[Archive] [WIP] My shot at Frostmourne
[Archive] [WIP] My shot at Frostmourne
Quote:Some of you have created some really nice looking Frostmournes but none of the textures really appealed to me, so I decided to have a shot at it. Basically what I've done is I took the Frostmourne model created by Yamachi, copied the texture from this image, and there you have it. I'm actually surprised it turned out this good.
It still needs some touching up (mostly around the hilt) but so far it's lookin' good.
Also, a question for the pros among us: is it possible to get a visible enchant on a custom made m2? If so, how?
Archived author: Grymskvll • Posted: 2025-11-04T12:02:51.894252
Original source
Quote:Some of you have created some really nice looking Frostmournes but none of the textures really appealed to me, so I decided to have a shot at it. Basically what I've done is I took the Frostmourne model created by Yamachi, copied the texture from this image, and there you have it. I'm actually surprised it turned out this good.
It still needs some touching up (mostly around the hilt) but so far it's lookin' good.
Also, a question for the pros among us: is it possible to get a visible enchant on a custom made m2? If so, how?
Quote: Yay, finally a good one.
The enchants .. well, you should better make the icy effect with particles but if you want additional enchantment attachments ..
At 0x104 in your m2 is a integer. Its the number of attachments. Should be zero in a custom made item. Get it up to 5.
At 0x108 you got a integer again defining the offset to the attachment list. At this offset you got [0x104] (5, as said above) entries of this structure (0x30 bytes):
0x00 - uint32 - id (position of the record in block P)
0x04 - uint32 - bone
0x08 - float[3] - position
0x14 - AnimationBlock (int) - Data
0x30 - /
The easiest way would be copying it from a existing model. You should do that. Take one which fits the size best. Copy 0x104, copy the blocks at [0x108] to the end of your file. Correct the offset at 0x108. And:
The problem will be the AnimationBlock. Its like this (0x20 bytes):
0x00 - int16 - interpolation type
0x02 - int16 - global sequence ID or -1
0x04 - uint32 - number of (int, int) interpolation ranges
0x08 - uint32 - offset to interpolation ranges
0x0C - uint32 - number of (int) timestamps
0x10 - uint32 - offset to timestamps
0x14 - uint32 - number of values
0x18 - uint32 - offset to values
0x20 - /
You have to keep an eye on the offset to x ones. Correct that offset to fit your new file. And copy the values on these offsets (they should be 0 all the time but its better you check it) too.
I hope you understood what I meant x) Ask if you didnt. I'd really love to see this being worked on more. Its fukken great. (+9 btw.)
Archived author: schlumpf • Posted: 2025-11-04T12:02:51.894252
Original source
Quote: Yay, finally a good one.
The enchants .. well, you should better make the icy effect with particles but if you want additional enchantment attachments ..
At 0x104 in your m2 is a integer. Its the number of attachments. Should be zero in a custom made item. Get it up to 5.
At 0x108 you got a integer again defining the offset to the attachment list. At this offset you got [0x104] (5, as said above) entries of this structure (0x30 bytes):
0x00 - uint32 - id (position of the record in block P)
0x04 - uint32 - bone
0x08 - float[3] - position
0x14 - AnimationBlock (int) - Data
0x30 - /
The easiest way would be copying it from a existing model. You should do that. Take one which fits the size best. Copy 0x104, copy the blocks at [0x108] to the end of your file. Correct the offset at 0x108. And:
The problem will be the AnimationBlock. Its like this (0x20 bytes):
0x00 - int16 - interpolation type
0x02 - int16 - global sequence ID or -1
0x04 - uint32 - number of (int, int) interpolation ranges
0x08 - uint32 - offset to interpolation ranges
0x0C - uint32 - number of (int) timestamps
0x10 - uint32 - offset to timestamps
0x14 - uint32 - number of values
0x18 - uint32 - offset to values
0x20 - /
You have to keep an eye on the offset to x ones. Correct that offset to fit your new file. And copy the values on these offsets (they should be 0 all the time but its better you check it) too.
I hope you understood what I meant x) Ask if you didnt. I'd really love to see this being worked on more. Its fukken great. (+9 btw.)
Quote: Really nice re-textureI was gonna do it myself, but haven't had the time (as stated in my release thread
) Anyways, I should be able to get on my computer tomorrow, and I will add in a visual enchant to the sword.
Archived author: Yamachi • Posted: 2025-11-04T12:02:51.894252
Original source
Quote: Really nice re-textureI was gonna do it myself, but haven't had the time (as stated in my release thread
) Anyways, I should be able to get on my computer tomorrow, and I will add in a visual enchant to the sword.
Quote: nice textue saw it here before but nice
Archived author: L'Lawliet • Posted: 2025-11-04T12:02:51.894252
Original source
Quote: nice textue saw it here before but nice
Quote: Originally Posted by schlumpf
Yay, finally a good one.
The enchants .. well, you should better make the icy effect with particles but if you want additional enchantment attachments ..
At 0x104 in your m2 is a integer. Its the number of attachments. Should be zero in a custom made item. Get it up to 5.
At 0x108 you got a integer again defining the offset to the attachment list. At this offset you got [0x104] (5, as said above) entries of this structure (0x30 bytes):
0x00 - uint32 - id (position of the record in block P)
0x04 - uint32 - bone
0x08 - float[3] - position
0x14 - AnimationBlock (int) - Data
0x30 - /
The easiest way would be copying it from a existing model. You should do that. Take one which fits the size best. Copy 0x104, copy the blocks at [0x108] to the end of your file. Correct the offset at 0x108. And:
The problem will be the AnimationBlock. Its like this (0x20 bytes):
0x00 - int16 - interpolation type
0x02 - int16 - global sequence ID or -1
0x04 - uint32 - number of (int, int) interpolation ranges
0x08 - uint32 - offset to interpolation ranges
0x0C - uint32 - number of (int) timestamps
0x10 - uint32 - offset to timestamps
0x14 - uint32 - number of values
0x18 - uint32 - offset to values
0x20 - /
You have to keep an eye on the offset to x ones. Correct that offset to fit your new file. And copy the values on these offsets (they should be 0 all the time but its better you check it) too.
I hope you understood what I meant x) Ask if you didnt. I'd really love to see this being worked on more. Its fukken great. (+9 btw.)
I'm really not sure what to do with all this info but I'll definitely look into it. I'm guessing this has to do with Hex editing? If so I'll have a look at your guide.
Oh and how do I add particles to the model?
Archived author: Grymskvll • Posted: 2025-11-04T12:02:51.894252
Original source
Quote: Originally Posted by schlumpf
Yay, finally a good one.
The enchants .. well, you should better make the icy effect with particles but if you want additional enchantment attachments ..
At 0x104 in your m2 is a integer. Its the number of attachments. Should be zero in a custom made item. Get it up to 5.
At 0x108 you got a integer again defining the offset to the attachment list. At this offset you got [0x104] (5, as said above) entries of this structure (0x30 bytes):
0x00 - uint32 - id (position of the record in block P)
0x04 - uint32 - bone
0x08 - float[3] - position
0x14 - AnimationBlock (int) - Data
0x30 - /
The easiest way would be copying it from a existing model. You should do that. Take one which fits the size best. Copy 0x104, copy the blocks at [0x108] to the end of your file. Correct the offset at 0x108. And:
The problem will be the AnimationBlock. Its like this (0x20 bytes):
0x00 - int16 - interpolation type
0x02 - int16 - global sequence ID or -1
0x04 - uint32 - number of (int, int) interpolation ranges
0x08 - uint32 - offset to interpolation ranges
0x0C - uint32 - number of (int) timestamps
0x10 - uint32 - offset to timestamps
0x14 - uint32 - number of values
0x18 - uint32 - offset to values
0x20 - /
You have to keep an eye on the offset to x ones. Correct that offset to fit your new file. And copy the values on these offsets (they should be 0 all the time but its better you check it) too.
I hope you understood what I meant x) Ask if you didnt. I'd really love to see this being worked on more. Its fukken great. (+9 btw.)
I'm really not sure what to do with all this info but I'll definitely look into it. I'm guessing this has to do with Hex editing? If so I'll have a look at your guide.
Oh and how do I add particles to the model?
Quote: looks very nice! i've been looking for a great looking Frostmourne model for a good while...so far this one tops all! I also had Yamachi's model and thought the same things a couple of people did, hilt was a little too short etc. Also, how did you rip the skin from that picture and put it on the weapon?
Archived author: Teri928 • Posted: 2025-11-04T12:02:51.894252
Original source
Quote: looks very nice! i've been looking for a great looking Frostmourne model for a good while...so far this one tops all! I also had Yamachi's model and thought the same things a couple of people did, hilt was a little too short etc. Also, how did you rip the skin from that picture and put it on the weapon?
Quote: 1) looks fantastic
2) did you us 3ds max or maya
3) Plus Rep
Archived author: Dead_Man • Posted: 2025-11-04T12:02:51.894252
Original source
Quote: 1) looks fantastic
2) did you us 3ds max or maya
3) Plus Rep
Quote: hey Grymskull, see if you can post what you've got on it so far, like a MPQ or RAR / ZIP with the model and texture of what you've done to it so far. My uncle is in town for a bit and he does computer graphics and animations art for a living =P
Was gonna have him take a look at it and tell me what he thinks and if he can touch up on it any =D
Archived author: Teri928 • Posted: 2025-11-04T12:02:51.894252
Original source
Quote: hey Grymskull, see if you can post what you've got on it so far, like a MPQ or RAR / ZIP with the model and texture of what you've done to it so far. My uncle is in town for a bit and he does computer graphics and animations art for a living =P
Was gonna have him take a look at it and tell me what he thinks and if he can touch up on it any =D
Quote: Looks really nice.. well done.
Archived author: Malfurion • Posted: 2025-11-04T12:02:51.894252
Original source
Quote: Looks really nice.. well done.
Quote: Yay, of course hex editing .. And on the particles: Just the same but with swapping particles.. they have an other sturcture and ar on an other place. Or just use Cryects particle apps.
Archived author: schlumpf • Posted: 2025-11-04T12:02:51.894252
Original source
Quote: Yay, of course hex editing .. And on the particles: Just the same but with swapping particles.. they have an other sturcture and ar on an other place. Or just use Cryects particle apps.