[Archive] [Reskin] Apolyon, the Soul-Render
[Archive] [Reskin] Apolyon, the Soul-Render
Quote: Well, I just started trying to learn model editing tonight, because I'd really like to become good at this.
Anyway, for my first step in learning I did a "reskin" of the 2handed sword from Sunwell, Apolyon the Soul-Render.
Unfortunately, I don't know how to edit particles, so this is just a minor change really, would look much better if I could edit the particles. Hopefully I'll get there.
So here's what this changes the current Apolyon, the Soul-Render to.
Here's more like where I want to get it to.
Anyway, if you need any help, let me know. Here ya go.
Download - Click here!
Archived author: Krusader • Posted: 2025-11-04T11:56:15.767186
Original source
Quote: Well, I just started trying to learn model editing tonight, because I'd really like to become good at this.
Anyway, for my first step in learning I did a "reskin" of the 2handed sword from Sunwell, Apolyon the Soul-Render.
Unfortunately, I don't know how to edit particles, so this is just a minor change really, would look much better if I could edit the particles. Hopefully I'll get there.
So here's what this changes the current Apolyon, the Soul-Render to.
Here's more like where I want to get it to.
Anyway, if you need any help, let me know. Here ya go.
Download - Click here!
Quote: cool, good luck learning. Just look around in the guides section and you will get it in no time
Archived author: Rynosaur4472 • Posted: 2025-11-04T11:56:15.767186
Original source
Quote: cool, good luck learning. Just look around in the guides section and you will get it in no time
Quote:M2 - WoW.Dev Wiki
Bookmark that page. If you ever want to get into hexxing a model, that would be the best place to get your info from.
Also, download this: http://yamachi.wowps.org/uploads/CryectsTools.rar
Those programs will help you do a few things with M2's, including changing particle colour.
Archived author: Yamachi • Posted: 2025-11-04T11:56:15.767186
Original source
Quote:M2 - WoW.Dev Wiki
Bookmark that page. If you ever want to get into hexxing a model, that would be the best place to get your info from.
Also, download this: http://yamachi.wowps.org/uploads/CryectsTools.rar
Those programs will help you do a few things with M2's, including changing particle colour.
Quote: Originally Posted by Yamachi
M2 - WoW.Dev Wiki
Bookmark that page. If you ever want to get into hexxing a model, that would be the best place to get your info from.
Also, download this: http://yamachi.wowps.org/uploads/CryectsTools.rar
Those programs will help you do a few things with M2's, including changing particle colour.
Thanks for the info. I'm a little disheartened now as I just spent the last few hours trying to make the season 3 pally set red/black/silver and it shows me naked in game
EDIT: Okay, I was trying to run / do anything with CryectsTools... I have to have a C++ compiler to compile it first...? I downloaded one (Borland C++) but I can't get it to work... it says I need to make certain .cfg files in certain directories... I don't know how to make .cfg files......................
Archived author: Krusader • Posted: 2025-11-04T11:56:15.767186
Original source
Quote: Originally Posted by Yamachi
M2 - WoW.Dev Wiki
Bookmark that page. If you ever want to get into hexxing a model, that would be the best place to get your info from.
Also, download this: http://yamachi.wowps.org/uploads/CryectsTools.rar
Those programs will help you do a few things with M2's, including changing particle colour.
Thanks for the info. I'm a little disheartened now as I just spent the last few hours trying to make the season 3 pally set red/black/silver and it shows me naked in game
EDIT: Okay, I was trying to run / do anything with CryectsTools... I have to have a C++ compiler to compile it first...? I downloaded one (Borland C++) but I can't get it to work... it says I need to make certain .cfg files in certain directories... I don't know how to make .cfg files......................
Quote: Krusader it happens to the best of us, i dont know why it does that something goes wrong with the conversion to a blp probably
Archived author: Knomez • Posted: 2025-11-04T11:56:15.767186
Original source
Quote: Krusader it happens to the best of us, i dont know why it does that something goes wrong with the conversion to a blp probably
Quote: Character and certain clothing BLPs are palletized alpha images. I posted a link to a program that will convert them properly in some other thread, so just do a search and you'll find it. Also, Cryect's tools are already compiled, but the source is there if you want/need to change them.
Archived author: Yamachi • Posted: 2025-11-04T11:56:15.767186
Original source
Quote: Character and certain clothing BLPs are palletized alpha images. I posted a link to a program that will convert them properly in some other thread, so just do a search and you'll find it. Also, Cryect's tools are already compiled, but the source is there if you want/need to change them.
Quote: Meh, I've tried editting the particles on the Torch of the Damned / s3 mace for a couple hours now... Nothing is changing though =/ One time I turned the model entirely black and the particle was invisible. This is tough. Make a guide on turning the s3 2handed mace particles a different color! I'll give you 2 rep >.<
Archived author: Krusader • Posted: 2025-11-04T11:56:15.767186
Original source
Quote: Meh, I've tried editting the particles on the Torch of the Damned / s3 mace for a couple hours now... Nothing is changing though =/ One time I turned the model entirely black and the particle was invisible. This is tough. Make a guide on turning the s3 2handed mace particles a different color! I'll give you 2 rep >.<
Quote: In the model:
. . read:
. . . . 0x13C - uint32 - nParticleEmitters - number of particle emitters
. . . . 0x140 - uint32 - ofsParticleEmitters - offset to particle emitters
. . go to the value that is set at ofsParticleEmitters.
. . apply the structure you find at the wiki nParticleEmitters times.
. . for each particle emitter go to
. . . . 0x150 - uint32[3] - ARGB colors (start, mid, end)
. . edit the values here. they are in aabbggrr. normal hex-colors.
. . if nothing changes read the texture.
. . . . 0x016 - int16 - Texture ID
. . this one is an index in the textures block (ofsTextures)
. . look for the offset to the filename here and read it.
. . change the texture in an external app.
Archived author: schlumpf • Posted: 2025-11-04T11:56:15.767186
Original source
Quote: In the model:
. . read:
. . . . 0x13C - uint32 - nParticleEmitters - number of particle emitters
. . . . 0x140 - uint32 - ofsParticleEmitters - offset to particle emitters
. . go to the value that is set at ofsParticleEmitters.
. . apply the structure you find at the wiki nParticleEmitters times.
. . for each particle emitter go to
. . . . 0x150 - uint32[3] - ARGB colors (start, mid, end)
. . edit the values here. they are in aabbggrr. normal hex-colors.
. . if nothing changes read the texture.
. . . . 0x016 - int16 - Texture ID
. . this one is an index in the textures block (ofsTextures)
. . look for the offset to the filename here and read it.
. . change the texture in an external app.