Hi all! I will try to explain to you how to do this simple import in 3.3.5!
Summary
Of course, we will need CASC Explorer to find new models, fresh meat... As well as a converter for our M2 otherwise it won't work!
CASC Explorer here => https://github.com/WoW-Tools/CASCExplorer/releases/
And the converter over here (even supports particles!) => https://mega.nz/#!Jc0TQCqa!N_AInk3dRr_JmrJ-ZIHHVtHKtJ7MzpvLKEeGqDF2XFM
MyDBCEditor
We have everything we need, here we go!
Find the model
First of all, before starting, it is necessary to find the model you want, otherwise we will not go very far...
I choose Murloc2 (path: Creature/Murloc2) which is a model that comes straight from Legion![[Image: smile.png]](https://www.wowmodding.net/uploads/emoticons/smile.png)
Once chosen, extract the model and all the files that go with it to a folder, .m2, .skin, .anim, .blp... All!
Which gives us:
![[Image: f4909b3bdb.jpg]](http://puu.sh/lGypH/f4909b3bdb.jpg)
It's cool, I have my model, but what to do with it? Select your M2 and drag and drop onto the previously downloaded converter.
Here is the result once it's finished:
![[Image: b347f82897.jpg]](http://puu.sh/lGyxC/b347f82897.jpg)
Delete the .m2 and .skin then rename the following files like this:
mymodel.m2_lk -> mymodel.m2
mymodel.skin_lk -> mymodel.skin
Conversion complete!
You can now put your new(s) model(s) in your MPQ patch, we will no longer need it.
Server side edit coming soon!
First of all, open WoW Model Viewer (yes I didn't put it in the required tools because it is needed everywhere...). With it we will be able to know what texture we will apply to the model, so open WMV and select your new model like this:
![[Image: de17da07fa.jpg]](http://puu.sh/lGyNj/de17da07fa.jpg)
The part that interests us here is the box where it is written murloc2_green, this is simply the name of the texture of Murloc... Green! But as you might have suspected, on WoW Murlocs have several colors, if you don't want a green murloc first, take blue, purple, orange...!
Amazing huh?
For my part I will start with the green murloc and I will do the others later... Well, I know the name of the texture! So let's open CreatureDisplayInfo with MyDBCEditor and start creating the DisplayID for our Murloc!
Go to the last line of the DBC, right click and choose "Insert line...", be careful, your ID must be unique, so as not to overwrite another DisplayID, in my case since I want to replace the old murlocs with the new ones, I would start with 31.
Please note, for each texture you apply, you will need to create a new line! One for green, one for blue...
Quick explanation:
First column: Unique ID
Second column: the model ID as saved in CreatureModelData.dbc (31 = the old murloc model, since I changed the path in CreatureModelData from the old murloc to the new one, I can leave it at 31)
Third column: no idea, we put 0
Fourth column: CreatureDisplayInfoExtra. no interest here, leave at 0.
Fifth column: Put 1
Sixth column: Display opacity, 255 = opaque creature, 0 = ghost.
Seventh and eighth column: Extra texture, when you create a creature, it does not need CreatureDisplayInfoExtra but from these two columns, write in the first the name of the texture you have chosen (in my case murloc2_green)
Next column: Sound ID, default 0 but if you want to give your creature a voice, go snoop in NPCSounds.dbc.
Last column: 0
This is what it looks like:
![[Image: 14cfc355c2.png]](http://puu.sh/lGz1k/14cfc355c2.png)
I won't explain to you how to use CreatureModelData, it's relatively simple and in most cases, you just have to copy the contents of an old line, create a new one, change the path of the model to the new one (creature/murloc/murloc.mdx => creature/murloc2/murloc2.mdx) and you're done.
Put these two DBCs (CreatureDisplayInfo and CreatureModelData) in your server's DBCs, then in your MPQ patch. No need to touch it anymore either, we're attacking SQL!
Creature_model_info
Server side!
In your DB world open the Creature_model_info table
Rap explanation... no come on, copy the contents of another line and paste it like a brute, don't change anything EXCEPT ONE THING!
Your ID must be the same as the one chosen in CreatureDisplayInfo, in my case: 31.
This is your DisplayID to use for your creature.
We save, we create the NPC, we restart the server...
![[Image: 2e68c938d7.jpg]](http://puu.sh/lGztG/2e68c938d7.jpg)
I hope this tutorial is quite simple and complete, if you think any information is missing, don't hesitate to say so in the comments! I would complete
Summary
- Tools required
- Find and convert
- A quick look in DBC
- DB edition
- In game?!
Of course, we will need CASC Explorer to find new models, fresh meat... As well as a converter for our M2 otherwise it won't work!
CASC Explorer here => https://github.com/WoW-Tools/CASCExplorer/releases/
And the converter over here (even supports particles!) => https://mega.nz/#!Jc0TQCqa!N_AInk3dRr_JmrJ-ZIHHVtHKtJ7MzpvLKEeGqDF2XFM
MyDBCEditor
We have everything we need, here we go!
Find the model
First of all, before starting, it is necessary to find the model you want, otherwise we will not go very far...
I choose Murloc2 (path: Creature/Murloc2) which is a model that comes straight from Legion
Once chosen, extract the model and all the files that go with it to a folder, .m2, .skin, .anim, .blp... All!
Which gives us:
![[Image: f4909b3bdb.jpg]](http://puu.sh/lGypH/f4909b3bdb.jpg)
It's cool, I have my model, but what to do with it? Select your M2 and drag and drop onto the previously downloaded converter.
Here is the result once it's finished:
![[Image: b347f82897.jpg]](http://puu.sh/lGyxC/b347f82897.jpg)
Delete the .m2 and .skin then rename the following files like this:
mymodel.m2_lk -> mymodel.m2
mymodel.skin_lk -> mymodel.skin
Conversion complete!
You can now put your new(s) model(s) in your MPQ patch, we will no longer need it.
Server side edit coming soon!
First of all, open WoW Model Viewer (yes I didn't put it in the required tools because it is needed everywhere...). With it we will be able to know what texture we will apply to the model, so open WMV and select your new model like this:
![[Image: de17da07fa.jpg]](http://puu.sh/lGyNj/de17da07fa.jpg)
The part that interests us here is the box where it is written murloc2_green, this is simply the name of the texture of Murloc... Green! But as you might have suspected, on WoW Murlocs have several colors, if you don't want a green murloc first, take blue, purple, orange...!
Amazing huh?For my part I will start with the green murloc and I will do the others later... Well, I know the name of the texture! So let's open CreatureDisplayInfo with MyDBCEditor and start creating the DisplayID for our Murloc!
Go to the last line of the DBC, right click and choose "Insert line...", be careful, your ID must be unique, so as not to overwrite another DisplayID, in my case since I want to replace the old murlocs with the new ones, I would start with 31.
Please note, for each texture you apply, you will need to create a new line! One for green, one for blue...
Quick explanation:
First column: Unique ID
Second column: the model ID as saved in CreatureModelData.dbc (31 = the old murloc model, since I changed the path in CreatureModelData from the old murloc to the new one, I can leave it at 31)
Third column: no idea, we put 0
Fourth column: CreatureDisplayInfoExtra. no interest here, leave at 0.
Fifth column: Put 1
Sixth column: Display opacity, 255 = opaque creature, 0 = ghost.
Seventh and eighth column: Extra texture, when you create a creature, it does not need CreatureDisplayInfoExtra but from these two columns, write in the first the name of the texture you have chosen (in my case murloc2_green)
Next column: Sound ID, default 0 but if you want to give your creature a voice, go snoop in NPCSounds.dbc.
Last column: 0
This is what it looks like:
![[Image: 14cfc355c2.png]](http://puu.sh/lGz1k/14cfc355c2.png)
I won't explain to you how to use CreatureModelData, it's relatively simple and in most cases, you just have to copy the contents of an old line, create a new one, change the path of the model to the new one (creature/murloc/murloc.mdx => creature/murloc2/murloc2.mdx) and you're done.
Put these two DBCs (CreatureDisplayInfo and CreatureModelData) in your server's DBCs, then in your MPQ patch. No need to touch it anymore either, we're attacking SQL!
Creature_model_info
Server side!
In your DB world open the Creature_model_info table
Rap explanation... no come on, copy the contents of another line and paste it like a brute, don't change anything EXCEPT ONE THING!
Your ID must be the same as the one chosen in CreatureDisplayInfo, in my case: 31.
This is your DisplayID to use for your creature.
We save, we create the NPC, we restart the server...
![[Image: 2e68c938d7.jpg]](http://puu.sh/lGztG/2e68c938d7.jpg)
I hope this tutorial is quite simple and complete, if you think any information is missing, don't hesitate to say so in the comments! I would complete
