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Inico

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Everything posted by Inico

  1. Inico

    Cloak model

    Replace "Opaque" (0) with "AlphaTesting (1)". That renderflag is now transparent. If your cape uses that renderflag, it will have transparency enabled.
  2. Version 3.0

    613 downloads

    This mod adds bloodier combat effects to the game and includes some blood splats similar to those removed during the classic beta. Download: WotLK - Cata (Old version) V2.0: -Fixed crashes. V3.0: -Violence level is now always 2 and cannot be disabled or changed. -Added purple blood (id 5). IMPORTANT: to make it work correctly go to video settings and turn "projected textures" on. Also, set the "Particle Density" to High and set the Texture Filtering to High to avoid visual glitches. If you are using V2, make sure your violence level is set to 2. In-game, type: /console violenceLevel 2 Known bugs: -If you zoom in to first person view, you won't be able to see the blood splats from your character. -If a character morphs into another model, all the blood splats from that character will disappear. -The blood splats change color if your character changes color (curses, venom, etc.). -The blood splats scale changes if the scale of your character changes. -Blood effects do not show if you one-hit kill the target. It's hardcoded into the client and can't be changed as far as I know (happens with the default blood as well). -It's not possible to use this mod in MoP since the game cleans all blood splats each time your character is hit or dies. Note: The splats on the ground disappear after 45 seconds. You can change it by editing the particle lifespan in 010editor. If you think there are too many blood splats to the point they overlap or affects the performance, just change the default particle emissionrate (12) to 7 or less with 010editor. Blood color is set in CreatureModelData.dbc, column 6 (1 = red, 2 = green, 3 = black, 4 = blue, 5 = purple).
  3. Inico

    Tree M2 Error

    You can't edit anything with 010editor itself. You need the m2 template. Once you opened the model and loaded the template, change the renderflag blendingmode to "AlphaTesting 1" (it means "transparent").
  4. Inico

    Tree M2 Error

    Just open the model with pymodeleditor or 010editor and set the renderflag to transparent. If it looks too rough, try with blend + not z buffered.
  5. You can use the old BlpConverter. It's quite slow but efficient and easy to use. Just put all the png files you want on the same folder as the program and run one of the batch files (in this case, PNG TO BLP + INDEXED.bat). People suggest me to use BliPster, but it crashes all the time. Convert it to PNG and then back to BLP with the different format.
  6. Glad it worked! However, try to avoid doing it by hand. It causes too much damage to the texture. If you index them with the blp converters, it will look better.
  7. Character textures in WotLK must be in indexed format, otherwise they look green. Use this code when converting your blp files and it will fix your problem: BLPConverter.exe /FBLP_PAL_A8 "file.blp" Example of .bat file: @echo off for %%i in (*.png) do BLPConverter.exe /FBLP_PAL_A8 "%%i" pause Otherwise, do it manually with photoshop (Image->Mode->Indexed Color) and convert it back to BLP. Or use BLiPster with the character texture option.
  8. Version 1.0.0

    552 downloads

    Basically, multitexturing combines the alpha channel of two different textures, creating more variety in the particles and making it more realistic. It was introduced in Cataclysm but widely used since WoD for fire effects. Usually, the textures used for particles in WoD are: World\Expansion05\Doodads\IronHorde\FIRE_2X2_SHARP_MOD4X.BLP World\Expansion05\Doodads\IronHorde\Fire_Bright_Mod2x_A.BLP I tried to emulate this multitexturing effect in WotLK by combining both textures with Photoshop and increasing the rows and columns to give it more variety (since we can't animate the particle texture in Wotlk, each block has a different texture position). The result is quite decent. I would say it's 80% accurate because some features, like combining blend and additive blendingtypes on the same particle are not available in WotLK. I made two texture versions: one with 16 blocks and another with 64 (more realistic). There is also a test model included. External link: http://www.mediafire.com/file/mpmmcvq9g8s7qij/MultiTexture_Fire_Particle.rar
  9. I tried that before but each model moves individually. Never managed to synchronize them (if the torso is at animation 0 frame 553, the hands should be at animation 0 frame 553 as well, but that never happens, only in Kologarn). Whatever, serverside is not my thing lol. If anyone could link some documentation I would really appreciate it.
  10. Yes. And they are playing the exact same animation frame at the same time (server-side scripting? bone flags? I don't know). If you attach multiple models, each one of them will play its animationsseparately. Kologarn is a special case. It has a lot of potential for more character customization. Only armor pieces with more than 1 bone per geoset, I would say less than 10% of them. It would take like 1 week of work, but it's possible, nonetheless.
  11. I don't think so. Look at the Kologarn model from Ulduar, it's 3 models in 1: Also, some bugged models converted with mdxtom2 attach to other models the same way the collection armor attaches to the character. However there is no documentation about it, as far as I know. You can also add mode attachment points to the caracter models and attach each armor piece separately with spells.
  12. Chrraces.dbc/db2 Flags: 0x2 Bare Feet Edit: nevermind, you flagged it as solved when I was writing the comment lol
  13. Nice texture painting! Did you make a male alternative as well? THIS, by the way.
  14. Having a value of "2" in "D4" causes the model to darken. Now, if you changed that value and the model is still black, it's because of multiple issues. The vanilla converter is quite bugged as far as I know. It adds rotation to bones that should not rotate and has an unpredictable behavior on skins and animations. Did you test the model in wotlk before converting it to vanilla?
  15. I started the model as soon as I saw the trailer, some days before the mount was released in the PTR .
  16. Version 2.0

    223 downloads

    I made this model to test how different materials and particles interacted with each other. The result was not optimal and I couldn't add all the effects I wanted due to WoW's old rendering engine. Instead of deleting it I decided to release it because it's playable, nonetheless (despite of some renderflag bugs). Includes icons and 4 skin variations. ¿How can I make my character sit while mounted? -[In WotLK] Spell.dbc column 132 -> SpellVisual.dbc column 5 -> SpellVisualKit.dbc column 3 = animation played (97 = SitGround). V2.0: -Fixed camera. -Fixed ribbon movement. -Fixed fly animation. -Fixed camera movement. External link: -For Wrath of the Lich King -For Cata, Mop and Wod
  17. Go to "d4" (above the texture id) in the skin file. Replace "2" with "1".
  18. It's a quaternion animation (XYZW instead of XYZ). More information here. Since we don't have a proper quaternion converter, you can just rotate a random model in MDLVIS, convert it to m2, open it with pymodeleditor and copy the quaternion values. It just takes a few seconds.
  19. Maybe the problem are not the normals, but a renderflag set to "two sided". It causes the two overlapping faces to show up in the same view, causing some artifacts. Just change the renderflag from "two sided" to "none" with 010 editor. If the renderflags are already set to "none" then it is a normal problem indeed.
  20. Inico

    Modeling power

    You should ask PhantomX, he made those videos. By the way, it's not that difficult. You have all the tools here in the forums. He used Blender and m2mod.
  21. That flag was introduced in Cataclysm. As I said in Modcraft: -Open your model in PyModelEditor. -Create a new global sequence (I usually make a sequence of "1234") -Go to the base bone (bone0). Change the bone flag to "transformed". -Go to rotation and create a new linear animation with the global sequence you just created: 0:{ 32767 , 32767 , -1 , -32767 } 1234:{ 32767 , 32767 , -1 , -32767 } -Bind all bones to bone0 (or repeat the process with all floating bones). It's quite similar to this method to reposition helmets, but go to "rotation" instead of translation. My result: You can rotate it in Blender as well, but it takes more time.
  22. Just change the texture ID of the desired mesh.
  23. With M2mod Redux for Blender. There is an updated version as well.
  24. Version 1.0.0

    89 downloads

    Krosus model from WoD alpha build 20740. It's in WoD m2 format. -The head is totally different. -It has particle effects and outlined hands. External Download
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