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Everything posted by Roccus
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But where's the variable ? Is that the uint Version number that appear after putting back the m21 chunk on the file in 010editor while M2Template is opened ?
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Yes with fiel18 and field18_1 use the flags to hide geosets part, like ears, beard, hear. (for 7.2 definitions of wdbx), field30 field30_1 if i remember correctly for 7.1 definitnions. Try to copy geosets of random helmet to see of those flags work on a hand line on itemdisplayinfo.db2
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In skin00, change in texture unit renderflags to 2 for textures and look in m2 how many textures you have and try those different id in textureid below renderflag in textureunit. Do it in skin01 too. Skin00 is model loading and skin01 texture
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maybe if you're doing some blender, try keeping a single mesh of the swapped model in it so it might work, a little trick i use for some m2. Strange things of Legion.
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yes i know, but unless he doesn't swap it won't work, now that i know he has swapped, he needs to find why it doesn't appear.
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i'm not a wmo or gobjects modder, i don't know anything about them, sorry
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In legion you can make gameobjects (wmo included) available with .gob add by adding their root id in gameobjectsdisplayinfo.db2 + some server edit. You can add those existing gobjects because they exist in thé root file. But if you want custom it s not possible. You have to swap. I posted the root in legion pack here and did a tuto for thé ID's
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Great info thx mate you erased a great problem of my project
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Nice To know i changes renderflags in m2 before but not in skin00 and skin01 but still have you for an est way To find what textureunit le linked To what mesh ? WMV model control does lot help
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Yep that's what i realised. Still annoying thing 'cause custom cloak work, game cloaks aren't. I tried to delete the flip normals layer of the standard long cloak model, it didn't work. Then i duplicated the normals et flip them To do my own flip layer still didn't work. I'm interested in the subject
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I'm curious on how you manually fix normals. In my mind it always have to do with the game not understanding character modelling and that that was something we can't do shit about Do you have bullshit deathknight eyes on some edited models too ? Like big black square around texture on the glow blp and even if you edit renderflags or the blp it doesn't do anything. Sometimes it can be litteraly transparent face
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WotLK Dual Weilding (demon hunter artifacts)
Roccus replied to staleness665's topic in Retro-Porting
yep best way, as far as i know because i started modding in WoD so i have 0 knowledge on what was there or not in Wotlk mop cata -
WotLK Dual Weilding (demon hunter artifacts)
Roccus replied to staleness665's topic in Retro-Porting
It it linked to itemdisplayinfo, column 11, it's a flag you must put into there to tell the weapon to 'flip'. You have to find this by searching a weapon that does this without having a left.m2. If i remember correctly (i'm really not sure) i did it for a patch i made for WoD, the flag was 129 or 123 or 126 -
uint16 texture
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try for the 0 and the 1 to change the textureid to 2 or 1 or 0 to see which one texture which part and which texture it uses.
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Try editing the skin01 that stands for the texture of the model and change for the texutextureunit from textureid 1 to 2 or the other way. I had the problem with some custom haircut but with more complicated models/
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yes select the meshes with lots of faces, vertices etc, go to modifiers, add modifier and choose decimate, ratio 0.5 it should do the trick.