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  1. #1
    kabiichan's Avatar Member
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    Creating spell models

    While I have often come across threads regarding player models or weapon models, it has come to my attention that the only thing regarding spells are spell-swapping. However, this time I no longer wish to use a pre-done spell made by Blizzard to replace another spell.

    This time, I wish to create my very own spell, from scratch. But to make things worse, I'm a total newbie! I do not have the tools nor the know-how to do such a thing, or the knowledge if it is possible.

    Thus, the following questions arise:
    1. What tool(s) would I need?
    2. Is it possible at all to create such an intricate projectile with particles/shading complete with "birth"/"loop"/"death" animations?
    3. Has it been tried in the past? If so, how long ago?

    If all the above receive positive answers, I'll try to create a simple ball of light projectile, before moving on to more ambitious projects like a recreation of the well-known Divine Buster.

    Creating spell models
  2. #2
    [Soul Eater]'s Avatar The God King of Tails
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    Been there, done that. Heck I even tried the same thing as you. But unfortunately, it isn't really possible

    The main reason I couldn't pull it off is because most spells are made of particles. In the past and present, the method of adding particles/making particles isn't really explained, although some pulled it off I don't know what the methods are exactly and what limitations it has.

    For once, I tried making a M2 model of the beam itself, as in, making a large model and then see how it is ingame. And well, it had no particles but the thing is, if you cast a instant the model spawns instantly, and if its a channeling spell the model just hover during the channel, if it is a projectile, the model just flies too it.

    What Im trying to say is, you can't change pyroblast in that beam because pyroblast model itself is a projectile model and is used as a projectile, and with a beam you want to see where it's coming from and the expansion till it hits the target.

    The only thing how I can see this working is combining an invisible M2 with particles that "stays" for a while. See it like this: You have an invisible model that is surrounded with particles and when you shoot it, the model goes straight forwards BUT leaving the particles behind, making a trail. That way you get a sort of "beam" effect, but limited. Because if you do it that way, the trail will always be the same size. In your example you want a beam that is shot like < , it starts small and then it expands. But the way I thought of is like the beam is like ======= , always the same size and always leaving particles trails behind.

    I myself am in no way an expert of particle editing, but I vaguely remember that Tigurius pulled off getting particles on models, but it was a blizzard model, I wonder if it's also possible for custom model but your best bet is to ask him, but if you want to try out with custom models your best try is using a 3D program and make a model there, milkshape and 3ds max are frequently used. Do note that you can't add particles, animations or stuff in 3DS Max or something and then have it working in wow, that's not gonna work.

    I myself also wonder how you add particles to models, so if anyone knows the answer just respond.



    Do the impossible, see the invisible
    Row row, Fight the power.

  3. #3
    kabiichan's Avatar Member
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    Thanks for your input Soul-Eater, I'm surprised you're still around on these forums!

    I was thinking to create Divine Buster by performing what I would call a "sideways Moonfire" effect. A beam spawns out of your hand, instantly striking a target and emitting more "particle" effects through the animation (and I meant it to be a Fire Blast replacement :<)... But still our problem of particle effects remain.

    There's obviously SOME method out there of attaining a "particle" effect. I've seen it on those "advanced" weapon models. I just need to know how to do it.

    Also, do you still know if Tigurius is still around? I mean, considering how long you've been here it would be no surprise to me if he's gone for good.

    Thanks again for your input!

  4. #4
    [Soul Eater]'s Avatar The God King of Tails
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    Well, I don't know about Tigurius, but judging from his activites I think he only browse nowadays. You could try and leave a PM though.

    Do the impossible, see the invisible
    Row row, Fight the power.

  5. #5
    Eluo's Avatar Member
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    What you call the beeeeeeaaaaaam effect is just the lifespan of the particles
    Particles appear and disappear for a given time. The longer the lifespan is , the longer the fire particles e.g. will stay in the air when the firecast is shot.
    Well Tools ...
    http://www.mmowned.com/forums/world-...ecter-3-x.html
    From who? From tigu of course
    The m2modder is included.

    Looking at M2 - WoW.Dev Wiki
    will help you.

  6. #6
    kabiichan's Avatar Member
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    So I'm guessing the way to create a "beam" is to make a model with a very high particle "lifespan"?

    Thanks for the links btw, looking into it. I'll start a simpler project (revamping simple dps spells like a Druid's Wrath) before I get into the big ones.

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