Serifaz Posted December 29, 2015 Share Posted December 29, 2015 (edited) So I thought seeing as I got most the problems with conversion worked out for now...I would turn this thread into a showoff for now on how the progress is going on the model Edited January 1, 2016 by Serifaz Link to comment Share on other sites More sharing options...
Vellear Posted December 29, 2015 Share Posted December 29, 2015 (edited) I do not recommend trying to convert your model now, it's pointless. It does not satisfy many conditions. at first your character should have a right UVMAP:or you can use a different (for example current) UVmap. At least it will be look a very strangethen you should export all versions of boots hands kilt\hairstyles meshes(from any other character) to your pixie and connect the seams of your model and new meshes (for this you should do the below rule - right body UVmap)also your model should have no more than 63 bones(with animations - helpers are not considered), if you want to animate\convert this via mdlvis. characters doesn't fully support DXT\DXT5 formats of blp, what i mean?you should use 256 index colored BLPyes, your "smooth alpha channel" immadiately died.you also can use a hardcoded mesh with the texture(it allows to use DXT\DXT5 blp's). In this case, no wearing armor or a state of the model will not affect to this texture\meshtypical example > DK\belfs\nelfs eyeglows. list of index256: body(naked), gloves, boots, belt, legs, kilt, bracers, tabardlist of DXT: cape, shoulders(texture+model), helmet(texture+model), (different meshes like eyeglows)no have idea about the hair textures Edited December 29, 2015 by Vellear Link to comment Share on other sites More sharing options...
Serifaz Posted December 29, 2015 Author Share Posted December 29, 2015 (edited) I actually have it uv mapped in the format you mentioned.The ivy you see on the body is a different meshAlso I already did the geosets I just don't understand why the normals are flipping out? It only does it in mdlviscan you possibly tell me?I did read your post but I think I missed it if you already typed it. Edited December 29, 2015 by Serifaz Link to comment Share on other sites More sharing options...
Vellear Posted December 29, 2015 Share Posted December 29, 2015 (edited) Okay. You wrote that mdlvis incorrectly displays your model. Take a screenshot you want to do skeleton from scratch? or use some elements of existing it will be extremely difficult to make a flying character, the main problem is the need for very massive changes in a large number of animations update: you have a mesh with naked head? (for helmets) Edited December 29, 2015 by Vellear Link to comment Share on other sites More sharing options...
Skarn Posted December 29, 2015 Share Posted December 29, 2015 I see Serifaz you are in love with pixies I remembler your old project had them too. Link to comment Share on other sites More sharing options...
Serifaz Posted December 29, 2015 Author Share Posted December 29, 2015 Okay. You wrote that mdlvis incorrectly displays your model. Take a screenshotit displays differently when I turn it if you look at the chin its missing a piecebut if I turn it it looks fine in that part it does the same for every part of the body.you want to do skeleton from scratch? or use some elements of existingI am going to make the skeleton from scratchit will be extremely difficult to make a flying character, the main problem is the need for very massive changes in a large number of animations update: you have a mesh with naked head? (for helmets)and yes the model is built based on other race models so I did everything really. it just doesn't show up in mdlvis correctly so I can rig and animate Link to comment Share on other sites More sharing options...
Serifaz Posted December 29, 2015 Author Share Posted December 29, 2015 I see Serifaz you are in love with pixies I remembler your old project had them too.I do but Im also working on a dragonkin race called dracon Link to comment Share on other sites More sharing options...
Skarn Posted December 29, 2015 Share Posted December 29, 2015 I see Serifaz you are in love with pixies I remembler your old project had them too.I do but Im also working on a dragonkin race called dracon Dracon is a Russian word for Dragon Link to comment Share on other sites More sharing options...
Serifaz Posted December 29, 2015 Author Share Posted December 29, 2015 Figured it out This is solved it was my display drivers needing an update. so sorry my bad haha Link to comment Share on other sites More sharing options...
Vellear Posted December 30, 2015 Share Posted December 30, 2015 (edited) at first just turn on the shadows in blender, and disable two-sided rendering. This is problem with the normals - mdlvis by default renders only one side(and blizzard characters too). Then manually fix the triangles.two sided rendering should be usable only for hairs or foliage of trees(...), but not on solid models. about count of the textures - use war3modeleditor.exe(require warcraft 3) for adding new. *textures > add a texture *material > create a new material > add a texture path (select box) *geoset > add a material ID bottom of the window-----------reverse wrong triangles to the outher side, Make sure that your model looks fine with the shadows\without two-sided rendering in blender, and then try to convert againfor example in maya this is very easy Edited December 30, 2015 by Vellear Link to comment Share on other sites More sharing options...
Serifaz Posted December 30, 2015 Author Share Posted December 30, 2015 thanx vel btw do you know why when I try to rig my model when I get to the 4th bone it crashes the conversion nomatter what I do . Link to comment Share on other sites More sharing options...
Vellear Posted December 31, 2015 Share Posted December 31, 2015 (edited) there is an awful English, i was in a hurry and had done a lot of mistakes, besides, i very rarely write so large posts I try to rig my modelwhich editorwhich skeleton (wow-based or custom) when I get to the 4th bone it crashes the conversion nomatter what I do .you mean mdx to m2?I will say this, with a probability of 95%, your skeleton will never work properly. You need to know the rules for constructing the skeleton for wow.You always should do your model in MDL format, never in MDX.Each bone of skeleton always have a object ID, this ID should be higher than previous in the skeleton.Example: those who are in a hurry, never be able to convert into m2 Believe to my word. what is a bone\helpers?helper this is always bone without any binded verticles its objectID. Events goes after a bones, so it is always his number will be always higher then in skeleton (for example if your skeleton has 10 bones (0-9), because helper automatically get a number 11usually i bind the skeleton in several stages:1. Full unbind skeleton from the old model(blizzard)2. Delete this old model3. Create a temproary one "all bone" and bind each verticle of your model4. Resave it (when you save model with empty-binded bones, they converts to helpers, and get new numbers we got a clear skeleton consisting entirely of helpers + our custom "all bone"5. Each good model should have a root bone, but this bone never have any binded verticles ... and? yes, mdlvis always to convert it in helper with number (higher than the final bone ID). in fact, these bones of a few more, they should be always binds, if we talk about fanmade modding, and based in war3 infrastructure. How to solve this problem? create a triangle(why triangle? if you create a single verticle - mdlvis can delete it as excess geometry in saving process. But not the triangle) compress the griangle into one point, and place to XYZ000, when you decide to start binds the skeleton - make sure, that each your bone have atleast one binded verticle, or you get a result from my image "wrong" All these bones are binds with triangle and never become helpersYou probably wonder what would happen if we mixed up the bone IDs?the truth is you anyway do not like the result.next is a little bit easier. In queue - bind each bone. they should turned to the bone in the correct order from helpers to bones, so you get the correct sequence from the green example from top of the post.about converting models into m2, you must have a war3modeleditor and in nodes section, spontaneously add a light emitters without settings and save the model to try to re-convert again. at some point there may be 300-400 + nothing wrong. The main task - converting.When you convert the model, you need pymodeleditor and 010 hex editor with m2 template, you also need to know the structure of m2. In pymodeleditor you should add a transparency as 0:32767 and fix it in each materialin 010 hex editor you should delete all the light emitters via reset "lights" in the header of m2 as Light: 0, lights ofs: 0hOnly then theoretically your model begins to load in the game without crashes or other strange bugs like 0 FPS. However, the animation will be look terrible, how terrible?(my andric legionary from Wargate, 2011)but here it came 1-2% of wow modders, because I'll tell you about fixing only when I see a similar result from your model.small bonus:http://www.youtube.com/watch?v=4w9XgsjPEKI Edited December 31, 2015 by Vellear Link to comment Share on other sites More sharing options...
Serifaz Posted December 31, 2015 Author Share Posted December 31, 2015 I am trying to rig the model in mdlvisand Im trying to make a wow based skeletonI already knew the bone structure.It just isn't accepting it.I get to the 4th bone and it doesn't matter how it is attached it does not convert nomatter what.I know its super confusing but its not working.I am converting with mdxtom2lazy but it won't convertthis is what Im doing sofar.this is all done in mdlvis.I create a new bone and make the parent the default bone.I attach all verticies to the default bonneI reattach all verticies to second bonethen I create a third bone and attach it to the second bone then reattach different verts to that bone.then I create a 4rth bone this is where it becomes a problem.I have tried attaching that bone to the second bone or the third , attach verticies, and it stops the conversion everytime.Vel can I send you my model in a pm and you can possibly tell me what Im doing wrong? Link to comment Share on other sites More sharing options...
Vellear Posted December 31, 2015 Share Posted December 31, 2015 (edited) I am converting with mdxtom2lazy but it won't convert windows 10 with the latest security updates for the past 2 months no more compatible with the MDXconv and partly incompatible with the lazy converter. - this is true only in case of error without any messages and any words in CMD console like "starting".if you got an error message from windows - this is common problem of MDXconv, I described a way to solve this problem the above about converting models into m2, you must have a war3modeleditor and in nodes section, spontaneously add a light emitters without settings and save the model to try to re-convert again. at some point there may be 300-400 + nothing wrong. The main task - converting.When you convert the model, you need pymodeleditor and 010 hex editor with m2 template, you also need to know the structure of m2. In pymodeleditor you should add a transparency as 0:32767 and fix it in each materialin 010 hex editor you should delete all the light emitters via reset "lights" in the header of m2 as Light: 0, lights ofs: 0h -------------------Vel can I send you my model in a pm and you can possibly tell me what Im doing wrong? yes, anytime Edited December 31, 2015 by Vellear Link to comment Share on other sites More sharing options...
Serifaz Posted December 31, 2015 Author Share Posted December 31, 2015 I was able to fix it. it was a problem with me attaching the original default bone to verticies directly Link to comment Share on other sites More sharing options...
Vellear Posted January 2, 2016 Share Posted January 2, 2016 try to add a more reference frames for more smooth moving, otherwise it looks like robot Link to comment Share on other sites More sharing options...
Valaryon Posted August 2, 2018 Share Posted August 2, 2018 Agamand Mills from the Prophecy RP Team. The Agamand Mills was a vast windmill network once controlled by the Agamand family in northern Tirisfal Glades. The Agamand family was a noble land owning family who owned much of Tirisfal Glades securing vast wealth from owning Lordaeron's windmills and thus securing much political influence. We're always open to criticisms, if you see something you don't like or have thought of a way we can improve let us know! Want to help? Contact Valaryon#6825 on Discord or on MC.net! Link to comment Share on other sites More sharing options...
Valaryon Posted August 2, 2018 Share Posted August 2, 2018 Agamand Mills from the Prophecy RP Team. The Agamand Mills was a vast windmill network once controlled by the Agamand family in northern Tirisfal Glades. The Agamand family was a noble land owning family who owned much of Tirisfal Glades securing vast wealth from owning Lordaeron's windmills and thus securing much political influence. We're always open to criticisms, if you see something you don't like or have thought of a way we can improve let us know! Want to help? Contact Valaryon#6825 on Discord or on MC.net! Link to comment Share on other sites More sharing options...
Valaryon Posted August 2, 2018 Share Posted August 2, 2018 Seaguard Tower from the Prophecy RP Team. The Seaguard Tower is the north western most tower of Lordaeron. Primarily used to watch the Whispering Shore during the Second War. Now it is beginning to lose its luster and the men guarding it grow weary from the inaction since the downfall of the Horde. We're always open to criticisms, if you see something you don't like or think of a way we can improve let us know! Want to help? Contact Valaryon#6825 on Discord or on MC.net! Link to comment Share on other sites More sharing options...
Valaryon Posted August 2, 2018 Share Posted August 2, 2018 Seaguard Tower from the Prophecy RP Team. The Seaguard Tower is the north western most tower of Lordaeron. Primarily used to watch the Whispering Shore during the Second War. Now it is beginning to lose its luster and the men guarding it grow weary from the inaction since the downfall of the Horde. We're always open to criticisms, if you see something you don't like or think of a way we can improve let us know! Want to help? Contact Valaryon#6825 on Discord or on MC.net! Link to comment Share on other sites More sharing options...
Valaryon Posted August 2, 2018 Share Posted August 2, 2018 Balnir Farmstead from the Prophecy RP Team. Balnir Farmstead is the site of the Royal Horsebreeder of Lordaeron. Many nobles of Lordaeron received their loyal steeds from the reknowned breeder Balnir. Arthas himself received his famed steed Invicible from Balnir's stables. Every fall when the Wickerman festival draws near, Balnir tears out his crops and hosts a local horse racing competition. We're always open to criticisms, if you see something you don't like or think of a way we can improve let us know! Want to help? Contact Valaryon#6825 on Discord or on MC.net! Link to comment Share on other sites More sharing options...
Valaryon Posted August 2, 2018 Share Posted August 2, 2018 Balnir Farmstead from the Prophecy RP Team. Balnir Farmstead is the site of the Royal Horsebreeder of Lordaeron. Many nobles of Lordaeron received their loyal steeds from the reknowned breeder Balnir. Arthas himself received his famed steed Invicible from Balnir's stables. Every fall when the Wickerman festival draws near, Balnir tears out his crops and hosts a local horse racing competition. We're always open to criticisms, if you see something you don't like or think of a way we can improve let us know! Want to help? Contact Valaryon#6825 on Discord or on MC.net! Link to comment Share on other sites More sharing options...
Valaryon Posted August 2, 2018 Share Posted August 2, 2018 Mereldar Monastery from the Prophecy RP Team. Mereldar Monastery named from the famed sister of General Lordain (Lordaeron's namesake) and fore-mother of the Church of the Holy Light. Mereldar Monastery was a proud bastion of Lordaeron's priesthood - a center for learning and enlightenment. Many aspiring Paladins train and learn here before their induction into the Order of the Silver Hand. We're always open to criticisms, if you see something you don't like or think of a way we can improve let us know! Want to help? Contact Valaryon#6825 on Discord or on MC.net! Link to comment Share on other sites More sharing options...
Valaryon Posted August 2, 2018 Share Posted August 2, 2018 Mereldar Monastery from the Prophecy RP Team. Mereldar Monastery named from the famed sister of General Lordain (Lordaeron's namesake) and fore-mother of the Church of the Holy Light. Mereldar Monastery was a proud bastion of Lordaeron's priesthood - a center for learning and enlightenment. Many aspiring Paladins train and learn here before their induction into the Order of the Silver Hand. We're always open to criticisms, if you see something you don't like or think of a way we can improve let us know! Want to help? Contact Valaryon#6825 on Discord or on MC.net! Link to comment Share on other sites More sharing options...
Valaryon Posted August 2, 2018 Share Posted August 2, 2018 The Bulwark from the Prophecy RP Team. The Bulwark is border post between Lordaeron's Capital City and the lands of Darrowmere. The Bulwark doesn't see much action since the Second War. It mostly now monitors trade to and from the Capital City. However as of lately it has had additional defensive assets constructed on the site. We're always open to criticisms, if you see something you don't like or think of a way we can improve let us know! Want to help? Contact Valaryon#6825 on Discord or on MC.net! Link to comment Share on other sites More sharing options...
Pixie Animations and progress
By Serifazin Modeling
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