[Archive] 3D Armors
[Archive] 3D Armors
Archived author: Darkkang • Posted: 2017-10-31T16:52:03+00:00
Original source
Greetings. I've tried to introduce some 3D collections armors and buckles (belts 3d) to Cataclysm 4.3.4 but i'm having to deal with some problems.
I've followed the tutorial which explains how to make the Buckles through spells, but they are still not appearing. I've edited the following lines:
Spell.dbc:
"200000","256","268435456","0","0","1","0","0","0","0","0","0","1","21","0","1","0","200000","0","1","0","Tratado Paladin","","Creates a Floating Skull on the creature's Chest.","","1","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0"
SpellVisual.dbc:
200000,0,0,0,200000,0,0,0,0,0x0,0,0,0,0x0,0,0,-1,0,0x0,0,0x0,0,0,0,0,0,0.0,0.0,0.0,0.0,0.0,0.0,0,
SpellVisualEffectName.dbc:
22000,"Tratado Paladin","Item\ObjectComponents\Waist\Buckle_Plate_PVPPaladin_E_01.mdx",1.0,1.0,0.00999999977648,100.0,0,1.0,
SpellVisualKit.dbc:
200000,-1,-1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,-1,-1,-1,-1,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0,
SpellVisualKitModelAttach.dbc:
22000,200000,22000,53,0.0,0.0,0.0,0.0,0.0,0.0,0,-1,-1,-1,
ItemDisplayInfo.dbc:
113363,"Buckle_Plate_PVPPaladin_E_01.mdx","","Buckle_Plate_PVPPaladin_E_01","","inv_axe_2h_430future_c_01","",0,0,0,0x0,0,0,0,0,"","","","","","Plate_PVPPaladin_E_01_Belt_LU","","",230,0,
ItemVisual.dbc:
230,240,240,240,240,240,
ItemVisualEffects.dbc:
240,"Item\objectcomponents\waist\buckle_plate_pvppaladin_e_01.mdx",
item_template.sql:
https://imgur.com/Bryqnjl
Model character Attachments:
https://imgur.com/KnCRbzi
https://imgur.com/GEDvL7s
I also attached the buckle model. I tried with quivers and more things and nothing.
In case that this doesn't work, I'm trying another method in which I try to open in Blender a tier's shoulder aiming to import the Collections or the Buckle.
Once I've imported both, I select them and I join both mesh in just one, I can export but when I convert it to M2 it again gives me an error.
I think it is because it create two ".skin" and there should be just one. How do I fix this?
If I manage to fix it, I can share these models with you all.
I want fix the new helmet too. Now the helmets appears with hairs.
https://imgur.com/hL342z7
I wait your help. Thanks ![]()
buckle_plate_pvppaladin_e_01.blp
buckle_plate_pvppaladin_e_01.m2
buckle_plate_pvppaladin_e_01light.blp
buckle_plate_pvppaladin_e_01shadow.blp
buckle_plate_pvppaladin_e_0100.skin
![]()
Archived author: Callmephil • Posted: 2017-11-02T09:13:25+00:00
Original source
Be sure to have the spell on item to be castable when equiped.
also don't forget to use
https://www.wowmodding.net/files/file/10.../?do=embed
Other than that i don't see from where it comes unless the m2 is not properly converted.
try to cast the spell on you and see what happen.
for helmet.
You have to find Geo-set for Helmet Generally using WMV or trying different value from an existent helmet in your dbc.
Archived author: Darkkang • Posted: 2017-11-02T13:21:31+00:00
Original source
Hi, I used that tool but I don't know if I did it correctly. The problem isn't the texture, the model isn't appear directly.
I parsed the model with the model converter 3.1 to Wotlk and then i used a Wotlk to Cataclysm script
Casting the spell still doesn't appear: /
Thanks, I'll try the helmets.
Archived author: Darkkang • Posted: 2017-11-02T14:43:03+00:00
Original source
I fixed the buckles!
The problem was Spelleffect.dbc
The collections I've tried different Attachments and they come out above. How do I fix them?
Thanks ![]()
![]()
Quote: 22 minutes ago, Darkkang said:First you must know how attachment points work. When you attach a model to another, it's origin axis will be where the attachment point is.
The collections I've tried different Attachments and they come out above. How do I fix them?
Archived author: Inico • Posted: 2017-11-02T15:14:43+00:00
Original source
Quote: 22 minutes ago, Darkkang said:First you must know how attachment points work. When you attach a model to another, it's origin axis will be where the attachment point is.
The collections I've tried different Attachments and they come out above. How do I fix them?
Quote: 17 minutes ago, Inico said:What happens if you merge the buckle mesh and collections in blender?
First you must know how attachment points work. When you attach a model to another, it's origin axis will be where the attachment point is.
You have to separate each part of the "collection" individually with Blender and move it to the origin axis. Then, create many new attachment points in your character and attach each piece to its corresponding attachment.
Also, attachments can only be bound to 1 bone. So it's not possible to reproduce the legion collection system perfectly. Boots and gloves will probably look weird and disjointed.
Archived author: Darkkang • Posted: 2017-11-02T15:35:21+00:00
Original source
Quote: 17 minutes ago, Inico said:What happens if you merge the buckle mesh and collections in blender?
First you must know how attachment points work. When you attach a model to another, it's origin axis will be where the attachment point is.
You have to separate each part of the "collection" individually with Blender and move it to the origin axis. Then, create many new attachment points in your character and attach each piece to its corresponding attachment.
Also, attachments can only be bound to 1 bone. So it's not possible to reproduce the legion collection system perfectly. Boots and gloves will probably look weird and disjointed.
Quote: 13 minutes ago, Darkkang said:No. You must separate each part of the collection into its own M2.
Perhaps if you move in blender to the correct position it is fixed. No?
Quote: 13 minutes ago, Darkkang said:In legion a model can be attached to multiple bones. That is NOT the case in wotlk. It's 1 bone per attachment. The collections system can't be reproduced in wotlk. However it can be emulated if you break the collection model into multiple pieces, each one into its own attachment.
I don't understand why it works in Legion as a one object.
Quote: 13 minutes ago, Darkkang said:Nothing. You will have the same problem.
What happens if you merge the buckle mesh and collections in blender?
Quote: 13 minutes ago, Darkkang said:In WOTLK, attachments will follow the animation of the bone they are attached to. And they can only be attached to 1 bone.
I tried adding the Collection to the Attachment Ground (19) although without animation and then I changed its position.
Archived author: Inico • Posted: 2017-11-02T15:48:21+00:00
Original source
Quote: 13 minutes ago, Darkkang said:No. You must separate each part of the collection into its own M2.
Perhaps if you move in blender to the correct position it is fixed. No?
Quote: 13 minutes ago, Darkkang said:In legion a model can be attached to multiple bones. That is NOT the case in wotlk. It's 1 bone per attachment. The collections system can't be reproduced in wotlk. However it can be emulated if you break the collection model into multiple pieces, each one into its own attachment.
I don't understand why it works in Legion as a one object.
Quote: 13 minutes ago, Darkkang said:Nothing. You will have the same problem.
What happens if you merge the buckle mesh and collections in blender?
Quote: 13 minutes ago, Darkkang said:In WOTLK, attachments will follow the animation of the bone they are attached to. And they can only be attached to 1 bone.
I tried adding the Collection to the Attachment Ground (19) although without animation and then I changed its position.
Archived author: Darkkang • Posted: 2017-11-02T16:09:53+00:00
Original source
Okay thanks. I'll try to separate each part to see if I fix it and I'll give you the advances.
Now I only have two problems:
- The helmet keeps showing the hair.
- And the quivers or collections continue without textures. I 've tried using "Buckle Texture Hardcoder" changing in the bat "quiver_" by the corresponding name. But it doesn't work, the textures continue without "hardcode". I've tried adding them manually and nothing.
I wait your help. Thanks for everything ![]()
Quote: 31 minutes ago, Darkkang said:That's controlled in itemdisplayinfo.dbc (helmetGeosetVis).
- The helmet keeps showing the hair.
Quote: 32 minutes ago, Darkkang said:As the description says, that script only works for belts. You will have to do it manually with 010editor or with PymodelEditor (just edit the texture name).
I 've tried using "Buckle Texture Hardcoder"
Archived author: Inico • Posted: 2017-11-02T16:44:21+00:00
Original source
Quote: 31 minutes ago, Darkkang said:That's controlled in itemdisplayinfo.dbc (helmetGeosetVis).
- The helmet keeps showing the hair.
Quote: 32 minutes ago, Darkkang said:As the description says, that script only works for belts. You will have to do it manually with 010editor or with PymodelEditor (just edit the texture name).
I 've tried using "Buckle Texture Hardcoder"
Archived author: MR.Farrarie • Posted: 2017-11-02T17:17:44+00:00
Original source
https://www.youtube.com/playlist?list=PL...86kzKlmCzB