Uthil Posted June 3, 2017 Share Posted June 3, 2017 Hey folks, when im converting OrcSkeleton model from legion it ends in game black. Now i remember that i have read somewhere here that usually can be solved by tweaking the renderflags of the model. I checked both .m2 files and .skin00 but really cant get why its not changed. I making the changes before convertion tho. This the .m2 renderflags section : So any idea what i need to change ? I have tried changing the RenderFlag[1] to Opaque and None but didnt work. I checked also .SKIN00 for that reason but not sure to what to change, since the value was already 0. So any ideas how i can overpass this guys ?! I quick did many attempts but not results on that. Like my project and you like to support me you can do it here! Link to comment Share on other sites More sharing options...
Roccus Posted June 3, 2017 Share Posted June 3, 2017 In skin00, change in texture unit renderflags to 2 for textures and look in m2 how many textures you have and try those different id in textureid below renderflag in textureunit. Do it in skin01 too. Skin00 is model loading and skin01 texture Link to comment Share on other sites More sharing options...
Inico Posted June 3, 2017 Share Posted June 3, 2017 Go to "d4" (above the texture id) in the skin file. Replace "2" with "1". . Link to comment Share on other sites More sharing options...
Uthil Posted June 12, 2017 Author Share Posted June 12, 2017 On 6/3/2017 at 10:35 PM, Inico said: Go to "d4" (above the texture id) in the skin file. Replace "2" with "1". Did that on both .SKIN files, since i found records in SKIN00 & SKIN01 but didnt work. Tho i changed only "d4" value and issue remains, black models. I changed also as roccus suggests unit16 renderFlags from 0 to 2 but again didnt work. I combined both suggestions, d4 value unit16 value again same issue. Since not much free time, ill post again when i make more attempts. Any other suggestions that might help. Like my project and you like to support me you can do it here! Link to comment Share on other sites More sharing options...
MR.Farrarie Posted June 12, 2017 Share Posted June 12, 2017 1 hour ago, Uthil said: Did that on both .SKIN files, since i found records in SKIN00 & SKIN01 but didnt work. Tho i changed only "d4" value and issue remains, black models. I changed also as roccus suggests unit16 renderFlags from 0 to 2 but again didnt work. I combined both suggestions, d4 value unit16 value again same issue. Since not much free time, ill post again when i make more attempts. Any other suggestions that might help. this problem never happened to me with m2 only with wmo I click shift+k then press v in blender Link to comment Share on other sites More sharing options...
Uthil Posted June 14, 2017 Author Share Posted June 14, 2017 I didnt add them in blender, its like that after converting them to vanilla unfortunately. Like my project and you like to support me you can do it here! Link to comment Share on other sites More sharing options...
Inico Posted June 15, 2017 Share Posted June 15, 2017 3 hours ago, Uthil said: I didnt add them in blender, its like that after converting them to vanilla unfortunately. Having a value of "2" in "D4" causes the model to darken. Now, if you changed that value and the model is still black, it's because of multiple issues. The vanilla converter is quite bugged as far as I know. It adds rotation to bones that should not rotate and has an unpredictable behavior on skins and animations. Did you test the model in wotlk before converting it to vanilla? . Link to comment Share on other sites More sharing options...
Uthil Posted June 15, 2017 Author Share Posted June 15, 2017 The specific one no. Yes, I'm aware that kowards tool has those effects, tho before 7.1 patch didn't have many issues. I'll try test it this weekend, usually, im using Phillips tool for WotLK ports and usually all work fine. Like my project and you like to support me you can do it here! Link to comment Share on other sites More sharing options...
Black model after conversion
By Uthilin Modeling
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