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[DiscordArchive] Custom Race Facial Projections

[DiscordArchive] Custom Race Facial Projections

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rektbyfaith
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08-12-2025, 10:39 PM
#11
Archived author: Fast(food) • Posted: 2025-08-12T22:39:57.375000+00:00
Original source

https://media.discordapp.net/attachments...8c8239c99&

Is always left front right back and then the patern above, also for baked npc’s but yeah where thats exactly programmed good question. Prolly some wow.exe stuff, but idk really.https://media.discordapp.net/attachments/1382634688929333268/1382638358433370112/image.png?ex=689cf610&is=689ba490&hm=5da87d82b573ffca343de5e713eedffd077cbf6f834b5fbf5ec0f108c8239c99&
rektbyfaith
08-12-2025, 10:39 PM #11

Archived author: Fast(food) • Posted: 2025-08-12T22:39:57.375000+00:00
Original source

https://media.discordapp.net/attachments...8c8239c99&

Is always left front right back and then the patern above, also for baked npc’s but yeah where thats exactly programmed good question. Prolly some wow.exe stuff, but idk really.https://media.discordapp.net/attachments/1382634688929333268/1382638358433370112/image.png?ex=689cf610&is=689ba490&hm=5da87d82b573ffca343de5e713eedffd077cbf6f834b5fbf5ec0f108c8239c99&

rektbyfaith
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08-12-2025, 10:47 PM
#12
Archived author: GlassLionCharlie • Posted: 2025-08-12T22:47:56.077000+00:00
Original source

Yeah I think this, plus observation of exactly what kind of weirdness I was seeing, tells me everything I know.

The full character body is on a 512x512 sheet, but the face is on a 128x256 sheet.

Everyone was just saying "UV mapping" like that explains everything, but if you take UV maps from a square texture and apply them to a rectangular texture, the UVs get all squished down.

The piece I was missing was that the textures get layered up *before* rendering, and the engine knows that the bottom left 128x256 area is reserved for the lower head, so it specifically puts that texture into that region.

Then the normal UVs apply to the RESULTANT square texture.
rektbyfaith
08-12-2025, 10:47 PM #12

Archived author: GlassLionCharlie • Posted: 2025-08-12T22:47:56.077000+00:00
Original source

Yeah I think this, plus observation of exactly what kind of weirdness I was seeing, tells me everything I know.

The full character body is on a 512x512 sheet, but the face is on a 128x256 sheet.

Everyone was just saying "UV mapping" like that explains everything, but if you take UV maps from a square texture and apply them to a rectangular texture, the UVs get all squished down.

The piece I was missing was that the textures get layered up *before* rendering, and the engine knows that the bottom left 128x256 area is reserved for the lower head, so it specifically puts that texture into that region.

Then the normal UVs apply to the RESULTANT square texture.

rektbyfaith
Administrator
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08-12-2025, 10:48 PM
#13
Archived author: GlassLionCharlie • Posted: 2025-08-12T22:48:26.757000+00:00
Original source

Thanks for sending this, that was super super helpful!
rektbyfaith
08-12-2025, 10:48 PM #13

Archived author: GlassLionCharlie • Posted: 2025-08-12T22:48:26.757000+00:00
Original source

Thanks for sending this, that was super super helpful!

rektbyfaith
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08-12-2025, 10:48 PM
#14
Archived author: Fast(food) • Posted: 2025-08-12T22:48:49.568000+00:00
Original source

Cheers man yeah they do get layered
rektbyfaith
08-12-2025, 10:48 PM #14

Archived author: Fast(food) • Posted: 2025-08-12T22:48:49.568000+00:00
Original source

Cheers man yeah they do get layered

rektbyfaith
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08-12-2025, 10:49 PM
#15
Archived author: GlassLionCharlie • Posted: 2025-08-12T22:49:17.303000+00:00
Original source

I wonder if there's a way to modify that at all. Any changes you make to the sizes of the textures completely blows everything up. I increased the human male full body texture from 512 to 1024 thinking "It's a square, so the worst case is that the other things that get layered on top are too small"

No, actually the client hard crashes lol
rektbyfaith
08-12-2025, 10:49 PM #15

Archived author: GlassLionCharlie • Posted: 2025-08-12T22:49:17.303000+00:00
Original source

I wonder if there's a way to modify that at all. Any changes you make to the sizes of the textures completely blows everything up. I increased the human male full body texture from 512 to 1024 thinking "It's a square, so the worst case is that the other things that get layered on top are too small"

No, actually the client hard crashes lol

rektbyfaith
Administrator
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08-12-2025, 10:49 PM
#16
Archived author: Fast(food) • Posted: 2025-08-12T22:49:41.649000+00:00
Original source

And making a new uv map on a custom race you do have to somehow fit the broken map of wow in the 512x512 box in this exact way for armor pieces to not look weird AF
rektbyfaith
08-12-2025, 10:49 PM #16

Archived author: Fast(food) • Posted: 2025-08-12T22:49:41.649000+00:00
Original source

And making a new uv map on a custom race you do have to somehow fit the broken map of wow in the 512x512 box in this exact way for armor pieces to not look weird AF

rektbyfaith
Administrator
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08-12-2025, 10:50 PM
#17
Archived author: Fast(food) • Posted: 2025-08-12T22:50:55.465000+00:00
Original source

Because the armor overlay will go where it will go unless you wanna change all those out too
rektbyfaith
08-12-2025, 10:50 PM #17

Archived author: Fast(food) • Posted: 2025-08-12T22:50:55.465000+00:00
Original source

Because the armor overlay will go where it will go unless you wanna change all those out too

rektbyfaith
Administrator
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08-12-2025, 10:51 PM
#18
Archived author: GlassLionCharlie • Posted: 2025-08-12T22:51:15.800000+00:00
Original source

Yeah I have to figure out what I want to do about that. Almost every piece of gear I'm porting over has custom geometry, so the layered texture approach doesn't work right, but I also don't want to layer up all the models in one m2 like the current system.

I might not have a choice though because of bone weights
rektbyfaith
08-12-2025, 10:51 PM #18

Archived author: GlassLionCharlie • Posted: 2025-08-12T22:51:15.800000+00:00
Original source

Yeah I have to figure out what I want to do about that. Almost every piece of gear I'm porting over has custom geometry, so the layered texture approach doesn't work right, but I also don't want to layer up all the models in one m2 like the current system.

I might not have a choice though because of bone weights

rektbyfaith
Administrator
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08-12-2025, 10:53 PM
#19
Archived author: Fast(food) • Posted: 2025-08-12T22:53:15.208000+00:00
Original source

The right side of all these boxes is the back and rhe left side of all the seperate boxes leggs arms etc are front btw
rektbyfaith
08-12-2025, 10:53 PM #19

Archived author: Fast(food) • Posted: 2025-08-12T22:53:15.208000+00:00
Original source

The right side of all these boxes is the back and rhe left side of all the seperate boxes leggs arms etc are front btw

rektbyfaith
Administrator
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08-12-2025, 10:54 PM
#20
Archived author: Fast(food) • Posted: 2025-08-12T22:54:23.467000+00:00
Original source

In the standard setup anyway
rektbyfaith
08-12-2025, 10:54 PM #20

Archived author: Fast(food) • Posted: 2025-08-12T22:54:23.467000+00:00
Original source

In the standard setup anyway

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