Well, it should be enough to
- open the file in a hex editor,
- get to 0x30,
- insert 8 bytes (01 23 45 67 89 AB CD EF),
- save it,
- open it in the application and use it the way you did,
- open the file again,
- delete the (01 23 45 67 89 AB CD EF),
- save it,
- ???,
- PROFIT!
Paypal: [email protected]
Im a nub when it comes to programming but i think i managed to do what you adviced, the result is still the same tho. The .obj i get from .m2 through MES is like 400 bytes and contains coords of 6 verts or something :<
So i was using model editing before patch 3.0.2 now last night i remodeled a character just to come hopme today to find my WOWME.exe was out of date again...ugh. So what im asking is usually how long is it till a an up to date version of wowme is realeased and is there an easy way to find them.( a specific website) i have just been googling to find a direct download
thanks
Last edited by jungeye; 11-04-2008 at 04:54 PM.
do every 3D program work? or just 3D max's? ... anyway to not only have the 30das trail
Awesome guide! Helped a lot. thx.
So is this guide good for the new patch, or no?
Am I right in assuming this method of injecting is not working at the moment since wotlk? I've had the same problems with getting the .obj to import. I follow the steps word for word and I'm using the most up to date versions (as found on these threads.)
1. I extract the character model via MWCS
2. I use MES to convert it to .OBJ
3. I open up 3dsmax 9 and use the import feature with the same fields as the tutorials.
The result. Well nothing shows up. No model, not even an error message. I also tried importing into Milk Shake, and still the .obj doesn't show up. I live in the US so I don't think the language settings fix is relevant to me (though I tried for the heck of it.) Has anyone solved similar problems since the latest patch, or should I just remain patient for some updates?
I use the EU version. If that works on any other version of the game, please reply
It only allows the Injector to finish the process, but it creates a bad .obj file, making all the vertices in one line (z only)
and with no faces (only 4 faces in a character model? xD) (a triangle with verts 1, 1, and 1 is impossible and crashes any import action)Code:v 0 0 0.1177871 v 0 0 0.08789734 v 0 0 0.01497959 v 0 0 -0.0554725 <more>
It should have at least 1k faces and should look like thisCode:f 1 1 1 f 1 30025 24942 f 18031 28006 27746 f 102 1 1
i dont know what the "vn" strings mean but they are crashed tooCode:f 983 982 990 f 982 989 990 f 1005 1023 1003 f 1003 1004 1005 <more>
e-43 and e-44 are extremely tiny values (almost 0, it means to divide by 10^43 if someone dont know)Code:vn 3.573311E-43 2.802597E-44 -0.868755 vn 3.573311E-43 2.802597E-44 -0.8482338 vn 3.573311E-43 2.802597E-44 0.8852493 vn 3.573311E-43 2.802597E-44 0.8926021 <more>
Of course having no faces for a lot of vertices do the program to crash
We need a stronger solution
Last edited by pepepacu; 12-29-2008 at 07:19 PM.
Just look at the differences in the header in M2 - WoW.Dev Wiki and M2/WotLK - WoW.Dev Wiki. The MES will most likely read the vertices and maybe the views.
If you add 8 bytes, you have to del 8 bytes somewhere in the header to keep the pointed things right placed (this is the reason why i obtained yesterday vertices with only 1 data of the 3 needed)
I tried this, first deleting 8 times "00" at 0x48, and adding 8 times "00" at 0x2C
and i obtained a "better" but bad list of vertices
now it has 3 coords, but crashes when building faces.Code:<more v up> v 0,07276421 -0,00558514 1,754823 v 0,06958175 0,07457583 1,754399 v 0,07276422 0,004986676 1,754823 v 0,08664487 0,004372518 1,83065 v 0,08346251 -0,07578841 1,830226 v 0,06958185 -0,0751743 1,754399 vn 0,9868729 1,822409E-07 -0,1614988 vn 0,7405158 -0,6714511 -0,0281031 vn -0,00951999 -0,9739528 0,2265509 vn -0,8711385 -0,4848497 0,07770782 vn -0,9997691 -1,854998E-07 0,02148904 vn -0,8711386 0,4848495 0,07770748 <more vn down>
tried again "moving" (adding/deleting way) the "boundingtriangles/vert/normals" to the TBC locations and continues crashing
Faces are in the "Views" in M2s. Therefore you will need to get the .skin file into the .M2 one and point to the right structure.
The other day I tried the export model feature in the fan update of Model Viewer. Lo and behold it was the first .obj I could successfully import into 3ds Max.
However, the exporter saves the model in the same pose as in the viewer (i.e. if it's a character in an idle stance, then it'll show up in the idle stance in 3ds Max.) My guess is that's not a good thing if you want to edit and inject it, not being a neutral symmetrical pose (probably gonna mess up animations.)
I don't know if anyone's fiddled with that yet, but maybe you programmer guys can make some use of that info. Wish I knew how to do something with this. All I know how to do is move vertices around. :/
Great tutorial mate thank you very much!
great man, you made this look so easy =) !!
I just gotta try this!
questions:-
I trust this won't mess up the animations (giving me a stiff model without animations) ?
if not, is there some way to edit the animations too ? (assuming they are integrated with the model?)
no hard feelings on the forehead-bear but, do you have any serious model-improovements released somewhere?
I'd love to see something
thanks for this guide!!
peace out!
Last edited by thesixth; 01-17-2009 at 09:11 PM. Reason: added a few questions