[Guide] Complete Guide To Custom Models menu

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  1. #16
    V1cinity's Avatar Member
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    Glitchy, I first would like to say that you did a very nice job on the race to race app and the weapon/armor swap app. They rock!

    I've heard that you have a ingame model editing app that you are testing... :O

    Could I try it out? I would love to criticize and help out on the development of it.

    [Guide] Complete Guide To Custom Models
  2. #17
    darkbepo's Avatar Member
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    is there any guide on how to make a characters foot bigger? (the foot is just an example)
    because i dont understand it -.-'
    Thank you.

  3. #18
    drewstersupreme's Avatar Member
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    Great guide... using it to make a Zangetsu 2hander lol

  4. #19
    BigEmanuel's Avatar Member
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    do i need to make a blp file in order to see my model in the game couse i only see a cube

  5. #20
    sheepking's Avatar Banned
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    Doesn't work for me =(
    ________


  6. #21
    technode's Avatar Member
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    great guild but could you give an explanation on how to convert an M2 file to a Max file?

    And if you did have it in there could you point out where it was because I couldn't see it.

  7. #22
    Hazshadow's Avatar Member
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    Sorry if this seems stupid but how do you get the MPQ into the game? I can't even get other peoples models to work ingame, I'm not sure where to put it

  8. #23
    Glitchy's Avatar ★ Elder ★
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    Originally Posted by technode View Post
    great guild but could you give an explanation on how to convert an M2 file to a Max file?

    And if you did have it in there could you point out where it was because I couldn't see it.
    This guide does not convert m2 to 3ds or m2 to max as that is the complete opposite of what this guide would be trying to accomplish. I don't have the link on me but there is a 3d max script that converts m2 to 3ds files just use the search feature on the site it is here some where.

  9. #24
    pepepacu's Avatar Member
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    That is what i did and not working:
    Extract *.m2 from common.mpq (huF, neF, and beF from expansion.mpq), with MWCS .10
    save it in D:
    run modelinjector from D:\modelinjector\
    open m2, select *.m2 file, M2 to OBJ
    wait to two times 100% and done
    open 3DSMax
    import the new created *-model.obj file with all fields cleared (unchecked), cloning your screenshot
    it appears a log window (i think) which says
    -Object import stats
    --commands
    ----unknown commands 0
    ----unsupported commands 0
    --geometry
    ----identical vertex index in face 0
    ----identical points in face 4919 (a big number always)


    and it appears a thing like this http://img233.imageshack.us/img233/7563/naamloosxg9.jpg

    i have installed software
    3DSMax8 and 3DSMax2008 trial,
    J2SE RE 5
    .NET 1.1 and 2.0
    XNA
    SDK
    ATI Omega
    Ageia PhysX 7

    what is the bad point?

  10. #25
    pepepacu's Avatar Member
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    great, it is only needed to change your system language to English (USA) and the injector works properly

    I already made my first modif
    http://www.mmowned.com/forums/model-...-no-torps.html

  11. #26
    gojinki's Avatar Member
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    Hey Glitchy love your guide it's great, I'll be sure to credit you once I've gotten completly started with custom models. Now if you don't mind I got abit of a problem. I followed your guide but skipped the UV mapping part (I'm broke at the moment :P ), but for some reason the model doesn't show ingame, would this be because it doesn't have a UV map at all? Would appreciate it if you could help me out, thanks man.
    Last edited by gojinki; 12-26-2007 at 04:51 AM.

  12. #27
    Sprackle's Avatar Contributor
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    Glitchy, on my item there seems to be a texture on it already, just a basic default colouring(when I click on material editor and browse from active slot it says 01- Default Standard), how can i get rid of this?

  13. #28
    Sprackle's Avatar Contributor
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    It seems to happen as whenever I export my model to .3ds, it creates a texture automatically for it (TEXTURENAME.bmp)
    See: http://www.imagebong.com/photos/problem.JPG
    and http://www.imagebong.com/photos/problemo.JPG
    Last edited by Sprackle; 12-30-2007 at 04:09 PM.

  14. #29
    Nidhogg,'s Avatar Contributor
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    Great guide! But I dont understand how I should place a weapon (sword) so the character has its in its hands....the drawing confuses me...what colour is the X, Y , Z axis?

    I have trillions of sword models I wanna release :P

  15. #30
    Phygar's Avatar ( ͡° ͜ʖ ͡°)
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    zthanks for this. I needed a BLP converter.

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