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  1. #31
    BlightRaptor's Avatar Member
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    I don't blame you Tigurius. Anything below the race model's torso is a jungle of boots, belts, and robes. @_@

    [App]M2-Injecter 3.x
  2. #32
    DataZ's Avatar Member
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    oh i found an "element" selection style in AoI (not a direct way but now i can move single bodyparts easily from any char model:

    1. import the model file and start to edit it in the triangle mesh mode
    2. select any single point from the part of the model that you wish to move in its own
    3.spam ctrl-x
    4. move the part
    5 PROFIT

  3. #33
    Tigurius's Avatar Member
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    New features:
    *Import/Export WMOs(find out yourself how to get them ingame)
    *Create new M2s(without collision and not usable as spawned Doodads in ADT{because of camvalues})
    *For Exporting UV-Maps use a Procedural-2D-Texture on every part you'll try to export.

    File-Upload.net - WoW-Translators.zip
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  4. #34
    snorlax's Avatar Member
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    Learning AOI for custom models

    So far I've been able to import .m2 files into aoi without any issue. Since Im still learning the program I decided to attempt to just edit a helm that's already in the game. I've noticed since injecting does not seem to work for me when exporting I rename the original .m2 and just export the new edited .m2 with the original name. When I view the helm via wowviewer the model of the edited helm is all purple. Technically this is a custom model but I've been having trouble finding guides to shows you how to set up coordinates for a uv map so that I can create a uv map via ultimate uv mapper? Does the .skin file contain the uv map? If so how do I edit that file or even replace it? Or does custom models only consist of a .m2 file and .blp file? Any help with how to map this custom model with AOI would be greatly appreciated, so I can start on custom textures! (ultimate unwrapper 3d seems to only be a demo and wont allow saves.) all the guides used that program.

  5. #35
    snorlax's Avatar Member
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    What I've done so far, I've been able to edit the model itself in AOI. I can export if A. the original model file is not named the same and B. it has the skin for the original model is in that folder. I cant get my hands on a full version of ultimate wrapper, all seems to be demo's which wont allow you to save so I've been using LithUnwrap. For some reason it doesn't recognize AOI's .obj export so I have to export as obj. open with milkshake and then export as .obj again. From there I can create a uv map using lithunwrap. Save a .bmp to color via photoshop and save as .png to convert to blp. And save the file as an .obj which I can now open again in AOI, with the new mapping (which it says to meld if needed so I do). I reopened the file from aoi again in lithunwrap just to see the mapping is in place. I've noticed that when I reopen the mapped file in AOI it doesnt show the coords like it would normally do, so I then select all and input the original coords from when the unedited helm so it will sit on the face correctly. Then I patch the new .blp,original .skin and new .m2 while keeping the original names of the files and attempt to view it in wowviewer which now results in seeing a purple model of my edited mask but its the size of the bloodelf's body. any help would be appreciated -_-

  6. #36
    snorlax's Avatar Member
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    I've noticed that when I try to inject my edited models back into the original .m2, its not being injected. I reopened my RidingRaptor.m2 after making edits and then export: modelname:RidingRaptor *with inject checked*. But if I rename the orginal .m2 so aoi can create a fresh .m2 all together and then patch it with the skin files I get this...
    Picasa Web Albums - lostluv_17 - Shaman travel...
    If you look at the tail you can see where I edited the spikes to be longer but its not connected to anything... no blp's, animations nada -_-. Anyone with tips on how to correctly inject edited models?

  7. #37
    Tigurius's Avatar Member
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    So you've created a model in AOI(or exported one into it).
    To export it to WoW with UV-Mapping you'll need to follow the following steps(oO):
    You'll need to create a Procedural2D-Textur:

    Use Picture as pattern:

    So you can use an image for the texture:

    As next step you add the UV to the model:


    Then export it to m2(creates m2&skin file) or wmo(only creates one groupfile{aka wmoname_000}):



    Finish WMO(with collision):
    First: Abuse an existing wmo_root file for your dark intrigues, as I'm not able to calculate the BoundingBoxes correctly atm.(In this example I used the missingwmo.wmo it has one groupfile already defined so I just added the texture^^)

    Add the texture to the wmoroot:

    Save!(This is needed to get the correct offsets of the texture)
    Then add a material to the wmo:

    Save.
    Now get your created groupfile and add the Material to the Submeshes:


    Finally:
    (yes it has collision, and don't look at the rest of the screen oO)
    Last edited by Tigurius; 05-03-2009 at 02:20 PM.
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  8. #38
    griuska's Avatar Member
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    Excuse me but all of you talk about .skin but I didn't understand HOW to extract them exactly.

    Where can I find them or how to extract?

    Thanks all for patience

  9. #39
    Tigurius's Avatar Member
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    They're in the same folder as the m2
    Like my work? Support Me! ;D

  10. #40
    Roflmal's Avatar Member
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    Hey Tigurius! =)
    I have a little question, I want to make the Horn of the felguard on rexxar, but I have some difficulties ...
    This is rexxar head: Rexxars Head
    And this is the Horn of the felguard: Horn of the Fel Guard

    Is there now a Chance to "copy" the fel Guards horn to the rexxar model? If not, how can I add more of these "points" ^^
    Oh and ofc +rep, I will +rep you every day for 1 Week, because now I know how to make whole new NPC models
    Last edited by Roflmal; 06-06-2009 at 02:57 PM. Reason: added whit color... xD

  11. #41
    Tigurius's Avatar Member
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    You could stretch the points out of Rexxar's Head or create a new M2 containing only the horn of the Fel Guard and then wait until I finished my geoset-copytool as it's not that easy to add a new geoset to an existing model, if you don't know what you're doing xP
    Like my work? Support Me! ;D

  12. #42
    Roflmal's Avatar Member
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    And can you create a whole new Model? Say you have a blank "worktable" and you can add the points, is this possible?

  13. #43
    schlumpf's Avatar Retired Noggit Developer

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    Not with animations.

  14. #44
    Tigurius's Avatar Member
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    But you could remove all vertices and geosets(->null them all out in the header) and then add new Geosets etc. and attach them to the bones so they will have animations( much work!). If I get my CopyGeoSet-Tool working properly it would be not that big problem, just timeintensive, but atm it crashes sometimes <.<
    Like my work? Support Me! ;D

  15. #45
    Roflmal's Avatar Member
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    But one thing I am wondering... Where saved Blizzard the Models of the NPCs? In the patch Common-2 (There are mostly the .M2 files) I founded nothing...=/

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