
Still speechless, you approach the enormous axe, realizing all stories about it were true.
The blade is buried by layers of rock and magma and doesn't seem particularly sharp. Like ember the rock glows, although it seems eternal, never melting. The blade, as you know from the stories, is in touch with the elemental plane of fire itself. The very edge is an open rift to the fiery realms, and endless flames come from it, wave after wave.
You look for the handle but it intimidates you at first as you can clearly see magma dripping all over it.
Indeed, the weapon is there not to tame, but to be tamed. It's meant to be used only by those with a deep affinity with the fire, crafted for dark purposes you cannot conceive. For a mortal, your power would have to be big enough to feel not more than a simple warmth from it.
With a deep breath, you hold the axe firmly. The dark iron makes a sharp, metallic screech as you take it from the stand. You walk back, unworried.
Feels warm.
Greetings!
Magmadeep is a small project I came with about a month ago and started de facto about two weeks ago. My idea was to create an entire new weapon from scratch and put it in the game.
It was no easy task considering about a week ago I had absolutely no idea on how to actually do anything related to model-edit. Thanks to Goshujinsama for his tips and Tigurius for his work on this. It was actually a fun experience. The model is not 100% as I wanted it to be (effects, particles, etc) but it ended up better than I thought it would, being my first model-edit.
Magmadeep is a two-handed axe model which, as usual, can be patched to any other weapon. Well, enough words. Some action:
Screenshots:
Screenshots don't do much justice because of the texture animation, but here we go nevertheless!



Statistics and general Information:
The model uses 4 custom maps. A diffuse, a self-luminance, and two other luminance maps used for additional effects in the handle and the blade. The four maps were originally made in 1024^2, but reduced to 512^2 and I realize it's considerably more than most models in WoW have. The model has 3046 triangles and it's divided in three parts: Handle, Blade and Skull. I also made specular and normal maps, although they're not present in WoW for obvious reasons.
The textures were all 100% hand-painted on Photoshop including the fire effects, no photos or samples were used.
I spent about 20 hours working on this through two weeks, the bulk being the past few days. About 30 minutes on the concept, 2 hours on the model, 5 hours on the texture, and the rest fine-tuning everything and getting it in the game.
Usage:
1) Download the file.
2) Locate the file name of the weapon you want to change it. You can use a viewer such as WoW Model Viewer to find the weapon.
3) Open the file you downloaded in a MPQ editor such as Ladik's MPQ Editor or any other of your preference.
4) Browse to the folder ITEM > ObjectComponents > Weapon in the file. Rename the file magmadeep.m2 to the name of the file corresponding to your weapon you got in step 2. Change the .skin file to that same name, except with 00 in the end (so if the file is genericweapon1, the m2 will be genericweapon1.m2 and the skin will be genericweapon100.skin).
5) DO NOT touch any other file in the mpq!
6) Rename the MPQ to patch-x.MPQ. For example, patch-6.MPQ
7) Drop the file in the Data folder in your WoW directory. Don't overwrite anything, if the number you chose for the MPQ file is already used, choose one that isn't.
Enjoy!
Download Link:
Latest version: Magmadeep 1.1
Previous version: Link
Other:
Any questions feel free to ask. I'll not do any custom changes to a weapon. I will however try to fix any issues if something is preventing you from changing it correctly. I ask patience if there's any issue or bug. As I said this was my first model edit, so there's a chance something may be off.
Thank you very much for your interest. As always, C&C is duly appreciated.
Enjoy!