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  1. #1
    Grymskvll's Avatar Contributor
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    [WIP] My shot at Frostmourne

    Some of you have created some really nice looking Frostmournes but none of the textures really appealed to me, so I decided to have a shot at it. Basically what I've done is I took the Frostmourne model created by Yamachi, copied the texture from this image, and there you have it. I'm actually surprised it turned out this good.

    It still needs some touching up (mostly around the hilt) but so far it's lookin' good.



    Also, a question for the pros among us: is it possible to get a visible enchant on a custom made m2? If so, how?
    Infiltrate, ejaculate, evacuate

    [WIP] My shot at Frostmourne
  2. #2
    schlumpf's Avatar Retired Noggit Developer

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    Re: [WIP] My shot at Frostmourne

    Yay, finally a good one.

    The enchants .. well, you should better make the icy effect with particles but if you want additional enchantment attachments ..

    At 0x104 in your m2 is a integer. Its the number of attachments. Should be zero in a custom made item. Get it up to 5.

    At 0x108 you got a integer again defining the offset to the attachment list. At this offset you got [0x104] (5, as said above) entries of this structure (0x30 bytes):

    0x00 - uint32 - id (position of the record in block P)
    0x04 - uint32 - bone
    0x08 - float[3] - position
    0x14 - AnimationBlock (int) - Data
    0x30 - /

    The easiest way would be copying it from a existing model. You should do that. Take one which fits the size best. Copy 0x104, copy the blocks at [0x108] to the end of your file. Correct the offset at 0x108. And:

    The problem will be the AnimationBlock. Its like this (0x20 bytes):

    0x00 - int16 - interpolation type
    0x02 - int16 - global sequence ID or -1
    0x04 - uint32 - number of (int, int) interpolation ranges
    0x08 - uint32 - offset to interpolation ranges
    0x0C - uint32 - number of (int) timestamps
    0x10 - uint32 - offset to timestamps
    0x14 - uint32 - number of values
    0x18 - uint32 - offset to values
    0x20 - /

    You have to keep an eye on the offset to x ones. Correct that offset to fit your new file. And copy the values on these offsets (they should be 0 all the time but its better you check it) too.

    I hope you understood what I meant x) Ask if you didnt. I'd really love to see this being worked on more. Its fukken great. (+9 btw.)
    Last edited by schlumpf; 12-05-2007 at 05:50 PM.

  3. #3
    Yamachi's Avatar Contributor
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    Re: [WIP] My shot at Frostmourne

    Really nice re-texture I was gonna do it myself, but haven't had the time (as stated in my release thread :P) Anyways, I should be able to get on my computer tomorrow, and I will add in a visual enchant to the sword.

  4. #4
    L'Lawliet's Avatar Contributor
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    Re: [WIP] My shot at Frostmourne

    nice textue saw it here before but nice

  5. #5
    Grymskvll's Avatar Contributor
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    Originally Posted by schlumpf View Post
    Yay, finally a good one.

    The enchants .. well, you should better make the icy effect with particles but if you want additional enchantment attachments ..

    At 0x104 in your m2 is a integer. Its the number of attachments. Should be zero in a custom made item. Get it up to 5.

    At 0x108 you got a integer again defining the offset to the attachment list. At this offset you got [0x104] (5, as said above) entries of this structure (0x30 bytes):

    0x00 - uint32 - id (position of the record in block P)
    0x04 - uint32 - bone
    0x08 - float[3] - position
    0x14 - AnimationBlock (int) - Data
    0x30 - /

    The easiest way would be copying it from a existing model. You should do that. Take one which fits the size best. Copy 0x104, copy the blocks at [0x108] to the end of your file. Correct the offset at 0x108. And:

    The problem will be the AnimationBlock. Its like this (0x20 bytes):

    0x00 - int16 - interpolation type
    0x02 - int16 - global sequence ID or -1
    0x04 - uint32 - number of (int, int) interpolation ranges
    0x08 - uint32 - offset to interpolation ranges
    0x0C - uint32 - number of (int) timestamps
    0x10 - uint32 - offset to timestamps
    0x14 - uint32 - number of values
    0x18 - uint32 - offset to values
    0x20 - /

    You have to keep an eye on the offset to x ones. Correct that offset to fit your new file. And copy the values on these offsets (they should be 0 all the time but its better you check it) too.

    I hope you understood what I meant x) Ask if you didnt. I'd really love to see this being worked on more. Its fukken great. (+9 btw.)
    I'm really not sure what to do with all this info but I'll definitely look into it. I'm guessing this has to do with Hex editing? If so I'll have a look at your guide.

    Oh and how do I add particles to the model?
    Last edited by Grymskvll; 12-06-2007 at 05:32 PM.
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  6. #6
    Teri928's Avatar Member
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    looks very nice! i've been looking for a great looking Frostmourne model for a good while...so far this one tops all! I also had Yamachi's model and thought the same things a couple of people did, hilt was a little too short etc. Also, how did you rip the skin from that picture and put it on the weapon?

  7. #7
    Dead_Man's Avatar Active Member
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    1) looks fantastic
    2) did you us 3ds max or maya
    3) Plus Rep

  8. #8
    Teri928's Avatar Member
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    hey Grymskull, see if you can post what you've got on it so far, like a MPQ or RAR / ZIP with the model and texture of what you've done to it so far. My uncle is in town for a bit and he does computer graphics and animations art for a living =P
    Was gonna have him take a look at it and tell me what he thinks and if he can touch up on it any =D

  9. #9
    Malfurion's Avatar Contributor
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    Looks really nice.. well done.

  10. #10
    schlumpf's Avatar Retired Noggit Developer

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    Yay, of course hex editing .. And on the particles: Just the same but with swapping particles.. they have an other sturcture and ar on an other place. Or just use Cryects particle apps.

  11. #11
    Motp's Avatar Member
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    Looks nice indeed, but I think it would look much better if it had a glow on it.

  12. #12
    Caunstantine's Avatar Member
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    Would love to get the M2/BLP files for what you have so far, looks pretty good.

    Good luck with the glow effect, that could make this look a lot better.

  13. #13
    Grymskvll's Avatar Contributor
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    Originally Posted by schlumpf View Post
    Yay, of course hex editing .. And on the particles: Just the same but with swapping particles.. they have an other sturcture and ar on an other place. Or just use Cryects particle apps.

    I've downloaded Cryects tools now. So if I understand correctly, I need to extract the particles from another wep, then "inject" it on the Frostmourne.m2? And I can't really create new particles on the .m2 using this method?

    Oh and a question to clear something else up: are particles the attachment points for enchants or are they like the lightning that shoots out of Thunderfury?
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  14. #14
    schlumpf's Avatar Retired Noggit Developer

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    nope.

    particles are these fire effects etc. these effects that are in models all the time. not when enchanted. like .. in those campfires. these things are particles you are able to add with pinjector / pextractor in his toolpack.

    the attachment points are the things where spells are attached to. so .. enchants on weapons, castin animations on creatures, weapons on players etc.

    on creating real new particles ... well .. i dont know if his m2modder has a "add new particle" option. but it is able to change some parameters of particles.

    on how particles are defined: http://www.madx.dk/wowdev/wiki/index...ticle_emitters

  15. #15
    Grymskvll's Avatar Contributor
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    I've experimented with Cryects Tools and managed to extract a particle from a model but I can't figure out how to add the particle to another .m2

    Any idea on how that works, oh all-knowing Schlumpf?
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