Inico

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About Inico

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    MC.net Guy

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    Modeling

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16 files

  1. Krosus model from WoD alpha

    Krosus model from WoD alpha build 20740. It's in WoD m2 format.
    -The head is totally different.
    -It has particle effects and outlined hands.
    External Download

    85 downloads

    (0 reviews)

    0 comments

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  2. WoD-like fire particles for WotLK

    Basically, multitexturing combines the alpha channel of two different textures, creating more variety in the particles and making it more realistic. It was introduced in Cataclysm but widely used since WoD for fire effects.

    Usually, the textures used for particles in WoD are:
    World\Expansion05\Doodads\IronHorde\FIRE_2X2_SHARP_MOD4X.BLP
    World\Expansion05\Doodads\IronHorde\Fire_Bright_Mod2x_A.BLP
    I tried to emulate this multitexturing effect in WotLK by combining both textures with Photoshop and increasing the rows and columns to give it more variety (since we can't animate the particle texture in Wotlk, each block has a different texture position). The result is quite decent. I would say it's 80% accurate because some features, like combining blend and additive blendingtypes on the same particle are not available in WotLK.
    I made two texture versions: one with 16 blocks and another with 64 (more realistic). There is also a test model included.
    External link:
    http://www.mediafire.com/file/mpmmcvq9g8s7qij/MultiTexture_Fire_Particle.rar

    548 downloads

    (0 reviews)

    2 comments

    Updated

  3. Blood Mod (for WotLK and Cata) V3

    This mod adds bloodier combat effects to the game and includes some blood splats similar to those removed during the classic beta.
    Download:
    WotLK - Cata
    (Old version)
    V2.0:
    -Fixed crashes.
    V3.0:
    -Violence level is now always 2 and cannot be disabled or changed.
    -Added purple blood (id 5).
    IMPORTANT: to make it work correctly go to video settings and turn "projected textures" on. Also, set the "Particle Density" to High and set the Texture Filtering to High to avoid visual glitches.
    If you are using V2, make sure your violence level is set to 2. In-game, type:
    /console violenceLevel 2 Known bugs:
    -If you zoom in to first person view, you won't be able to see the blood splats from your character.
    -If a character morphs into another model, all the blood splats from that character will disappear.
    -The blood splats change color if your character changes color (curses, venom, etc.).
    -The blood splats scale changes if the scale of your character changes.
    -Blood effects do not show if you one-hit kill the target. It's hardcoded into the client and can't be changed as far as I know (happens with the default blood as well).
    -It's not possible to use this mod in MoP since the game cleans all blood splats each time your character is hit or dies.
    Note: The splats on the ground disappear after 45 seconds. You can change it by editing the particle lifespan in 010editor.
    If you think there are too many blood splats to the point they overlap or affects the performance, just change the default particle emissionrate (12) to 7 or less with 010editor.
    Blood color is set in CreatureModelData.dbc, column 6 (1 = red, 2 = green, 3 = black, 4 = blue, 5 = purple).

    561 downloads

    (0 reviews)

    16 comments

    Updated

  4. Model listfile template

    I use this small listfile to quickly find all the elements of a model when a new build or expansion comes out and there are no listfiles available.
    Just open the file with notepad and replace "Creature\ModelName\ModelName" with your model path (Edit-> Replace...), for example "character\zandalaritroll\male\zandalaritrollmale" or "creature\vulperafemalepirate\vulperafemalepirate". Then use it as your listfile in Casc Explorer.

    Includes .anim, .skel, .bone and .phys. Of course, it doesn't look for textures.
    This is quite useful for me because most released lists lack some .anim files.

    151 downloads

    (0 reviews)

    0 comments

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  5. WotLK to Cata/MoP/WoD Model Converter

    This script for 010editor converts Wrath of the Lich King .M2 and .SKIN files to Cataclysm, Mists of Pandaria and Warlords of Draenor.
    Supports:
    -Cameras.
    -Particles.
    -Animation flags.
    -Projected shadows.
    -Transparency flags.
    -Blend mode overrides.
    Also includes:
    -Batch file converter.
    -Shadow remover script.
    -Sequence flag remover script.
    -Skin template for 010editor with shadow batches added.
    DOWNLOAD
    Some notes and technical information:
    -make sure you are working on "OVR" mode before running the script.
    Projected shadows
    As you may know, projected shadows are stored inside the .skin file since Cataclysm. This script creates shadows for all texture units, including those with additive materials.
    If you want to remove the shadows from a specific geoset, just open the skin file with 010editor, run the skin template included inside the tools folder and delete the texture batch corresponing to that mesh.
    If you want to remove ALL shadows from a model, just use the "Cataclysm Shadow Remover" included in the tools folder (it's useful for stuff like fire or lights, that are not supposed to cast a shadow).

    As you can see, the glow, which is a billboarded square with addivite renderflag, is casting a shadow and the game can't handle shadows with additive materials. To remove it I selected its shadow batch, deleted it and reduced the shadow batch count by 1 in 010editor.
    More info in this video:
    Flying mount animations
    In WotLK, mounts use swimming animations for flying. Since Cataclysm, however, there are separate ids for swimming and flying since flying mounts can now be used as ground mounts and therefore swim.
    But, if a mount model doesn't have fly animations, the game will use its swimming animations. That's why this script doesn't duplicate them. It's not necessary. WotLK flying mounts should still work perfectly in Cata, MoP and WoD.
    Reflections
    This script doesn't convert reflections since there is no exact way to know when a texture unit is used for a reflection, glow, etc. So you must do it by hand.
    Just open your skin file, convert it to Cata+, go to the texunit with the reflection and change its shader to "144". Here is an example using "Creature\Murloc\Murloc00.skin":

    You can change the "texunit" and "texunit2" fields to "0" but it's optional since those fields are unused since Cataclysm, but just in case.
    Animation sequence flags
    Sequence flags are 128 digits bigger since Cataclysm. Without these flags some animation frames loop when they shouldn't and sequences don't blend correctly. This script fixes that problem and gives smoothness to the animations.
    If you want to remove the extra flags for some reason, just run the "Cataclysm Sequence Flag Remover" script included in the tools folder

    407 downloads

    7 comments

    Updated

  6. PHYS template (MoP and WoD)

    This template for 010 editor allows you to modify PHYS files from Mists of Pandaria and Warlords of Draenor.
    DOWNLOAD
    Some notes and technical information:
    How to load a PHYS file in-game
    Change your model globalflags to 32 (or 160 if your model casts shadows as well):

    The bones with physics must have flag 1024:

    Bone coordinates
    Bones with physics will take their position coordinates from the phys file and ignore the position given in the m2.
    Position is set in the WELJ, SHOJ or SPHJ chunks.
    Bone hierarchy
    Bones with physics will not be affected by the rotation, scaling and translation of the parent bones unless they are added as an attachment.

    As you can see in the image above, the gourds with physics are not affected by the m2 animation and will only move if their coordinate in the world changes.
    This is why Blizzard makes separate m2 files for parts with physics. Exampe:
    creature/fishmount/fishmount.m2 (base model without physics)
    creature/fishmount/fishmount_wiskersleft.m2 (left wisker with physics)
    creature/fishmount/fishmount_wiskersright.m2 (right wisker with physics)

    The wiskers from the fish mount are in different m2 files, attached server-side as a vehicle accessory. You can also add them as spells or items. If the whiskers were part of the base model, they will just be floating next to the head, since they would not be affected by the parent bone movement.
    It's not necessary to separate meshes with physics if your model is static (i.e. helmets, weapons, shoulder pads, etc.).
    However you can add physics to a bone, and animate all the bones connected to it.
    (Since 7.1 models with physics don't have to be separated - See http://www.wowhead.com/item=143829 as an example)
    Difference between MoP and WoD
    The Phys file structure is the same for MoP and WoD.
    However, the only thing I noticed is that in MoP physics are more sensitive and the shapes feel lighter.

    68 downloads

    1 comment

    Updated