Adspartan

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Everything posted by Adspartan

  1. I could list the blp required in the model converted in file if you want. But bear in mind that the "skin blp" would not be listed but they're in the same folder as the model so it's not too inconvenient.
  2. If it's green it means you have some missing textures.
  3. I tried that and the circle was off IG too (as it should given the way it's coded)
  4. In the screen Amaroth posted the problem is that texture (or any kind of terrain modification) is applied based on the distance from the origin point (where your cursor is), and that distance is calculated using the top left corner coordinate of each chunk/subchunk thus making the circle a little bit off centred, and it's more visible with a small radius. But for Simple_spectr's problem I don't know what's the cause, I've never noticed that. Maybe it's the same but it looks quite big
  5. Honestly when something looks bad in wmv just check IG, a lot of models aren't rendered correctly in wmv. Here is what it looks like IG :
  6. Could you post a screenshot to show what's wrong ? I tried this model and it looked good so I don't know what it's supposed to look like I know there is a particle problem on some models, I'm looking into that right now. I've found something to make them look better but it's far from the originals (I'm using the runesaber as a test model).
  7. What I would like is to understand the problem to be able to fix it easily on other blps, I tried changing the color on the red one and putting it for the blue shield but it's not really practical.
  8. Hi folks ! I've noticed something strange with a particular blp for a legion shield, one of the color (the blue) does not render correctly but all the others are ok as you can see with this screenshot : The 2 shields are using the same m2, the blp have the same header, size, format. But one isn't right, knowing too few about blp I can't figure out what is causing this. I've noticed that replacing the first mipmap of the blue blp by one from the other fix the display, even a part of the mipmap can make it look good ingame (with blue and red effect in that case). It's really the only one weapon where I've got this, and I think that knowing what's the difference between the two blps might allow us to fix some others that render the same way. Does anyone know anything about this ? Here are the blps : shield_1h_artifactnorgannon_d_02blue.blp and shield_1h_artifactnorgannon_d_02red.blp
  9. I tried and it did nothing, as I said the files are really similar. The difference is within the mipmaps but I don't know what's different
  10. Ok I've found the problem, you have some model with the extension in upper case and I wasn't handling this case correctly, I'll update the converter soon to fix this. I never had this problem because all my models are in lower case ^^'
  11. I tried goblin_beanbag_0x.m2 earlier and didn't have any problem, I can add a log file if you want but tomorrow, I've got other things to do now sorry.
  12. Nope I just forgot something >< (but your models should be converted) Edit : ModelConverter.exe
  13. I don't think it comes from the client. I just tried with the last build, almost all my models worked fine, only a few shields might require some dbc edit to change the textures skin because I used an older dbc. Here is my listfile : http://pastebin.com/DZDkCbQ1 (Some shield blps were in the weapon folder, I didn't check if it was still the case) Noones : ModelConverter.exe Try this version, if it still does not work I have no idea what's happening, maybe files permissions ?
  14. You have some missing some textures, mines works just fine : Have you taken only this model or some others too ? Edit : I see on the chat that you have other artifacts, maybe I've got the textures elsewhere or you don't take all the required ones for this model.
  15. It's strange, I just test some of your models and it worked fine, same for a large amount of models, they were all converted. I've reuploaded the program just in case try downloading it again.
  16. Open it with 010 Editor with the template, the value is here in the header : https://wowdev.wiki/M2/WotLK#Header Did you do anything before trying to convert your models or are they new ?
  17. Really nice, I love the atmosphere and the lights are great !
  18. Yes it's intended for Items/Creatures and Objects (I haven't tested the v1.1x with objects but it should works fine, tell me if you've got something wrong). Also I forgot to write this in the changelog but I know check if the version of the m2 is 264 or below (which means the m2 is supposed to work in LK) and if it's the case I don't convert the model. This way you can add unconverted models in a folder with already converted model and convert them without risking to corrupt the LK models in the folder. Your problem may be that you're using already partially converted model that have 264 as Version.
  19. I got something better : I'm still trying to figure out the way to automate the process without breaking the display of any model, I'll update my converter when it will be ready.
  20. Eh mademoiselle t'as pas un 06 ?
  21. Edit : nevermind I just tested with the last build and it worked fine. Did you try to convert an already converted model ?
  22. I haven't tried converting model from the last two patch that came out this weekend (I think), maybe the problem comes from here. Try the 4th build.
  23. Can you send me your unconverted model ? I'll try when I get back home.
  24. Have you tried to morph yourself into the creature ? (on TC you can morph without changing anything in the server) Are the dbc on your serveur updated as well ? if you've put the .mdx back the dbc looks fines to me, and if the server does not recognize the model id it doesn't spawn the model.