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About Balkron

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  • Birthday April 26

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  • Specialty Level Design
    Software Development

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  1. WoWDev Team

    Would be nice to see you in our team anyways. We will appreciate your help and experience.
  2. WoWDev Team

    I'm pretty newbie in wow modding, so i don't know what everybody doing. I would be appreciated if you can join to our team, if you want to share your skills and experience.
  3. WoWDev Team

    This post is adressed to people who care about the future of WoW Modding, especially to those people who are programmers, scripters, designers. The list of people who can help out can actually be expanded. If you are somehow related to some content creation for our favorite game WoW, this post is for you (hopefully everybody on this board) I'm Balkron, a 3D modeler and graphic designer. I am sick of working with crappy software. The community on Model-Changing, Modcraft and other related boards is quite big and seem to even grow bigger. There are many old members as well as newcomers. I can see that many of you dislike the lack of decent development tools as well as the poor quality of the existing ones. I want to gather a team of people that will work on promoting WoW modding and increasing its quality. Everyone of us can make WoW modding better. There are developers among us that have already created tools for the community before.There are enough people who constantly contribute to the development of the community by giving their ideas and suggestions. There are many newcomers as well that want to learn how to do things. So, what do I want? The programmers make different software, editors, fix bugs and reply to feedback, as well as making tools that are interesting for the community. This is an amazing contrbution. However, this is too little. This is what I particularly want: create a solid team of developers from MC-Net and other boards fix bus of the existing software discuss missing software and develop the concepts perform the development in organized manner by our united efforts The most crucial problems for the community are: outdated software inconvenient software (there are a lot of toolchains utilizing 010 edtior or commandline tools) lack of software (both in terms of functionality and different WoW version support) too many software with limited capabilities (e.g. OBJtoM2 instead of a full featured M2 editor) abandoned software projects (obviously Neo) absence of knowledge or time for the development There are many talented people as well as real professionals involved, but almost everybody is working separately. If we gather our knowledge together, we can become a truly effecient team for the creation of all necessary tools, that will have good quality and a wide range of features. Let's stop tolerating outdated software and dirty hacks. It is time to stop using commandline to convert some file or fix something. We should think ration and improve our workflow. You can pretty much find a programmer in any programming language that we might need in our community. There are also many people who do ingame scripting, level design, modelling and other things. People usually want to express their ideas and add some new features to their tools and to automate exhausting repetitve working pipelines. Thanks to WoWDev Team most of this can be brought to life. Yes, there is already a sever called WoWDev on Discord, but there are actually just the people who are interested in WoW modding and just want to stay in touch with tool releases. In our team we can bring togehter people who want to contribute directly to the tool development. There won't be any passive activity in the chat with muted notfications, your participation is important. It is clear that my proposal mostly refers to programmers. A large portion of work can only be done by them. Their work cannot be underestimated, and should not be, especially if we talk about high quality work being done. I also want to specifically address people who do toy-projects. We also need you. Even if your work does not seem to you as something important, a large portion of tools in this community were started as someone's toy project. Even if you don't release your work to the public, your knowledge and experience still can be greatly appreciated by the community. I also want to address the people who do small applications or scripts for converting, viewing or fixing files. We need you too. With our efforts united we may help you improve your software or help create new one, which is more comfortable in its use.   We also need people who draw, does 3D modelling, maps. Your experience in creating graphic content for the game can help us improving our software through testing and feedback. Each of your has probably faced the difficulties during the work. Your suggestions and concepts undoubtedly will become the entry point for a new tool or app. I hope that many people from the modding scene will answer this call and we come together as a team dedicated to creation of powerful and multifunctional tools.  You might have a question now: "How are you going to develop this or that tool?" At first, I want to take some time spreding this announcement. I really would enjoy if these people could be on the team with us: @wungasaurus @Skarn @Adspartan @Kaev @luzifix @barncastle @Yasuno @Vale the Violet Mote @Valkryst @Supora @Bardh @Met@ @Inico @Basto&co @Roccus @Callmephil @Mr. DK @MR.Farrarie @Смердокрыл @MrXJKz @Amaroth @Prokion @Allifeur @Alastor Strix'Efuartus  As well as anybody else who is willing to help. After we have enough people who are interested, we bring together all the issues that we have to solve and document it in our TODO list. There we will have all our planned changes and future improvements.  As a team of interested people we can describe all the issues that we currently have and find their potential solutions. After that we will divide the responsibilities within the team. Of course, the work should account IRL things and the experience of the team members. That is why I want to see people specialized in different areas working within the team that want to dedicate a part of their free time to this work. People in the team should be able to establish convenient communication and receive feedback from the rest of the team members. For example, programmers may seek help with the code issue from the other developers, if they lack some knowledge. Or the level designer can test a version of your tool and describe its disadvantages and bugs. If a 3D modeller complains about the lack of software for Legion, they might get a "qualified" answer on their question. The work of people who release their software for free is greatly appreciated. However, I think that efforts and time put into the development should be rewarded. Soon I will create an account for donations from the community, as a reward for people who create tools for you. Of course, we will make it in some way that will look safe for both people who donate the money as well as people who get it. If I mentioned you, you can probably help our team with your knowledge and experience. The contact information is below. Nothing really stops us now to gather our efforts and direct them the right way. With that being done, our community can develop as never before. I decided to make Discord our main communication platform. It is convenient for discussing our ideas, doing voice calls, sharing screens and keeping chat logs organized. Skype is horrible, IRC is way too old. If you are interested, let me know in PM or join the Discord server directly. Balkron#1435 Thanks for your attention and reading this large piece of text.
  4. WMO Blender Addon | Complete guide

    Make sure that you typed path without "data" word. Example: D:\Work\World of Warcraft\ If the problem persists, ask him to write to me.
  5. WMO Blender Addon | Complete guide

    Look at my Tip 2. Probably that is what you need.
  6. WMO Blender Addon | Complete guide

    Make sure that your BLPConverter path and WMV Log path are true: You don't need to put textures manually. That process happens on import automatically.
  7. WMO Blender Addon | Complete guide

    Про флай-мод я знаю, но писать не стал, ибо выложил здесь основные моменты, рассчитанные для новичков/лоу-лвл моделлеров. Сегодня всё заполню до конца. А так - список фишек будет обновляться: 8 для начала - не так и мало. p.s. Scroll Up - increase speed, Scroll Down - decrease speed upd: Решил всё-таки добавить в гайд. Правда, не думаю, что многие будут юзать эту фичу. Спасибо.
  8. The new tutorial about Skarn's Blender WMO addon. You do not want to miss this...

  9. WMO Blender Addon | Complete guide

    Introduction Hello, Model Changing Network. In this tutorial I want to show you how to edit and create WMO models using Blender WMO addon. Actually, this addon is much more than a usual import/export Blender plugin. Besides core functionality of importing and saving edited WMOs, this addon is also a powerful editor supporting nearly all (you still cannot create working transport objects with it) features of World of Warcraft World Model Object (WMO) files. What is World Model Object? World Model Object or just a WMO is a special compound 3D structure used in the game World of Warcraft for making buildings, dungeons and other big complicated 3D objects. It does not only contain traditional 3D model parts as geometry, UV maps, materials and so on; but it does also support features like liquids, complex lighting system, portal culling system and much more. Donation The provided software is available completely free of charge, however, if you want to support the development,  here is  Skarn's PayPal account. He is also working on a similar Blender plugin for .M2 models. So, by helping him, you can speed up the development of two tools at once. Currently supported features: Geometry Materials Lightmaps Double-UVs Collision and more. Portals Liquids Lights Fogs Doodad Sets Various WMO settings Requirements  Blender  WMO addon  WoW Model Viewer  BLPConverter Part 1. Installing addon and configuring your Blender Download and install the latest Blender version (2.78c or newer). Download WMO addon and place it into addons folder inside of your Blender folder: blender\x.xx\scripts\addons\io_scene_wmo\ Download WoW Addon Pack which contains WoW Model Viewer and BLPConverter and place it into your WoW Tools folder: In this tutorial I will use this path: D:\Work\WoWTools\ Step 1. Enable the WMO addon Step 2. Fill your tools paths Always click on Save User Settings button after editing the addon preferences Now you are able to export and import .wmo models right from your Blender Part 2. Basics and peculiarities of WMO editing using Blender This addon is designed in quite a special way and it would probably be better to import some existing .WMO model from WoW to learn how to operate it because the WMO from WoW will be already configured correctly by itself. For this purpose, I am going to use a small human farm. In this tutorial I won't explain how to create models in Blender. I will just tell you how to make them work as a .wmo in the game. I will cover the unusual parts that are different from the normal Blender usage.   Quick WMO Tab   This tab is the easiest way to edit your model. There are few main sections: Display - used for displaying different object types on the scene Add to scene - used for adding different object types to the scene Game data - used for loading your WoW MPQ patches from your data folder (Part 1 Step 2) Selected - used for converting selected objects and materials Apply - used for applying different actions to objects Doodads - used for doing different actions with the doodads on the scene   Material This addon uses his own special material properties called WoW Material which are bound to Blender material. There you can specify the texture you apply to the model by setting a path to it and a few other less important settings: Shader   used for producing special WoW render effects Terrain Type   used for producing footsteps sounds and footprints Blending       used to control texture blending on rendering Texture 1 diffuse texture (object) Texture 2 environment texture (blending) Flags used for defining special render options for the texture Emissive Color the color of the object when no light falls on it Diffuse Color base color of the object   Flags Unlit disable world lighting effect Unfogged disable world fog effect TwoSided render from both sides Exterior light ignore local WMO lighting, use world lighting instead NightGlow used for windows to glow at nighttime Window has no description yet, used for windows In order to assign the texture to the geometry you need to assign a usual (Blender) material to it Go to material properties, find a tab called WoW Material and specify the required settings there: When you assign and tweak all of them, the textures will be visible in-game   Collision In order to create collision for a model you need to go to Quick WMO Tab and click on Quick Collision: That's all! One button click - pretty easy, isn't it?    WMO groups World of Warcraft WMO supports two group types - indoor and outdoor. Outdoor is used for exterior objects and is influenced by the zone lighting. Indoor is used for interior models, interior parts of models. It is not getting influenced by the external light. If you are planning to use indoor groups in your scene you will have to create portals for them. I will explain how to make them later. For setting group types, select your objects and click to Convert selected --> To WMO group and also specify a type of the group:   In the same preference tab you can also see various settings: Name - Object's name is saved into the files and is only used for development purposes, for example, when you inspect your model using a 010 editor. Please do not name as "Antiportal", an internally reserved name that actually makes sense for the game. Description - group description, which is also used only for development purposes. Name it whatever you want or leave blank. Place Type - select type for your group: indoor or outdoor. Flags - enable/disable different flags for your model. You can always see the description of each flag when you hover it: DBC GroupID - connected with AreaID for WMO. Used to detect indoor groups for example, so the server can dismount you when you enter them. LiquidType - fills this WMO group with selected liquid.   Portals Portals are used to connect indoor groups to outdoor groups or other indoor groups. If the portal is not set but the indoor group is used, you will have the indoor group rendered only while standing in it, everything else will look like emptiness. A portal is a plane that, in most cases, contains only 4 vertices and one face. Portals are created as separate objects (you can see them in the outliner if you import some original WMO like I did with human farm). If the portal is bugged in-game: Step 1. Select your portals Step 2. Use Bake portal relations button Step 3. Use Set portal direction button with Auto option selected If it is still bugged, try one either Positive or Negative unless the portal starts working. If it does not help, make sure that relation baking algorithm has bound the correct WMO groups to the portal object.   Creating custom portal geometry There is nothing complicated in making custom portal geometry. Though, remember that it should be precisely on the edges that connected groups share between each other. So, in order to create a correct plane for a custom portal select one of the groups. Simply select 4 corner vertices and press F. It will generate a plain between them. Then select this plane and press P. In the opened menu choose By selection. It will detach the plane to a separate an object, so that you can fill in the settings. If you move the portal from that point it will be bugged in-game on camera rotation. Be careful with that. Step 1. Convert your plane to WMO Portal: Step 2. Bake portal relations. Step 3. Set portal Auto direction if set otherwise. Done! Much easier than in previous addon version. Just make your plane and click on these 3 buttons. Easy peasy    Vertex color You can paint vertex colors on WMO groups. It is used for lighting and coloring particular places of a group. For doing that switch to Vertex paint mode. You can learn vertex painting features by practice or by using some Blender tutorials or documentation. Don't forget to enable Vertex color flag in WoW WMO Group tab else the color won't be seen in game. The flag is forced on export for indoor groups, though.  For filling, pick up a color and press Shift + K Better than Photoshop, right?    Fog The fog effect mimics the scattering of light in a fog. Objects in the distance become less contrasting and acquire a fog color. In night scenes fog is usually dark, in daytime - whitish or slightly bluish, just like real fog. In Blender WoW Fog looks like transparent sphere. In order to add a fog, you just need to click on Add Fog button in Quick WMO Tab:   Fog has some simple options to work with: Ignore Radius (probably) makes fog global Inner Radius a radius of fog starting to fade Farclip  anything further away from the eye than the far clipping distance isn't displayed (it's too far away) Nearclip anything closer to the eye than the near clipping distance isn't displayed (it's too close) Color fog color Underwater farclip same as Farclip, but under the water Underwater nearclip same as Nearclip, but under the water Underwater Color fog color under the water One-button-action. Again?!    Water Water - used to make WoW liquid in your model. In order to add water you need to click on Add Water button in Quick WMO tab: You can't scale water! Just edit your water size (subdivisions) in left bottom corner when you're creating it. WoW Liquid group has own options:   LiquidType - type of liquid in WoW. There are lots of variants to work with:   Color - water color WMO Group - parent group for this liquid. Use an eyedropper or type the WMO group name to select a parent object. Flags If you switch to vertex paint mode when the water plane is selected, you will be able to set flags to quads that control the rendering of the water. We do not yet know what most of them means, so if you figure that out, please tell Skarn, he will rename the buttons. There is an easy way to work with water. Just tweak your options to get a perfect result.   Scale This function is used to add a visual placeholder for taking some information about your model proportion. Just click on the button:   You can edit your Scale Type in the left bottom corner when you're creating it:   Batch Types. Lightmaps. Blendmaps. Second UV Batches are groups of faces which are used to accelerate rendering. World of Warcraft WMO supports two batch types - Batch A and Batch B. Batches are usually used only for interior groups. Batch A is influenced by the outdoor (zone) lighting. Batch B is not getting influenced by the external light from outdoor groups. Lightmaps - used to accelerate light rendering. Normally used in Batches A in order to blend the geometry with world lighting. See the entrance of the human farm in order to see how it works. Blendmaps - used to accelerate texture blending. If your material is using one of the TwoLayer shaders, you enter a second environment texture path, which will blend with the diffuse texture according to lightmap values.  SecondUV - used to define the UV map for double texture materials. Just create a new UVmap, edit it and bind to this property. Step 1. Enable Edit Mode Step 2. Assign faces to vertex group Step 3. Select your group in batch vertex group   In order to work with Lightmaps: Step 1. Create vertex group, enable Weight Paint Mode and do your edits Step 2. Select your group in Lightmap vertex group Weight Paint palette: Weight = 1 - red color. Maximum effect Weight = 0 - blue color. Nothing happens. You can learn weight painting features by practice or by using some Blender tutorials or documentation. Blendmaps are painted by the same way. Just try it by yourself. Not so long for making your model looks realistic. Just keep improving your skills at it.   Doodads and models importing This function is used to import WoW models (.M2 and .WMO) directly from WoW Model Viewer in a very fast way. Add WMO - used to import the last selected .WMO model from WoW Model Viewer. Imported model will be just a usual Blender object to be edited. Add M2 - used to import last selected .M2 model from WoW Model Viewer. This model is just a visual placeholder for real WoW model. Imported model will have the property WoW Doodad assigned.   WoW Doodad has own options: Path - real WoW model path in your patch Color - Doodad color (overlayed effect) Accept Projected Texture - keep textures with enabled Projected Textures in WoW game options Adjust lighting - applying local doodad lighting For WoW Doodad you can edit only position, rotation and 3-axes scaling. You can't scale one or two axes. You won't probably be able to see the changes correctly in game in that case.   Doodadset Doodad sets are used to group doodads on your scene into sets. The model can have multiple sets which can be chosen in the map editor to be displayed in one particular WMO instance. Normally they are used to create different furniture blocks to add some variations to the appearance of the model. See the human farm once again as an example. Another common usage is to create the normal set of furniture and the broken set of furniture, see Westfall packs of human buildings. There is always one global doodad set which is displayed along with the selected set. Global doodad set cannot be turned off, however, it may be empty. See the global doodad set in human farm once again - it contains a few crates, some barrels, and smoke coming from the chimney. Those doodads are displayed on all the sets available. If you do not create a global doodad set, empty one will be created on export automatically. In order to add doodads to the doodad set: Select them and click Add to doodadset, there you will be able to create a new doodad set, create a new global doodad set or add to existing doodad set. Choose whatever you need.   Export   There are some export settings to be observed when you are ready to see your awesome model in the game:   Operator presets - allows you to store "favorite" export settings for WMOs. Export selected objects - makes the exporter export only selected objects on the scene. Fill texture paths - automatically fills empty WoW Material texture paths based on texture filenames. Does not change the properties, in contrast to the same operator from the Quick WMO panel. Part 3. Balkron's tips & tricks 1. The fastest way to add anything You can press Shift+A hotkey to add anything to your scene very fast: 2. Disabling black vertex color As you can see, sometimes when you import models, they are black as night. So you can disable this problem: just create new vertex color layer and fill it with white color by Shift+K hotkey: 3. Disabling doodads lines 4. My tips for viewport You can switch your Viewport Shading options: My tips: modeling - Solid + disabled Textured Solid Simplified white models without textures. Easy to work with. bug-finding - Texture That way I can easily find UV-bug or geometry-bug, because there is no shading, but it keeps the textures. overview - Solid + enabled Textured Solid + white vertex color layer It ts the best way to take a look at your model without distortions. difficult model parts - Wireframe Just enable and select what you want without clipping and camera moving. 5. Numpad buttons I'm always using numpad buttons to navigate my models: Num 1 - front view Num 3 - right side view Num 4/6 - horizontal rotation Num 2/8 - vertical rotation Num 5 - orthographic mode Num 7 - top view Num 9 - flip to top/bottom view 6. Hotkeys Always try to learn Blender hotkeys. They will speed-up your work significantly. 7. Other addons You can download other addons to improve your workflow. I recommend F2, Magic UV, Loop Tools and Quad Unwrap. 8. Customize it Always keep making your workflow to be better. Custom hotkeys, themes, tabs placement - just try to make Blender work with you in the fastest way. 9. First person navigation (from Gratural) One more trick - Fly mode. Perfect tool for overwiev and camera move across your WMO's. Hotkeys: Shift+F - enable mod  WASD - moving Shift - moving acceleration Space - jump to target face G - enable gravity LMB/Enter - disable fly mode  Scroll Up/ Scroll Down - increase/decrease speed 10. Balkron's gifts I decided to share my settings-files with you. There are custom settings, hotkeys and theme. I hope you will find it cool and helpful  Settings startup.blend userpref.blend Setup: %AppData%\Roaming\Blender Foundation\Blender\x.xx\config Theme balkron.xml Setup: Blender\2.78\scripts\presets\interface_theme   Thanks for reading! This tutorial is relevant to the recent version of WMO addon for Blender. If the addon gets updated, the tutorial will be updated too.
  10. My RPH Characters gear

  11. What Are You Working On?

    make your regions separated like there (brown bold lines). you don't need to color your regions the same "material" that this region contains (example: Desert - yellow). Make your overall color (yellow-green, as an example).
  12. What Are You Working On?

    Try to make the coast regions more blended. Also do the same thing with separation regions, they are too sharp.
  13. The Music Thread

  14. What Are You Working On?

    When I saw Alastor's models
  15. What Are You Working On?