-
Posts
21 -
Joined
-
Last visited
Content Type
Profiles
Forums
Servers
Downloads
Gallery
Everything posted by Inico
-
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?
-
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.
-
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.
-
That happens with all models. Nothing wrong there. When your model is broken it says "ERROR" instead of "WARNING". 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. 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). 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. 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.
-
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
-
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.
-
-
-
PymodelEditor doesn't work with cata+ models or those with .anim files, sadly. 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.
-
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. It's inside the client itself.
-
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".
-
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).
-
Are you sure the texture has transparency? Just tested it with a random cloak and transparency works fine in WotLK: (ignore the tauren body textures, I use him as my test subject for multiple model edits) 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.
-
Then you are binding it to the incorrect bone. 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). 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.
-
You can import multiple ADTs into a single scene in 3ds Max, and then export the whole scene as OBJ (and import it in Blender). Or you can use Ninja Ripper to rip everything you see in-game (set the view distance to max). Check how I ripped some models from wow alpha. The process is similar, just teleport wherever you want and it will export all the geometry (adts, wmos, m2s, interface, etc.).
-
-
-
Read this, it's similar in WotLK: TLDR: you must bind the mesh to the other model's armature.
-
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".
-
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.
-
Version 2.0
408 downloads
This mod is basically for my blend mode overrides tutorial. Includes 11 wings. I used some modified textures from Diablo 3 and Heroes of the Storm. The geometry is 10 bent planes with some basic rotation. To make it work in-game you have to create a custom spell and attach the wing model to the back of your character (attachment 12), as you do with belt buckles. If you want to increase or reduce the beam density, play with the "TexLookupTable" in 010editor: Download: -For Wrath of the Lich King -For Cata, Mop and Wod V2.0: *Fixed crashes. -
That's controlled in itemdisplayinfo.dbc (helmetGeosetVis). As the description says, that script only works for belts. You will have to do it manually with 010editor or with PymodelEditor (just edit the texture name).
-
No. You must separate each part of the collection into its own M2. In legion a model can be attached to multiple bones. That is NOT the case in wotlk. It's 1 bone per attachment. The collections system can't be reproduced in wotlk. However it can be emulated if you break the collection model into multiple pieces, each one into its own attachment. Nothing. You will have the same problem. In WOTLK, attachments will follow the animation of the bone they are attached to. And they can only be attached to 1 bone. In Legion, however, if an attachment has some flags in its bones and has the same ammount of bones as the model it is attached to, it will follow its animations. That's how the collections system works. Summing-up: In legion you can attach a model to multiple bones at the same time. In wotlk, you can only attach models to 1 bone (unless they are a "vehicle", as it happens with Kologarl Arms).
-
First you must know how attachment points work. When you attach a model to another, it's origin axis will be where the attachment point is. You have to separate each part of the "collection" individually with Blender and move it to the origin axis. Then, create many new attachment points in your character and attach each piece to its corresponding attachment. Also, attachments can only be bound to 1 bone. So it's not possible to reproduce the legion collection system perfectly. Boots and gloves will probably look weird and disjointed.
-
Particle colors are in RGB (255 255 255 is white). Use the Photoshop/Gimp color picker to copy a color value. Each particle has 3 color values by default (one for when it spawns, another for when it floats and another one for when it despawns), but it can have more. Example: