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Alastor StrixEfuartus

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Everything posted by Alastor StrixEfuartus

  1. Archimondea Rule 63 Archimondea Rule 63 is another genderbend character where as name suggests I have picked Achimonde and turned him into a female Price: 15$ I have also tried to play a bit with texture animation there
  2. Alastor StrixEfuartus

    Project Emperor

    Project Emperor is WoW 3.3.5 CZ/SK RP Project with Aspects of PvP and PvE making it kinda PvEPRP we are building our own custom zone alongside with roll systems / new spells / subclasses / Quests / Lore and much more My own personal interest is also into making this project much more grim dark in some certain aspects such as pure horror aspect so expect some creapy dungeons that will try to push boundries of wow immersion but while staying true to the fantasy aspect of the game that is quite often forgoten by many RP projects esencialy making RP into medival simulator which is exactly what Emperor does NOT want to be like Project is being made by me and bunch of my friends Discord Server Invite Link : https://discordapp.com/invite/S4RDdFu
  3. I have no idea what you mean by "maps" the only "maps" that M2 has a UVMaps used to determine vertices position on UVMap which is then assigned a texture which is projected on model geometry based on the UVMap and this also animated besides that if you want to change color of particles just go to color block of a said particle block its set there in RGB or DBC defined in ParticleColor.dbc
  4. @jy02339377Tbh I have no idea what are you talking about description of what ? everything in my template are functions from C or 010 Editor which is all documented (use F1) as for latter part "settings in the script" ??? there is no script distributed here this is only a template not a script "map of the model" also have no idea what does that mean
  5. Version 1.0.0

    74 downloads

    I wanted to test new animations in WBS so this is result Particles are not working due bug in WBS but I kept original file with working particles if you are interested you can clone them from old model to new one
  6. insert path to your texture into the file then change lenghs of the texture struc to lenght of inserted string +1 for null byte to terminate the string then add to the texture struc offset to this new path you inserted thats quite all
  7. Known issues - A lot of Shadowlands WMOs don't work. I ran this in TXID fixer, then Multiconverter, so I couldn't say why they don't. They just don't. TXID fixer never claimed that it works for WMOs it supports only M2s the whole time MPQ Editor breaks around 5 gigs of files, so separate your patches into 5 gigs or less. You must have corrupted your MPQ since the only limit is filecout of 2^19 and not actual file size im using casualy 20GB patches for years without any issue
  8. Version 1.6.0

    822 downloads

    M2 Template used by 010 Editor to read the binary file M2 which is a fundamental part of 3D models used by World of Warcraft this template was released somewhere in 2010 or 2012 and since then nobody worked on it the template had around 28kb of size when I picked it up and started adding more features added more lists and improved its overall capabilities and speed template is now at 218kb as of 23.11.2022 when I started the template had around 1438 lines of code now its roughly at 2868 but this estimation is not a real and proper indication of anything since I have drasticaly decreased number of lines of code in some way in the old template calling for optimization and then I have also added tons new lines in a wake of improval in all ways I could think of Required version of the 010 Editor is v13.0.0+ template wont work on 010 Editor with lower versions than 12.0.0 because of Inline functions Attention! Sweetscape (the company that made 010 Editor) approved my template to their online repository from now on I will not upload new versions here that often or at all I will focus on pushing the updated online template repository hosted by Sweetscape Features: • Remastered the Texture_Combiner Structure from the ugly Alt_mapping look that it had • New C3Vector struc used for BoundingBox Animation Block • Added new argument for inline read function of attachments to show attachment ID • Read function for materials to show flag and blend • Particle have now added new flags and conditions for filepathing • Anim/Keybone/Attachment Lookups now have names +more read functions to bones and some other adjustmens to updated list of animations • Inline function to rotations in bone block and better reading of some subanimvalues • Inline function for M2Tracks of bones eg: how many keyframes and timestamps is in the said block without need to collapse it • Multiversion M2 loading (Tested on 3.3.5 / 6.0.1 / 7.0.1 / 8.0.1 / 9.0.1 / 9.2.0 / 9.2.5 / 10.0.0) • MD21 Chunk + other Chunks including TXID reading etc • Improved block reading with added conditions and checks to avoide empty structure generations fastening the load times • Added functions with Read and Write reading properties mostly notable for C3Vectors • Renamed most of the variables and types to proper names like Materials • Substructures for C3Vectors now contains properly XYZ named values not val0 val1 val2 like before • Main Blocks are now colored to visibly show the chunks of data in the hex preview • Added lots of undefined binary flags to numerous places lol bone flags / anim flags / global sequcnes flags that were not mapped at all in previous version • Added commends to some parts of the blocks to better describe what the data mean • Named lots of previously unknown strucutres after the lastest data from wowdev.wiki • Better described Camera block • Added more enum types where possible like texture types or added new animations entries • + Some other edits that I surely just forgot
  9. Cloud is up again i reuploaded most of the stuff
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