Forums WoW Modding Discussion Modeling [Archive] [Development] WoW Model Lib

[Archive] [Development] WoW Model Lib

[Archive] [Development] WoW Model Lib

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rektbyfaith
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11-04-2025, 10:54 AM
#11
Archived author: Cromon • Posted: 2025-11-04T11:54:14.698088
Original source

Quote: Its not very difficult to make that collision and viewingstuff. If you save the file it automatically checks every boundingbox in the model if there is something to change. So the viewingdistance thing is working correctly, just need to implement a tweek on the collision as colliding with the scaled object atm results in a crit Tongue
rektbyfaith
11-04-2025, 10:54 AM #11

Archived author: Cromon • Posted: 2025-11-04T11:54:14.698088
Original source

Quote: Its not very difficult to make that collision and viewingstuff. If you save the file it automatically checks every boundingbox in the model if there is something to change. So the viewingdistance thing is working correctly, just need to implement a tweek on the collision as colliding with the scaled object atm results in a crit Tongue

rektbyfaith
Administrator
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11-04-2025, 10:54 AM
#12
Archived author: [Blinded] • Posted: 2025-11-04T11:54:14.698088
Original source

Quote: Thanks for posting this, it gave me a little view of rendering.

Tanks alot.
rektbyfaith
11-04-2025, 10:54 AM #12

Archived author: [Blinded] • Posted: 2025-11-04T11:54:14.698088
Original source

Quote: Thanks for posting this, it gave me a little view of rendering.

Tanks alot.

rektbyfaith
Administrator
0
11-04-2025, 10:54 AM
#13
Archived author: Cromon • Posted: 2025-11-04T11:54:14.698088
Original source

Quote: Ok, made some more things:

1. You can change the boundingvertices on your own. Display a bounding shape out of the triangles as wireframe to see if it fits the modified model. scalar scaling on every vertex is pretty simple. Just scale all vertices and all boundingvertices with the same factor and you have fully working collision on the sized model ingame.

2. Particleemitters:

You can change these emitters. change the rotation of the particles, change the outputlocation of the particles, change the size of the particles, ...

When ive done the M2Models i will release the first betaversion and head up to WMOmodels.
rektbyfaith
11-04-2025, 10:54 AM #13

Archived author: Cromon • Posted: 2025-11-04T11:54:14.698088
Original source

Quote: Ok, made some more things:

1. You can change the boundingvertices on your own. Display a bounding shape out of the triangles as wireframe to see if it fits the modified model. scalar scaling on every vertex is pretty simple. Just scale all vertices and all boundingvertices with the same factor and you have fully working collision on the sized model ingame.

2. Particleemitters:

You can change these emitters. change the rotation of the particles, change the outputlocation of the particles, change the size of the particles, ...

When ive done the M2Models i will release the first betaversion and head up to WMOmodels.

rektbyfaith
Administrator
0
11-04-2025, 10:54 AM
#14
Archived author: Demonshade • Posted: 2025-11-04T11:54:14.698088
Original source

Quote: sweet!! will this be integrated in yiasedit? [Image: biggrin.png]
rektbyfaith
11-04-2025, 10:54 AM #14

Archived author: Demonshade • Posted: 2025-11-04T11:54:14.698088
Original source

Quote: sweet!! will this be integrated in yiasedit? [Image: biggrin.png]

rektbyfaith
Administrator
0
11-04-2025, 10:54 AM
#15
Archived author: Cromon • Posted: 2025-11-04T11:54:14.698088
Original source

Quote: Of course [Image: wink.png]

Adding some handling for the animationblocks to change animations.
rektbyfaith
11-04-2025, 10:54 AM #15

Archived author: Cromon • Posted: 2025-11-04T11:54:14.698088
Original source

Quote: Of course [Image: wink.png]

Adding some handling for the animationblocks to change animations.

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