Zehlendorf Posted October 25, 2017 Share Posted October 25, 2017 Hello, someone know where can get the .m2 files for new cloak models, like those one http://www.wowhead.com/item=87636/cloak-of-the-forgotten-emperor http://www.wowhead.com/item=152179/juggernaut-cloak&bonus=3610:1472 because not having the right model the .blp only applies to the normal model of the cloak that I have, as you can see in the photo : I hope someone can help me with this, thanks in advance. Link to comment Share on other sites More sharing options...
wungasaurus Posted October 25, 2017 Share Posted October 25, 2017 There are no model files for them. Cloaks are geosets of the character models. You will have to change all of those and add a geoset for the new cloak. Since you already seem to be retroporting, just use retroported character models and you’re done. Link to comment Share on other sites More sharing options...
Zehlendorf Posted October 25, 2017 Author Share Posted October 25, 2017 Hmm, Im using the characters models from legion, what should I do now?XD Link to comment Share on other sites More sharing options...
Смердокрыл Posted October 25, 2017 Share Posted October 25, 2017 I wonder if it would be possible to make the cloak geoset transparent where there's no texture (I think the render flag is Mod2X, but I'm not sure) or not Link to comment Share on other sites More sharing options...
MR.Farrarie Posted October 25, 2017 Share Posted October 25, 2017 you need to change the render blendingmode to (alpha testing) flag to (two sided) its all in the m2 renderflags then apply the flag to the cloak in the skin01 file Link to comment Share on other sites More sharing options...
Смердокрыл Posted October 25, 2017 Share Posted October 25, 2017 5 minutes ago, MR.Farrarie said: you need to change the render blendingmode to (alpha testing) flag to (two sided) its all in the m2 renderflags then apply the flag to the cloak in the skin01 file How can I tell which geoset is the cloak? Also, why don't blizzard do that? It seems much more efficient than creating a new geoset for every new type of cloak. or not Link to comment Share on other sites More sharing options...
Zehlendorf Posted October 25, 2017 Author Share Posted October 25, 2017 uhh i don't understand Link to comment Share on other sites More sharing options...
Zehlendorf Posted October 25, 2017 Author Share Posted October 25, 2017 1 hour ago, MR.Farrarie said: you need to change the render blendingmode to (alpha testing) flag to (two sided) its all in the m2 renderflags then apply the flag to the cloak in the skin01 file I not have the (two sided) in render blendingmoded. what should i do now? Link to comment Share on other sites More sharing options...
Inico Posted October 25, 2017 Share Posted October 25, 2017 13 minutes ago, Zehlendorf said: what should i do now? Replace "Opaque" (0) with "AlphaTesting (1)". That renderflag is now transparent. If your cape uses that renderflag, it will have transparency enabled. . Link to comment Share on other sites More sharing options...
Inico Posted October 25, 2017 Share Posted October 25, 2017 3 hours ago, Смердокрыл said: How can I tell which geoset is the cloak? . Link to comment Share on other sites More sharing options...
Zehlendorf Posted October 26, 2017 Author Share Posted October 26, 2017 Thanks for all the info Inico :D. Link to comment Share on other sites More sharing options...
Смердокрыл Posted October 26, 2017 Share Posted October 26, 2017 12 hours ago, Inico said: Thanks very much, you are really helpful as always! Still don't understand why blizzard don't do that though or not Link to comment Share on other sites More sharing options...
Callmephil Posted October 27, 2017 Share Posted October 27, 2017 Mutli-Converter hasn't been updated for a while and variables name got changed by blizzard maybe ? thanks for the tutorial btw @Inico Link to comment Share on other sites More sharing options...
Смердокрыл Posted December 2, 2017 Share Posted December 2, 2017 On 25.10.2017 at 8:16 PM, Inico said: Hey! I just tried doing that by changing the render flag used by the geoset, I even tried changing all possible render flags to the same thing - it all acts seemingly right (textures become kinda transparent when it's mod2x and no flags, for example), but the transparent area of the texture is still black color, as if it is in the texture itself! or not Link to comment Share on other sites More sharing options...
Inico Posted December 3, 2017 Share Posted December 3, 2017 10 hours ago, Смердокрыл said: but the transparent area of the texture is still black color 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) 10 hours ago, Смердокрыл said: textures become kinda transparent when it's mod2x 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. . Link to comment Share on other sites More sharing options...
Смердокрыл Posted December 4, 2017 Share Posted December 4, 2017 19 hours ago, Inico said: 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. 1 Ok, so I'm testing this cloak and so far I could only get these results: Opaque/Mod/Decal: Add/Mod2x: Fade/Deeprun_Tram: Unk_wod (kinda like opaque with unlit flag): Whereas I want the red stuff to be completely opaque, while the black stuff (the texture IS transparent there, and blplab identifies it as such if you click show/hide alpha) to be completely transparent or not Link to comment Share on other sites More sharing options...
Inico Posted December 4, 2017 Share Posted December 4, 2017 1 hour ago, Смердокрыл said: the texture IS transparent there, and blplab identifies it as such if you click show/hide alpha 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). . Link to comment Share on other sites More sharing options...
Смердокрыл Posted December 4, 2017 Share Posted December 4, 2017 57 minutes ago, Inico said: Try using my texture. It's used by this item: Cloak of Darkness Mod: Mod2x: 57 minutes ago, Inico said: So if you are using another game version it may not work the same way I'm on Cata 57 minutes ago, Inico said: 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). Didn't help, unfortunately or not Link to comment Share on other sites More sharing options...
Inico Posted December 4, 2017 Share Posted December 4, 2017 On 4/12/2017 at 1:41 AM, Смердокрыл said: I'm on Cata 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". . Link to comment Share on other sites More sharing options...
Смердокрыл Posted December 4, 2017 Share Posted December 4, 2017 30 minutes ago, Inico said: 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. Is there any way to change that? I mean, is that server-side or inside the client itself? or not Link to comment Share on other sites More sharing options...
Inico Posted December 4, 2017 Share Posted December 4, 2017 11 hours ago, Смердокрыл said: Is there any way to change that? 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. 11 hours ago, Смердокрыл said: is that server-side or inside the client itself? It's inside the client itself. . Link to comment Share on other sites More sharing options...
Смердокрыл Posted December 4, 2017 Share Posted December 4, 2017 2 hours ago, Inico said: 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. I tried following your tutorial exactly, but PyModelEditor seems unable to Edit Textures of the humanmale model (wotlk version) and gives error key 15. Also, in the .skin files, there was no d4 field, so I assumed, judging by order, that it's the one called op_count in the template I'm using (which seems to be the same as yours, except for this) and changed that. In the end, nothing really changed (same results as I posted before). An unrelated thought: the client does allow transparency for the character's eyeglow. Would it be possible to fool it by switching the two around and the activating the needed geoset by spell applied on item equip, for example? or not Link to comment Share on other sites More sharing options...
Inico Posted December 5, 2017 Share Posted December 5, 2017 5 hours ago, Смердокрыл said: but PyModelEditor seems unable to Edit Textures of the humanmale model PymodelEditor doesn't work with cata+ models or those with .anim files, sadly. 5 hours ago, Смердокрыл said: the client does allow transparency for the character's eyeglow. Would it be possible to fool it by switching the two around and the activating the needed geoset by spell applied on item equip, for example? 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. . Link to comment Share on other sites More sharing options...
Смердокрыл Posted December 5, 2017 Share Posted December 5, 2017 16 minutes ago, Inico said: PymodelEditor doesn't work with cata+ models or those with .anim files, sadly I mean when it's in the wotlk stage, after I do m2i-m2 (legion) and then downconver with Adspartan's to wotlk 17 minutes ago, Inico said: 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. What I meant is deleting the cloak mesh, or making it empty, while replacing the eyeglow geoset, for example. with the actual cloak mesh, and activating it through a spell such as the one you linked in chat or not Link to comment Share on other sites More sharing options...
Смердокрыл Posted December 24, 2017 Share Posted December 24, 2017 On 04.12.2017 at 7:59 AM, Inico said: 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. Is that supposed to happen with weapons too? I'm woking on a sword model and transparency works fine in WMV, but ingame mod appears as opaque (mod2x works same as always) or not Link to comment Share on other sites More sharing options...
Cloak model
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