a model for a race/gender combination that is not present in your mpq files.
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Might not be the answer you were hoping for but some armor pieces have asymmetrical shoulders, you might want to look at one of them and compare it to other models. One of them is item number 23277, Lieutent Commander's Lamellar Shoulders EDIT: I'm assuming you are talking about WotLK 3.3.5a I took a little time to look at the Item.dbc and ItemDisplayInfo.dbc. In ItemDisplayInfo.dbc you have 2 different columns used for tho different models for right and left shoulder piece, so you can mix and match the models you want to display. Have you tried using only 1 model and leaving the other column empty?
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If what you are asking is how to change the path of hardcoded textures in models, it is relatively simple. This is for models for 3.3.5a. I use 010 editor with Alastor's template (link at the end) ALWAYS MAKE A BACKUP OF THE MMODEL BEFORE STARTING. I know it's basic stuff, but you don't want to skip this, trust me. Just load the .m2 model with 010, run the template on the file and look at the result. You will find a section named "struct Textures" there you can open the textures you want to change: An important part is the enum E_TEXTURETYPES type value. Depending on it you can make the testure hardcoded (you have to specify the path inside of the model itsel) or being automatically taken fromexternal sources. For example monsters with multiple textures variations have MONSTER_SKIN_1, 2 and/or 3. These textures are taken from the Monster Texture Variation columns in the CreatureDisplayInfo.dbc I'm assuming you want to hardocde a texture or change the path of a hardcoded texture, so let's start with that. Click on the "string texture[xx]", you will notice that the upper part of the editor automatically went to the values of the texture path: You can change the texture path by rewriting the part on the right hand side, but you have to be EXTREMELY CAREFUL about two things: 1) the length of the path 2) the starting position of whatever comes after the texture Let's start with point 1: after you write in the new texture path, count the number of characters and input that number into the FileName_length section. Simple enough, right? Point 2 has 2 cases: SHORTER PATH THAN THE ORIGINAL fill in the path, then click on the hexadecimal part of the editor and start hitting 0 until you restore the next texture to its original position This is because the structure of the file has many many MANY points where it looks up the exact position of informations by using hardcoded offsets. If you change the length of something you run the risk of shifting everything and make the model unusable. LONGER PATH THAN THE ORIGINAL or NEW HARDCODED TEXTURE in this case you don't have enough room in this part of the file than before, but that's where the offset become your friends. You just have to insert the texture path at the end of the file and put the appropriate offset so the model knows where to look for it. First, go to the end of the file and fill in 0 until you start a new row, then put in the new texture path right click on the template result section and select column display format as hex, like this: now change the FileName_offset of your texture to the value on the left had side of the hex editor at the start of yout path row. In the example case it is 2D19C0h Return to showing things as Default or Decimal and change FileName_length to the appropriate number. This way you should have been able to hardcode or change a hardcoded texture with the 010 editor without going crazy. for reference: https://wowdev.wiki/M2#Textures for the template:
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Just uploaded to the site: Also added some extra colors for variety. EDIT: forgot to mention that they work better with a 0.4 size scaling set in CreatureDisplayInfo.dbc
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Version 1.0.0
254 downloads
Dreadwings and Ravenlords retroported for 3.3.5a This includes: Dreadwings (mounts with fire and particles rising into the air) - Corrupted Dreadwing (green fel) - Orange Dreadwing (sun orange) - Purple Deadwing (void purple) - Yellow Dreadwing (yellow holy) These models have Hardcoded textures. Ravenlords (I changed the ravenlord model to accept textures from the CreatureDisplayInfo.dbc, first texture is for the body, second texture is for the wings and third texture is for the saddle) - Regular blue ravenlord (the one from the Blizzshop) - Purple - Green - Orange - Brown - Yellow It also contains spare models for npc mobs for some of the colors. EDIT: for better use, set a 0.4 model scale in CreatureDisplatInfo.dbc -
I started looking into it in my spare time and my current result is inthe attached images. It is not 100% Blizzlike, but I managed to tweak some of the particles to make it more like the real thing. Since in the expansions particles in the models evolved over time, I doubt I'll be able to make it exactly like it is on live servers. Honestly I'm still a newbie with model editing. If this is acceptable for you, I would be happy to share it in the weekend, so I can have some more time to tweak things around for a little longer.
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.M2 Template by Alastor
Atraxian commented on Alastor StrixEfuartus's file in 010 Editor Scripts and Templates
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I'm kind of starved for time at the moment, so it will be only text. If something isn't clear, I'm pretty sure you can find more extensive guides or even videos on the net. First you need some tools to edit the files, I use: - WDBX Editor for the .dbc files - Ladiks MPQ editor for the client patch files - WoW Spell editor for making the new mount spells - HeidiSQL (or other editors) for implementing the creature in the database You can find most of them on this site or on github Step by step it goes like this: - Creating the MPQ file with the models 1) create a new MPQ or open an already esisting MPQ (making a new one is the safer choice) 2) create the "Creature" folder inside of the MPQ 3) inside of the creature folder make another folder with the name of the creature you are importing (in the file there are already the correct names for the models) 4) import the files of the model + textures inside of the folder 5) save the .mpq in the "data" folder of your client with a name like "Patch-X.mpq" where X is a number of a letter. -Editing CreatureModelData.dbc 1) open CreatureModelData.dbc with your .dbc editor 2) create a new line for the new creature (I generally copy a line from a creature with a similar model and size) 3) in the column with the path of the model file insert the patch and model name of the creature you want to import and you used on the .MPQ file you created previously. 4) take note of the ID of the entry. -Editing CreatureDisplayInfo.dbc 1) open the "CreatureDisplayInfo.dbc" and copy a row with a creature similar to the one you want to import 2) in the model ID column use the ID you previously took note of 3) in the "Texture Variations" columns write the path and name of the textures to use for the model 4) Take note of the ID of the entry you just created. - Editing the Creature_Template table in the database 1) open your server database with either Keira3 or HeidiSQL (or other editor) 2) enter the Creature_Template table and copy a creature that roughly resembles one you are trying to port 3) edit the name field to what you want 4) edit the Model ID field with the ID you noted from the CreatureDisplayID.dbc 5) Take note of the ID of your new database entry. - Creating the Mount Spell 1) open Wow Spelleditor and copy a mount spell similar to the one you want to add 2) go to the "Effects" tab and look between Effect 1, 2 and 3 which one is the mount effect 3) change the "MiscValue A" to the dabase entry ID of the creature you just made 4) change the name/decription of the spell and save it 5) click on Expoort and then "Export to MPQ" 6) go to the export folder of your WoW Spelleditor and copy the .dbc files into the "dbc" folder of your core 7) open the patch-4.mpq file and add the CreatureDisplayInfo.dbc and CreatureModelData.dbc into the "DBFilesClient" folder inside of the MPQ 8 ) copy the .mpq file in the "data" folder of your client These should be the basic steps.
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Version 1.0.0
461 downloads
Pack of retroported drake, protodrake and cloud serpent mounts. It should include most if not all drake/dragon/protodrake/cloud serpent mounts from Cataclysm to Shadowlands, plus the new gladiator drake mount from Dragonflight. Mounts included: - Deepholm Drakes - Skywall Drakes - Armored Drakes (originally twilight gladiator drakes, but you can use any drake skin for them and it will work) - Fel Drake - Infinite Timereaver - Stormdrakes from Legion (both armored and not, and including the armored fel variant and the unarmored void variant) - Alextrasza Drakes - Uncorrupted Voidwing - Smoldering Emberwyrm - Death Knight class mount (undead wyrm) - Heart of the Aspects - Steamscale Incinerator - Nether-Gorged Greatwyrm - Enchanted Fey Dragon - Sylverian Dreamer - Tangled Dreamweaver - Obsidian Worldbreaker - Pandaren Dragons (normal, thundering, heavenly, pvp and celestial variants) - Gladiator Protodrake - Warrior class mount - Kor'kron protodrake - Gladiator Mount from Shadowlands This includes the icons for the various mounts. -
Version 1.0.0
138 downloads
Customizeable protodrake mount model adapted from the Companionprotodragon model from Dragonflight. This is more of a proof of concept to convince myself it could be done (somehow) and wanted to share the results. Possible customizations are decided in the CreatureDisplayData.dbc in the creature geoset column. These are the possible customizations starting from the rightmost digit of the hex number: 0x0000000Y = Face customization: possible values 1, 2, 3, 4, 5 0x000000Y0 = Helm: 1 has helm, 2 or higher no helm 0x00000Y00 = Forhead: possible values 1, 2, 4, 5, 6 (higher for no extra) 0x0000Y000 = Cheeks: possible values 1, 2, 4, 6, 7 (higher for no extra) 0x000Y0000 = Eyebrows: possible values 1, 2 ,4 (higher for no extra) 0x00Y00000 = Back: 1, 2, 3, 4 0x0Y000000 = Tail: 1, 2, 3, 4, 6 (higher for normal tail) 0xY0000000 = Belly: 1, 2 (higher for no extra) Textures customizations: - Texture 1: skin color - Texture 2: saddle color - Texture 3: horns color It doesn't have the same range of customizations as the Dragonflight model, but some is better than none, right? Seriously, the Dragonflight model has way too many polygons for a direct retroport and I had to sacrifice the fur and horns customizations along with the big armor (that takes more than half the polygons budget by itself). As an added bonus, I added a model using the full armor, but at the cost of no customizations apart from the colors. If you want to make your own, you will need: m2mod version 9.0 Blender 2.77 m2i importing and exporting scripts compatible with m2mod 9.0 010 editor .m2 and .skin templates for 010 editor Multiconverter 3.0.0 This guide: Use m2mod to create an .m2i file of Companionprotodragon.m2 (download the files from wow.tools) Import the .m2i in Blender, delete the meshes you don't want to keep and reduce the polygons count to 21845 or less. Export the .m2i and follow the guide to the end. Once you used the Multiconverter, open the converted .m2 file and the XXXXX01.skin file and manually edit the textures, so your model will not look completely white, and if needed fix the flying animations. Copy the XXXXX01.skin file twice and rename the copies to XXXXX02.skin and XXXXX03.skin replacing the old ones. Your model should be ready for being patched into the game. -
Something like that happened to me too. I was trying to retroport some mounts using the "latest" version of the multiconverter. I would advise you to try following this guide: When it says to change the number of skins in the 010 editor, read it as "unit nViews" Then instead of using the multiconverter linked there, try using the 3.0.0 version you find in the download section of this site. Good luck
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Version 1.0.0
370 downloads
Retroported models for some of the mount in the upcoming Dragonflight expansion (plus icons). Retroported Mounts: Lava Slug and Lava Snail Wind Hawk Primal Dragonfly River Otter and Armored River Otter Moose Bull Kirin Water Salamander Mammoth and Lava Mammoth Primal Tallstrider Primal Thunderlizard Slyvern (fox wyvern) - Import the files in an .mpq patch keeping the file paths already in the the compressed file. - add the models in CreatureModelData.dbc and in CreatureDisplayID.dbc (then add them to your client patch and server) Some of the models look better by scaling them a little bit in the CreatureDisplayID.dbc, these are the scalings I used: River Otter (both models): CreatureModelScale = 2 Wind Eagle: CreatureModelScale = 1.1 Moose Bull: CreatureModelScale = 0.7 Primal Dragonfly: CreatureModelScale = 1.5 Primal Thunderlizard: CreatureModelScale = 0.7 Fox Wyvern: CreatureModelScale = 1.3 The Thunderlizard, Tallstrider and Lava Mammoth have some extra customizations with their geosets. You may take a look at them using the model viewer at wow.tools and then flag which ones you like most in the CreatureGeosetData column in the CreatureDisplayID.dbc. Sadly, no customizeable companion dragons as they are still beyon my level and I doubt I'll be able to do anything with them anytime soon, if ever. -