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Tutorial Comments posted by Alastor Strix'Efuartus
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2.79 is no longer supported so who knows what could be cause of this some ancient code proly
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After testing some servers i found that it does not work properly on TrinityCore rev. f183ed3c50cd 2016-08-21 which is outdated ik but 3 years are not lot anyway the server will be updated soon so i expect that the problem will be solved with the update
error was that bot could log into server and even type from discord to WoW but any communications from WoW were not being send back to discord
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This is Op as fuck Got it working in like 30 mins on my test server 10/10 Feature
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21 hours ago, Domcho said:What does bmp and jpg images have to do with the problem here?
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Then give up and start learing how to use Computer - it will be better for you this way since only fact that you are sending BMP screenshots shows that you have no idea about total basics of PC ....
We are not here to learn you how to use blender - Ok its fine to ask one or few things about some functions but you dont know anything about it so until you learn what is difference between PNG&JPG vs BMP +http://modcraft.superparanoid.de/viewforum.php?f=78
http://modcraft.superparanoid.de/viewforum.php?f=20
http://www.model-changing.net/tutorials/category/2-modeling/
http://modcraft.superparanoid.de/viewtopic.php?f=20&t=8017
it would be better for you to watch these ^^
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On 17. 8. 2016 at 9:01 AM, Vecca said:If I put them on the model through the material > image then it won't display at all.
Because you are attaching texture as material then you have to attach it as texture of material but this will lead to nothing usefull since this is method to texture models that are meant for rendering
you have to open image window and load texture there once you have UV map of your model showed in image editor
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On 29. 5. 2016 at 3:10 PM, Vellear said:Wrath of the lich king(for this you can use 4.0.6 cata models with Downgrade after the editing
About this once there was somewhere around 010 Script for upconverting M2s from LK to WOD when you use such script you are able to open Upconverted Lk models in 4.6.1 again
Some ppl had problems with it but when its done carefully its working well
Pick Up WoD Model --> Do M2redux edits --> downport to LK --> UpConvert model to Wod --> "and we can start all over again"
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Legion models are working without problem all im doing is always deleting MD21 prefix and changing version from 12 01 00 00 to 10 01 00 00 othervise model is in incorrect format
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Yeah i am using M2redux still on Win7 and i have no similiar problem
Sometimes when i screw something in model i can get error while converting but M2 and frist 2 ( of 4 ) skins are oftenly good and models works at all -
Why exactly are you using 4.5 for M2 creating ?
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Since Hots came out before Legacy of the Void for Starcraft Lizzard used their new MD34 format in Hots but they wanted to use it as well in LotV so flo made and propeth adaptation for his M3/IO to be able load SC2 LotV but since LotV has same format as hots you can now easly set up his Addon and import al working model just to Blender by one click
https://github.com/flo/m3addon
Retroport to WOTLK- WEAPONS
in Retro-Porting
Posted
Now slap that bad boy .m2 file into TXID about 15 times and hit FIX.
you dont need to do it 15 times just open CMD and fire the TXID on model from there you will clearly see if it worked or now since TXID has some minor issue in its code sometimes it runs out of a index array which will cause it to crash after it actualy adds the texture paths to the model but it wont write the offsets and lenght of texture paths but on second run it does the job correctly since lenght of model is already changed and paths were added you dont need to do this everytime only if it crashes
Invisible = didn't convert with TXID First and then Multi Converter
If the model is invisible they wow cannot read it most likely as its in wrong format that is caused sometimes by not being converted by Multiconvertor but mentioned TXID has zero effect on this issue if you would not use TXID the model would be white
No animation = not everything put into your mpq patch
If is model using TextureCombine bit in global flags they the model needs to have additional alt mapping chunk at 0x130 which multiconvertor does not rely on which will cause it to be overwritten by data that are actualy needed and this happens a lot in that section can lie animation or global sequence which can cause animations to not play at all this issue is rarely caused by missing data in patch since animations are stored in m2 and missing m2 would result in a box if you would be missing .anim files model would still work but it would just performed value=0 on every bone in every keyframe during the playback which would cause it to deform
Crash = ??? maybe wrong name in ModelName_1 or wrong ID used in Heidisql IDEK
If is model crashing its in 99 out of 100 cases caused by incorrect downport which in 90 out of 100 cases goes to incorrect .skin files which multiconvertor is not downporting correctly since multiconvertor is from legion time and models we downport as shadowlands the structure changed and multiconvertor not always recon with that you can fix it with m2redux
you mentioned wrong name in ItemDisplayInfo / Item_Template if that would be the case you would get cube
Green particles = not everything put into your mpq patch
Particles needs its files but sometimes they can have a flag in particle emitter of m2 that reads the color from DBC ParticleColor if is your model still green even when you gave it all files its pointing to non existing row in that DBC
Step 3, 4, 5
You mentioned that you need to add data to ItemDisplayInfo but you also need to make a line in Item which has keyID same as ID of the item then you fill its values like DisplayID and other values this DBC needs to be mainly in client server does not cares about it too much but DBCs should in synch with server and client at all time to prevent data inconsistency if you dont have Item.dbc in client and your server will sent item with DisplayID you made your item would be just a question mark in the inventory and it would lack some material sounds
Open MPQEditor and create a new MPQ, name it patch-4.mpq
this is just a minor detail but you dont need to name it Patch-4.mpq wow reads patches from 0-9-A -Z in this order and last loaded patches data overrides previous so in that manner patch 4 works but so would patch 5, 6, 7, 8, 9, W, Q, Z ... etc if you are using modified exe that can be found around MC net you can also use folder patch where you dont even need to make MPQ or you can also just use plain folders without patch name at all but that goes only to modified exe for modding its optimal as its saving time
You can utilize 010 Editor Step 3/6 and search for .blp and if you used wow.tools you can look in the folders it may have created, but for this specific weapon everything is in items\objectcomponents\weapons that we need.
im not sure about this one but it makes it sounds like if everything that it in the weapon but outside of the mentioned path "items\objectcomponents\weapons" was irrelevant which it is not the weapon can use textures from else where if you see a texture in the structure use them all dont skip anything