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Customizeable Protodrake Mount for 3.3.5 1.0.0


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About This File

Customizeable protodrake mount model adapted from the Companionprotodragon model from Dragonflight.
This is more of a proof of concept to convince myself it could be done (somehow) and wanted to share the results.

Possible customizations are decided in the CreatureDisplayData.dbc in the creature geoset column.
geosets.jpg.311808c42793e1d87b2f68f92ab69e08.jpg

These are the possible customizations starting from the rightmost digit of the hex number:

0x0000000Y =  Face customization: possible values 1, 2, 3, 4, 5
0x000000Y0 =  Helm: 1 has helm, 2 or higher no helm
0x00000Y00 =  Forhead: possible values 1, 2, 4, 5, 6 (higher for no extra)
0x0000Y000 =  Cheeks: possible values 1, 2, 4, 6, 7 (higher for no extra)
0x000Y0000 =  Eyebrows: possible values 1, 2 ,4 (higher for no extra)
0x00Y00000 =  Back: 1, 2, 3, 4
0x0Y000000 =  Tail: 1, 2, 3, 4, 6 (higher for normal tail)
0xY0000000 =  Belly: 1, 2 (higher for no extra)

Textures customizations:
- Texture 1: skin color
- Texture 2: saddle color
- Texture 3: horns color

It doesn't have the same range of customizations as the Dragonflight model, but some is better than none, right?
Seriously, the Dragonflight model has way too many polygons for a direct retroport and I had to sacrifice the fur and horns customizations along with the big armor (that takes more than half the polygons budget by itself).
As an added bonus, I added a model using the full armor, but at the cost of no customizations apart from the colors.

If you want to make your own, you will need:
m2mod version 9.0
Blender 2.77
m2i importing and exporting scripts compatible with m2mod 9.0
010 editor
.m2 and .skin templates for 010 editor
Multiconverter 3.0.0
This guide:



Use m2mod to create an .m2i file of Companionprotodragon.m2 (download the files from wow.tools)
Import the .m2i in Blender, delete the meshes you don't want to keep and reduce the polygons count to 21845 or less.
Export the .m2i and follow the guide to the end.
Once you used the Multiconverter, open the converted .m2 file and the XXXXX01.skin file and manually edit the textures, so your model will not look completely white, and if needed fix the flying animations.
Copy the XXXXX01.skin file twice and rename the copies to XXXXX02.skin and XXXXX03.skin replacing the old ones.
Your model should be ready for being patched into the game.


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