[App]M2-Injecter 3.x menu

User Tag List

Page 2 of 5 FirstFirst 12345 LastLast
Results 16 to 30 of 74
  1. #16
    Glitchy's Avatar ★ Elder ★
    Reputation
    1277
    Join Date
    Jun 2007
    Posts
    985
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by dummyadress View Post
    That was it, silly me.. thanks a lot to you..

    I played around a bit, but im a total noob as u sure noticed.
    I managed to alter a nightelf model as i wanted it to be..
    But for the sake of all gods, what did i do wrong to end up like THIS

    Looks like you rotated the model.

    [App]M2-Injecter 3.x
  2. #17
    dummyadress's Avatar Member
    Reputation
    1
    Join Date
    Sep 2007
    Posts
    8
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    how.. and how to undo that? oO

    Isnt the model supposed to be able to be rotated so u can see everything without actually... rotate the ******* position? wtf :E

    Edit: well, ill ask via pm, think this goes to much ot now..
    Last edited by dummyadress; 03-08-2009 at 05:34 AM.

  3. #18
    mexmike's Avatar Member
    Reputation
    8
    Join Date
    Jun 2007
    Posts
    78
    Thanks G/R
    0/0
    Trade Feedback
    4 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    question: ive edited race M2s before with glitchy's outdated program no problem, but now everyone is talking about these .skin files and i know where they are but i dont understand where we would extract those files to when trying to import the M2 into AoI. could you elaborate on how to do that cause frankly i havent found any injection guide since WotLK came out, at least not on these forums. Are you referring to putting them in the m2modder somehow?

  4. #19
    BlightRaptor's Avatar Member
    Reputation
    3
    Join Date
    Dec 2008
    Posts
    15
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    @dummyadress:

    It's not safe to rotate the model itself. Instead use the rotate camera feature. I made the mistake of rotating a Prince Kael model in WC3 once and his arm ended up on his crotch somehow. I'm still new with AOI and I'm not sure the easiest way to get the model back into its original position.

    @mexmike:
    In regards to the skin files, I don't know why, but to import the .M2 properly into AOI I've found that you have to extract the .M2 and all the .skin files of the same name (for example humanfemale.M2, humanfemale00.skin, humanfemale01.skin etc.) So you have to have all those files in the same folder when you import the .M2 into AOI, otherwise it will load and load forever. When your done editing, make sure you have everything unhidden and export your new .M2 to replace the original one you imported (with "inject" checked.) If you have parts of the model hidden, it won't apply the changes upon exporting. PAck your .M2 along with its .skins into an .MPQ. I'm not sure if you have to pack the .skins as well, but I did it just in case and it worked fine.

    As a general reminder to people packing their .MPQs, remember to save the new mpq with the extension in all caps, or you'll be banging your head against the screen like me.

  5. #20
    dummyadress's Avatar Member
    Reputation
    1
    Join Date
    Sep 2007
    Posts
    8
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Thanks BlightRaptor.. i wanted to send u a pm, because its kinda ot... but ironie hurts

    To be able to send PMs your post count must be 10 or greater.
    erm... well, to be honest i still dont know the difference in aoi between rotating the model while actually rotating the position of the model and rotating the camera..

    i always thought i would only rotate the camera...

  6. #21
    Tigurius's Avatar Member
    Reputation
    300
    Join Date
    Jun 2008
    Posts
    519
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    @dummyadress: just rotate the model back to its original position by trying around.

    @the skinfiles: the *.skin files contain information about how the vertices are connected to faces, which bones are added to the vertices/submeshes, which textures are used where etc. so you will need these files also in your MPQ - if not your model will get ****ed up.
    Like my work? Support Me! ;D

  7. #22
    mexmike's Avatar Member
    Reputation
    8
    Join Date
    Jun 2007
    Posts
    78
    Thanks G/R
    0/0
    Trade Feedback
    4 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    thanks for the response guys. ill try that out and see what i can edit/make. here is to some good luck!

  8. #23
    DataZ's Avatar Member
    Reputation
    1
    Join Date
    Nov 2008
    Posts
    10
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    a way to import to 3ds max

    Hi, I would like to know if there is a way to import the model to 3ds max.

    I tried to open the M2 with AoI and then exporting the opened model into .obj. And then opening it up in 3ds Max, editing it and then putting it back to art of illusion. But when I try to inject the model back to the M2 it always fails to do anything (it doesn't always work even if i just edit it in AoI

    Could you tell me what i'm possibly doing wrong and is it possible to get the models to 3ds Max, because it's much easier to edit them with it.

    Thanks in advance

  9. #24
    Tigurius's Avatar Member
    Reputation
    300
    Join Date
    Jun 2008
    Posts
    519
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    hm inject check activated(the other is not working atm), and injecting in the same m2 as loaded the vertices from?
    Like my work? Support Me! ;D

  10. #25
    BlightRaptor's Avatar Member
    Reputation
    3
    Join Date
    Dec 2008
    Posts
    15
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    In regards to moving/rotating the object VS the camera, the camera buttons are the ones wit the eye icons and the object buttons are the icons with the spheres. Took me a little bit figuring out which button is which since the tool tips get cut off for me.

    Also as a general tip, if you're editing something complex like a race model, it would probably be a good idea to switch to Face mode and hide parts of the model that get in the way, tedious as it may be. Just remember to Unhide when you're done.

    I'm just kinda sharing as I learn the program

  11. #26
    dummyadress's Avatar Member
    Reputation
    1
    Join Date
    Sep 2007
    Posts
    8
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Tigurius View Post
    @dummyadress: just rotate the model back to its original position by trying around.
    If someone would finally be so kind how i rotated it in the first place :P
    I already tried rotating it again.. didnt work.. i dont know how^^

  12. #27
    mexmike's Avatar Member
    Reputation
    8
    Join Date
    Jun 2007
    Posts
    78
    Thanks G/R
    0/0
    Trade Feedback
    4 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    @dummyadress

    i think by default, when you import any of the M2s from wow, they are at the origin. i.e. x=0, y=0, and z=0. try selecting the model and shifting it to those coordinates if you cant figure out how to rotate it back to normal. btw, in AoI, the last two tools on the left with the eyes rotate the camera view, the other rotations actually rotate the model.

    Also, since im so used to 3ds max, i tried importing the m2 in aoi, exporting as obj into 3ds, editing in 3ds, exporting back as an obj, importing into aoi and then exporting/injecting into the original file. i think that is what you said earlier but it didnt work. but low and behold, if you just import the m2 in aoi, and just do your editing in aoi, then export/inject into the original m2, then it works like a charm. now just gotta get used to aoi.

    Also (again), if you are editing a race, in 3ds max there is an easy way where you can select edit mesh and choose element and it allows you to select different objects individually like the head, legs, feet, chest, arms etc... wchich makes for easy editing since you can just move the element out of the body, edit, and just put it back where it was for easy editing. The only thing is i cant find an equivalent in AoI since im new to it. I had to edit the individual parts while the whole thing was intact. if anyone has an idea let me know.

  13. #28
    DataZ's Avatar Member
    Reputation
    1
    Join Date
    Nov 2008
    Posts
    10
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by mexmike View Post
    @dummyadress

    Also (again), if you are editing a race, in 3ds max there is an easy way where you can select edit mesh and choose element and it allows you to select different objects individually like the head, legs, feet, chest, arms etc... wchich makes for easy editing since you can just move the element out of the body, edit, and just put it back where it was for easy editing. The only thing is i cant find an equivalent in AoI since im new to it. I had to edit the individual parts while the whole thing was intact. if anyone has an idea let me know.
    I was really thinking about the same thing and thats why i'd like to get the models to 3ds Max :<

  14. #29
    DataZ's Avatar Member
    Reputation
    1
    Join Date
    Nov 2008
    Posts
    10
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I poked around in AoI but could'nt find any "element" selection or such to select specific parts of the model

    if anyone knows how to select element in aoi as in 3ds max (or knows such plugin for aoi), or how to impot the model to 3ds Max i would really appreciate the help.

    Anyway a huge thanks to you for making this tool. I was able to inject the model back to the m2, I just needed to extract a bit more of the skin files

  15. #30
    Tigurius's Avatar Member
    Reputation
    300
    Join Date
    Jun 2008
    Posts
    519
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    it's not because of AoI but because I was too lazy to implement the submeshes,yet, as this is just a little part of what I want to create and it made no sense to me to implement submeshes at this stage.
    Like my work? Support Me! ;D

Page 2 of 5 FirstFirst 12345 LastLast

Similar Threads

  1. Limit FPS with injected clr app
    By Corthezz in forum WoW Memory Editing
    Replies: 13
    Last Post: 11-09-2015, 01:29 PM
  2. [APP]Mangos Commands Handler
    By Dimmy353 in forum World of Warcraft Bots and Programs
    Replies: 8
    Last Post: 07-10-2007, 09:13 PM
  3. [Bot] Anti-AFK Bot (No Injection & Focus not Needed)
    By Cypher in forum World of Warcraft Bots and Programs
    Replies: 12
    Last Post: 09-10-2006, 11:14 AM
  4. Jump to any height (without any 3rd part apps) MASSIVE Exploit!
    By Matt in forum World of Warcraft Exploits
    Replies: 17
    Last Post: 03-27-2006, 09:53 PM
All times are GMT -5. The time now is 04:16 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