[HALP] 1h animations ---> 2H animations menu

User Tag List

Results 1 to 6 of 6
  1. #1
    terrble's Avatar Member
    Reputation
    1
    Join Date
    Jan 2008
    Posts
    10
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    [HALP] 1h animations ---> 2H animations

    So I've tried nearly everything this weekend to get my UD animations to go from 1h to 2h... and I've exhausted every option that I could think of. I'm really only asking as a last resort, sorry to seem like a leecher but I've just gotten so frustrated. Can anyone point me in the right direction? Thanks in advance for any help

    [HALP] 1h animations ---> 2H animations
  2. #2
    Violence's Avatar Member
    Reputation
    5
    Join Date
    Oct 2006
    Posts
    105
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    You can use Glitchy's MES to get the animation to work. However you might have abit problem with the character wielding it in the wrong hand, atleast I'm having when going from Crossbow -> Bow, trying to solve that in -> http://www.mmowned.com/forums/model-...on-swings.html

  3. #3
    terrble's Avatar Member
    Reputation
    1
    Join Date
    Jan 2008
    Posts
    10
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I've done the swapping in Glitchys MES, but then I don't know what to do from there... I'm just left with an edited .m2 file. From my understanding, it needs to be put into an mpq.

    But

    I doesnt know haow T_T

  4. #4
    terrble's Avatar Member
    Reputation
    1
    Join Date
    Jan 2008
    Posts
    10
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Aghhh my eyes they burn

    2 hours and no results T_T can anyone tell me what to do with this modified model (.m2) file? I swapped the animations in MES but i seriously have no idea what to do now

  5. #5
    Violence's Avatar Member
    Reputation
    5
    Join Date
    Oct 2006
    Posts
    105
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Yes, you should put it in an .mpq-archive, which I suppose you know how to do ;/

    E.g if you're Orc male, then just create a new .mpq & press "Pack(P)" [on the top menubar] and go down to "Add file to archive.." & locate your "OrcMale.m2", you should see it written in the white box now, don't press "Ok" yet. Write Character\Orc\Male before the "OrcMale.m2", so it all should look like "Character\Orc\Male\OrcMale.m2" in the white box, now press Ok & you're set.


  6. #6
    terrble's Avatar Member
    Reputation
    1
    Join Date
    Jan 2008
    Posts
    10
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Thank you very much, i got it.

    =D

Similar Threads

  1. [Animation] Dance Glitches
    By treyska in forum World of Warcraft Exploits
    Replies: 17
    Last Post: 03-01-2007, 06:38 PM
  2. Warcraft III Animated Avatars
    By cryptfiend in forum World of Warcraft General
    Replies: 0
    Last Post: 01-25-2007, 09:55 PM
  3. Question concerning casting animations
    By rafen in forum WoW ME Questions and Requests
    Replies: 1
    Last Post: 11-08-2006, 10:50 PM
  4. Animation Model Edditing??
    By Negue2 in forum WoW ME Questions and Requests
    Replies: 2
    Last Post: 10-20-2006, 07:05 AM
  5. Best animals
    By Quake in forum Community Chat
    Replies: 4
    Last Post: 07-16-2006, 04:59 AM
All times are GMT -5. The time now is 01:10 AM. Powered by vBulletin® Version 4.2.3
Copyright © 2025 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Google Authenticator verification provided by Two-Factor Authentication (Free) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search