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[Archive] Wierd look model

[Archive] Wierd look model

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rektbyfaith
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06-24-2020, 07:04 PM
#11
Archived author: Addikted • Posted: 2020-06-24T19:04:35+00:00
Original source

@Grindi amazing, thank you.

I've done all that (on my ogre model), because I don't know why but the monkey model is invisible on his face (maybe .m2 file is corrupted?), but I can't take off the ogre armor, and also I can't apply the correct shoulders, I mean, in the ogre shoulders .blp appears the shoulders I'm looking for but they don't get applied, another ones get applied.

And to take off his armor, I tried deleting the texture from the .m2 file and reducing the textures number to -1 (it was 6 textures, I reduced it to 5, and deleted the armor texture) but in-game it appears as black.

Hope you understand:

https://imgur.com/a/9IXohjJ
rektbyfaith
06-24-2020, 07:04 PM #11

Archived author: Addikted • Posted: 2020-06-24T19:04:35+00:00
Original source

@Grindi amazing, thank you.

I've done all that (on my ogre model), because I don't know why but the monkey model is invisible on his face (maybe .m2 file is corrupted?), but I can't take off the ogre armor, and also I can't apply the correct shoulders, I mean, in the ogre shoulders .blp appears the shoulders I'm looking for but they don't get applied, another ones get applied.

And to take off his armor, I tried deleting the texture from the .m2 file and reducing the textures number to -1 (it was 6 textures, I reduced it to 5, and deleted the armor texture) but in-game it appears as black.

Hope you understand:

https://imgur.com/a/9IXohjJ

rektbyfaith
Administrator
0
06-25-2020, 07:39 AM
#12
Archived author: Grindi • Posted: 2020-06-25T07:39:26+00:00
Original source

Each geoset have its own UV and you cant just apply any texture you want.

You must write correct texture name in creaturedisplayinfo.dbc with geoset id ya need.

In hozu's case - hozu model uses up to 3 texturevariations, you should write em all, cos they have helmets.
rektbyfaith
06-25-2020, 07:39 AM #12

Archived author: Grindi • Posted: 2020-06-25T07:39:26+00:00
Original source

Each geoset have its own UV and you cant just apply any texture you want.

You must write correct texture name in creaturedisplayinfo.dbc with geoset id ya need.

In hozu's case - hozu model uses up to 3 texturevariations, you should write em all, cos they have helmets.

rektbyfaith
Administrator
0
06-25-2020, 04:07 PM
#13
Archived author: Addikted • Posted: 2020-06-25T16:07:06+00:00
Original source

Quote: 8 hours ago, Grindi said:

Each geoset have its own UV and you cant just apply any texture you want.

You must write correct texture name in creaturedisplayinfo.dbc with geoset id ya need.

In hozu's case - hozu model uses up to 3 texturevariations, you should write em all, cos they have helmets.
But hozu monkey I'm trynna copy (first post image) does not wear a helmet.

Like the ogre I'm trynna copy, it's shoulder is like blue-toned :

[Image: 454211-bloodmaul-frostbender.jpg]

Which is this one inside the .blp:

[Image: tBdtocX.png]

But inside WMV geoset does not show me that shoulder, so I'm kinda lost here.
rektbyfaith
06-25-2020, 04:07 PM #13

Archived author: Addikted • Posted: 2020-06-25T16:07:06+00:00
Original source

Quote: 8 hours ago, Grindi said:

Each geoset have its own UV and you cant just apply any texture you want.

You must write correct texture name in creaturedisplayinfo.dbc with geoset id ya need.

In hozu's case - hozu model uses up to 3 texturevariations, you should write em all, cos they have helmets.
But hozu monkey I'm trynna copy (first post image) does not wear a helmet.

Like the ogre I'm trynna copy, it's shoulder is like blue-toned :

[Image: 454211-bloodmaul-frostbender.jpg]

Which is this one inside the .blp:

[Image: tBdtocX.png]

But inside WMV geoset does not show me that shoulder, so I'm kinda lost here.

rektbyfaith
Administrator
0
06-25-2020, 06:43 PM
#14
Archived author: Addikted • Posted: 2020-06-25T18:43:08+00:00
Original source

UPDATE

I think I may be adding up wrong way geosets. I've tried adding  'em numbers (0, 1, 2) obviously it does not seem to work like that because those seem to be array's indexes. I've also tried to add up SubMeshID's from M2SkinSection Submeshes inside the .m2 file still did not work (I ain't getting results I'm watching at the MWV)
rektbyfaith
06-25-2020, 06:43 PM #14

Archived author: Addikted • Posted: 2020-06-25T18:43:08+00:00
Original source

UPDATE

I think I may be adding up wrong way geosets. I've tried adding  'em numbers (0, 1, 2) obviously it does not seem to work like that because those seem to be array's indexes. I've also tried to add up SubMeshID's from M2SkinSection Submeshes inside the .m2 file still did not work (I ain't getting results I'm watching at the MWV)

rektbyfaith
Administrator
0
06-26-2020, 07:26 PM
#15
Archived author: Grindi • Posted: 2020-06-26T19:26:22+00:00
Original source

They work as bit mask, 1 2 4 8 16 etc.
rektbyfaith
06-26-2020, 07:26 PM #15

Archived author: Grindi • Posted: 2020-06-26T19:26:22+00:00
Original source

They work as bit mask, 1 2 4 8 16 etc.

rektbyfaith
Administrator
0
06-26-2020, 07:27 PM
#16
Archived author: Soldan • Posted: 2020-06-26T19:27:37+00:00
Original source

0xABCDEFGH -> If you want to use, say geoset groups 102 and 204, you'd use 0x00000042.
rektbyfaith
06-26-2020, 07:27 PM #16

Archived author: Soldan • Posted: 2020-06-26T19:27:37+00:00
Original source

0xABCDEFGH -> If you want to use, say geoset groups 102 and 204, you'd use 0x00000042.

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