MyWarCraftStudio 0.10 http://www.wowmodelviewer.org/index....tartdown&id=12
DBCUtil Files » Programs » DBC » Dbcutil 1
DLL Needed for the DBCUtil DLL-files.com - MSVCR71.dll
DBC Editor http://www.mmowned.com/forums/progra...bc-editor.html
MPQ Master http://www.************/forum/downlo...pq-master-474/ (***** = d 3 scene . com NO SPACES)
WoWModelEdit 2.3 (Patch 3.0.9) http://www.mmowned.com/forums/bots-p...fix-kynox.html
IrfanView www.irfanview.us
Microsoft Office Excel
:wave: I've gone through and edited the CharHairGeosets.dbc and CharacterFacialHairStyles.dbc csv files in excel and reordered them by Race and Gender. This way I don't have to go digging and potentially, or usually, miss information. You can do this yourself or download mine if you'd like.
CharHairGeosets.dbc.csv CharacterFacialHairStyles.dbc.csv
This guide shows how to create a Race to Race, or Gender, model edit without any missing features. No missing jaws, horns, beards etc. The model looks exactly like it should. If you have any questions or know there is something wrong with this guide please let me know.
Necessary Files Needed to Start Editing
Create a folder on your desktop and name it "Original Files".
Open MyWarCraftStudio. Click Open. Navigate to your World of Warcraft\Data folder and select common.MPQ. Press Open.
Left click "Character". Right click. "Extract Folder...".
Navigate to your "Original Files" folder. Open it. It is asking for a name now to save it. It doesn't matter what we type in because it will create it's own folder named "Character" so just type 1 for example. Type 1 and click save.
Now expand "Item" and expand "ObjectComponents". Left click "Head". Right click and extract it to the "Original Files" folder the same way we just extracted the "Character" folder.
We're done with common.MPQ now. Open patch.MPQ & patch2.MPQ now. Extract "Character" and expand Item/ObjectComponents and extract "Head" again to the "Original Files" folder.
Still in MyWarcraftStudio click Open. Still in the World of Warcraft\Data folder open the "enUS" folder. It may be titled differently depends on your country. Select locale-enUS.MPQ and open.
Extract the "DBFilesClient" to your "Original Files" folder. Do this again for "patch-enUS.MPQ" then "patch-enUS-2.MPQ". Once done close MyWarCraftStudio.
In the "Original Files" folder and create a new folder. Name this one "New Model Edit". Inside it create another folder named "Character". Inside "Character" create a new folder named "Race". Inside "Race" create a new folder named "Gender".
Back out to your "New Model Edit" folder. Create a folder named "Item". Inside "Item" create a new folder named "ObjectComponents". Inside "ObjectComponents" create a new folder named "Head".
Back out to your "New Model Edit" folder. Create a folder named "DBFilesClient".
Open the "Original Files\DBFilesClient" folder. Select CharSections.dbc, CharHairGeosets.dbc, CharacterFacialHairStyles.dbc, ChrRaces.dbc and CreatureDisplayInfo.dbc. Copy them. Back out to your "Original Files" folder. Paste them.
Select the CharSections.dbc, CharHairGeosets.dbc, andCharacterFacialHairStyles.dbc and drag and drop it onto the DBCUtil.exe. This should open a DOS window and it should automatically convert the .dbc file extensions into .csv allowing you to edit in Excel.
Now you have two files types, dbc and the new csv. Delete the CharSections.dbc, CharHairGeosets.dbc, and CharacterFacialHairStyles.dbc dbc extensions not the new converted csv. Copy and Paste the CharSections.dbc.csv. Rename the new one to "Original CS.dbc". This will allow us to open the two of them in Excel side by side.
Part 2 - You will not need to do any of the previous steps ever again.
What we've just done was create original files. Now for every future model edit we do, we can simply copy and paste those files and edit the new ones. This way we don't have to go back and extract from MyWarcraftStudio every single time.
Starting the Edit
In this edit I will show how to do Human Male to Gnome Male; HuM->GnM.
Open your "Original Files" folder. Copy and paste the "New Model Edit" folder and CharSections.dbc, CharHairGeosets.dbc, and CharacterFacialHairStyles.dbc to your desktop.
Helm Fix
Right click "Head" folder in your "Original Files" folder and select "Search...". Type "GnM". This stands for Gnome Male.
Select all the files. Copy them. Open your "New Model Edit\Item\ObjectComponent\Head" folder and paste the files..
Open IrvanView. Press "B" on your keyboard or go to Files->Batch Conversion/Rename.
Top middle drop box. Find your "New Model Edit\Item\ObjectComponents\Head" folder. Click the "Add all" button.
Click "Use current ('look in') directory.
Click "Options". The Name pattern: should be $N always. "Replace text(1):" type GnM. "with" HuM. So we're replacing GnM with HuM. Now if your using a HuM->GnM edit and the game trys to look for a helm it will find this renamed Gnome Helm to bring you the proper texture. This is the "Helm Fix".
Select "Rename original/input files". Click OK to close this window.
Click Start Batch. This will now rename every GnM to HuM.
M2, Skins, and Animations
Open your "Original Files\Character\Gnome\Male". Right click View->List. Select the .m2, .anim, and .skin files. Copy them.
Open your "New Model Edit\Character" folder. The folder says "Race". Type in the name of your race you are editing from. We're doing HuM->. So type Human. Open it.
Next folder is "Gender". We're doing Human Male -> so type Male. Open it and paste the files.
Open IrvanView. Press "B". Drop down box. Find "New Model Edit\Character\Human\Male" and Add all.
Options. Replace text(1): "Gnome" with "Human". OK.
Use current ('look in') directory. Start Batch. Close IrvanView.
If your new make sure you've done everything right so far. You have files in the Race\Gender folder and files in the Item\ObjectComponents\Head folder.
Learning CharSections.dbc
Open "Original Files\Original CS.dbc.csv". Also open "Desktop\CharSection.dbc.csv". We will use the Original as a reference and modify the CharSections for our edit.
Expand the fields so you can view all the fields without having to scroll left and right. If you are creating multiple edits I would suggest creating an Excel Macro to help speed up the process.
Column B refers to Race.
1 Human
2 Orc
3 Dwarf
4 Night Elf
5 Scourge
6 Tauren
7 Gnome
8 Troll
10 Blood Elf
11 Draenei
Column C refers to Gender.
0 Male
1 Female
Column D is sections.
0 - Skins (Whole Body)_
1 - Face Skins (Lower and Upper)
2 - Facial Features (Beard, Piercings, Jaws, Markings, etc.)
3 - Hair
4 - Underwear (Pelvis and Torso)
Columns E, F, and G point to blps.
Column H flags player characters, special NPCs, and Death Knights. When displaying Skin, 0x11 refers to a normal class or basically anything but a Death Knight. 0x5 is Death Knight Only. 0x8 are weird looking if you view them through MyWarCraftStudio. They are not used by player characters as far as I know.
Column I is a particular style of feature.
Column J is a color for that style.
Editing the CharSections.dbc with Excel
In the "Original CS" find Gnome Male. So find "2754, 7, 0, 0, Character\Gnome\Male\etc..." It's on line 5183.
In your other "CharSections" find Human Male. You don't need to scroll down because it starts with Human Male. "1, 1, 0, 0, Character\Human\Male\etc..."
Step 1 - Skins
Notice Column H. GnM has 5 0x11s. 0-4 = 5. This may confuse you at some time. It's important to remember 0 counts. Don't ask me why they did this.
Select those fields. This is GnomeMaleSkin00_00 to Skin00_04. Copy them.
Tab over to your "CharSections". Once again observe Column H. HuM has 10 0x11 skins.
Since the Gnome Male has 5 and the Human Male has 10 we can safely paste the Gnome files into the Human and not mess with 0x11.
Now we're still left with HumanMaleSkin00_05 to 0_9 being flagged as 0x11. 5-9 is 5 fields so can once again safely paste all 5 Gnome Male skins into place without disturbing 0x11.
Now we run into 0x8 in Column H. I'm not entirely sure what uses these files. When using a model edit most NPCs skins are messed up anyways so this isn't too important. In this case GnM has some of these skins also so just copy and paste them into the HuM. Both have 2 0x8 so it worked out.
Now we are left with 3 0x5 skins. These are Death Knight only. They only normally unlock to DKs. Copy these 3 from the GnM into the HuM.
Step 2 - Face Skins
Observe Column H again and scoll down. When referring to Faces 0x1 is a normal class now and 0x5 is a Death Knight.
Column I is now referring to Face types. GnM have 0-13 Faces all together. When browsing Column H and I together we can determine how many faces are normal classes and how many are Death Knight. This is very important if you do not want your normal classes Eyes to glow and your DKs to glow. That of course depends on race. Sc, Dr, Ni, and Be for example have glowing eyes but this has nothing to do with that.
GnM's 0-6 are normal faces and 7-13 are Death Knight faces. Tab over to your "CharSections" and determine how many the HuM has. HuM's 0-11 are normal and 12-23 are Death Knight. Remember this as we're editing this section.
In your CharSections find the HuM styles that include those 3 special DK only skins. HuM Face 0, 2, and 11 have them. GnM 0, 2, and 3 have them.
Start to copy and paste the Gnome Male faces into the Human Male. Select GnomeMaleFace00_00 to 00_04 both column E and F.
Paste them into the HumanMaleFace00_00 to 00_04. Paste again into _05 to _09. Now tab back to the GnM and copy those 3 special DK skins and paste them into the HuM.
Do this again for face style 1 and 2. Now we're at GnomeMaleFace style 3. GnM style 3 has those special DK skins. If we look at HuM style 3 it does not. So find the next special skins for HuM. Earlier we determined that HuM style 0, 2, and 11 had them. So scroll down to HuM Face style 11 and paste the GnM files over.
Paste GnM style 4 into HuM style 3 now since we had to do some skipping around. This may throw you off at first but a few edits later and you won't skip a beat. Paste GnM style 5 and 6 like normal also.
Now stop. GnM only has 0-6 normal faces. The next style is 7 which is a DK face with glowing eyes. We still need to edit HuM Face 6-10 before we move on to DK for them. So we need to reuse some GnM skins and paste them into the remaining HuM skins. It doesn't matter which faces you use as long as field H matches up.
Now we're ready for DK faces. GnM 7-13 and HuM 12-23. Copy GnM 7-13 into the HuM. HuM should still have 19-23 left. Reuse some GnM DK faces and paste them into HuM 19-23.
Step 3 - Facial Features and Hair Styles.
Do the same for Facial Features, Hair Styles, and Underwear as you did with the previous Section.
Save the file. Click the Disk up at the top of Excel and it will give you a message about keeping the format of the file blah blah. Click Yes. You can now close these documents assuming you've done everything right. Hit the X to close. It will give you a message asking if you want to save. You've already saved so click no. If you click yes you will be stuck in an endless loop.
Editing the CharHairGeosets.dbc
Column A is an ID used by the game. Column B is Race. Column C is Gender. Column D is the Hair Style number. Column E is geoset information. It creates the proper shapes for hair styles. Column F is Bald. 1 if bald and 0 if not bald.
Notice the GnM has 0-11 Hair Styles. HuM has 0-16. We will need to reuse 5 of the GnM hair styles.
Copy Column E and F of GnM.
Paste them into the HuM. HuM hair style 12-16 still need gnome geoset values so copy the last 5 hair styles for GnM and paste it into HuM 12-16.
Editing the CharacterFacialHairStyles.dbc
Column A is Race. Column B is Gender. Column C is Facial Feature Style. Columns D, E, and F vary with each Race/Gender Column D is Beards, Jaws, and Tentacles. Column E is Mustaches, Piercings, Earrings, Eye Brows, and Tusks. Column F is Side Burns, Facial Hair, Earrings. Column G is always 0 for player characters. Column H is eye glow.
Column D
HuM - Beard
OrM - Beard
DwM - Beard
NiM - Beard
ScM - Jaw
TaM - Beard
GnM - Beard
BeM - Goatee
DrM - Tentacles
Column E
HuM - Mustache
HuF - Piercings
OrF - Piercings
DwM - Mustache
NiM - Eye Brows / Mustache
TaM - Nose Ring
TrM - Tusks
TrF - Tusks
BeF - Earrings
Column F
HuM - Side Burns
DwM - Side Burns
NiM - Side Burns
TaM - Facial Hair
GnF - Earrings
DrM - Side Burns
Column H
Eye Glow for Night Elf, Scourge, and Blood Elf.
Edit the CharacterFacialHairStyles.dbc the same way we did the CharHairGeosets.dbc. HuM have 0-8 Facial Features and GnM has 0-7. So we need to reuse 1 of the Gnomes.
Select columns D-H of the GnM and copy and paste them into the HuM. Copy and paste Feature 7 of the Gnome into Feature 8 of the Human. We will reuse that one for the extra. Save this file.
OK. Now we need to convert these csv files back into dbc. Select the three files on your desktop; CharSections.dbc, CharHairGeosets.dbc, and CharacterFacialHairStyles.dbc, and drag and drop them onto your DBCUtil.exe.
Place these new dbc files into your "New Model Edit\DBFilesClient" folder.
Gnomes require a size edit so we need to copy and paste a CreatureDisplayInfo.dbc located in the "Original Files" folder into our "New Model Edit\DBFilesClient" folder.
Creating the MPQ
Open MPQMaster. File->New. Navigate to your WorldofWarcraft\Data folder.
Type in "patch-#.MPQ". The # can be any number 4-9 or any letter A-Z. MPQ has to be CAPITALIZED. Click Save.
New Archive pop up appears. Just click OK. Up top click Operation->Add Directory. Find the "New Model Edit" folder on your desktop, select it, and hit OK.
It take a couple of seconds to for it to add the files. When it's done click Operation->Compact(Flush). This compacts the file size. If creating an MPQ in MyWarCraftStudio would make it 11mb then MPQMaster would make it 3mb.
Click File->Close. The MPQ is now finished, assuming it works of course.
Playing the Game
Run the Model Edit Fix and press F8 at the Log In Screen. Log In and you should see the model edit. Go ahead and create a new character and scroll through all the options to make sure everything works. If something is broken then work your way backwards and figure it out.
Size Fix
You can use this chart to compare your new edit to other models. =
Open the CreatureDisplayInfo.dbc in the DBC Editor.
The only columns you need to worry about here are "field 1" and "field 4". Field 1 being an ID assigned to each Race/Gender. Field 4 being a size multiplier associated with the character model.
field 1 | field 4 | Race/Gender
49 1 Human Male
50 1 Human Female
51 1 Orc Male
52 1 Orc Female
53 1 Dwarf Male
54 1 Dwarf Female
55 1 Night Elf Male
56 1 Night Elf Female
57 1 Scourge Male
58 1 Scourge Female
59 1.35 Tauren Male
60 1 Tauren Female
1478 1 Troll Male
1479 1 Troll Female
1563 1.15 Gnome Male
1564 1.15 Gnome Female
15476 1 Blood Elf Male
15475 1 Blood Elf Female
16125 1 Draenei Male
16126 1 Draenei Female
After your done with your edit log in game. Walk over to a nearest NPC, not the race you've just edited. Use the WoW Racial Size Chart and compare the edit you've just down to a different race/gender.
We are doing HuM->GnM so we need to change the HuM size. Find 49 in "field 1". You can scroll down or you can type the number in up top and click Search.
Highlight line 49 so we know which line we're working on. Move over to "field 4" and click on it. You can click once or twice it doesn't matter. We're going to GnM so we need to type in 1.15 and press enter. After this click save and close this file. Remake the MPQ and log in game to see if the size is correct. Adjust until it's correct.
example vaules: 1, 1.05, 0.1, 1.2, 0.9, 0.95
Boot Fix
HuM->GnM does not require a boot fix so here is how it's done.
Copy and paste a ChrRaces.dbc from the Originals into your "New Model Edit\DBFilesClient" folder. Open it with DBC Editor. "field 1" is the value assigned to the boot fix. "field 6" or "field 12" let's us know which Races we're looking at. Hu, Or, Dw, Sc, Gn, Tr, and Be all use value 12 for boots. Ni use 4. Ta and Dr use 14.
Let's say we're doing Human -> Tauren. We need to change the Human boot value because when we convert it to a Tauren model the boots will look funny. Highlight the Human row. Click on "field 1" where it says 12. Type 14 and press Enter. Save this file and close it.
Converting from a model without Facial Features in CharSection
If you are converting from a model that does not have a Facial Feature Section in the CharSections.dbc then this is how you add the files of the new model.
In your "Original CS.dbc" select the first entire row of the first Section 2(Facial Features).
Scroll down to the end of Section 2 until you reach the beginning of Section 3(Hair Styles). Shift and click on the last Section 2 line. Copy those lines.
Tab over to the "CharSections.dbc" that we're editing and scroll down to the bottom of the document. Right click on that first empty row and paste. Rename the Race # in Column B and the Gender # in Column C as needed.
Edit your CharFacialFeatures.dbc like normal.