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  1. You must make your custom files on Noggit or you can get your maps modified parsed to Cata, MoP or WoD and convert this to Legion. If you use the ADT Converter and you use "-l" this convert to Legion, but this can give error because the wdts, wdl and tex fails and the water dissapear. For fix this, you must parse your maps from Wotlk to Cata/MoP/WoD with this tool ADT Converter After you must put on the data folder yours maps modified and you must make click in the .bat file, this parse alls files to WoD (Cata and mop too). Now you must download the script file and .bat modified for me, this files Adt Converter to Legion You must unrar, after you must edit the bat file and you find: 010editor "%%i" -script:"PATH\ADT-Legion-Conversion.1sc" "%%i" -nowarnings -noui Now you must edit the PATH for your path folder of script file, after you save this. After you must copy your ADTs files only from Cata/MoP/WoD to ADT folder and now you must click in the .bat. When this program closed, you must get the ADTs and put on the path folder patch (World/Maps/example/example.adt) in your World of Warcraft root folder. Et voila, your maps it's working. (Delete WDT, WDL, TEX files for this work) Like the post if you like it! and sorry for my english.   Credits: Luzifix (Adt Converter), Arektor (Script 010editor of Wod to Legion), Me, Darkkang for make the tutorial and the .bat file and testing this.
  2. 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.
  3. Version 1.0.0


    Hi, here i share it for you can equip alls artifact appareances in Legion 7.2.5. You must add one artifact forge for appareances and it is working. This is should work in others versions as 7.2.1 too.   I share this files in Spanish, but you can see how it is working for make it yourself. If you make my tutorial for delete restrictions items you can equip alls artifacts specs and class. Enjoy
  4. How to add models to CASC in Legion ?

    Hey guys ,   Im trying to test out some BfA objects in a Legion localhost but Im having a struggle with adding new models to the game. How can i add a new .wmo to my client and then to gameobjectdisplayinfo? Any1 know how to do this in legion ? For some reason it doesn`t  work the same as WoD or earlier ...    Thank`s alot in advance 
  5. Legion to Wotlk

    Is there a way to increase number of vertices on ported HD models from Legion to Wotlk, and not have them broken like in the picture?
  6. Version 1.0.0


    Hello again friends now I extracted 7.3.5 New models of Saurfang, Nathanos and Baine to Wotlk =D Saurfang: Crab Nathanos: Stag Baine: Deer Enjoy =D
  7. spellxspellvisual.db2

    Does anyone know how i can load this db2 file ? I mean right now the only possiblity is to use the arctium launcher to load custom files. However for some reason everything except for this db file works perfectly. That basically means i cant change my damn spell animations if anyone knows how to fix this or know of a another way to change spell animations on retail right now. Feel free to tell me about it   :))
  8. Turalyon, Alleria to Wotlk



    Turalyon, Alleria from Legion 7.3 to wotlk. Turalyon = King Varian Wrynn Alleria = Alexstrasza Enjoy =D
  9. Particles

    Does anyone know how to change the current particles of enchantments for example back to the once from wotlk up to mop i think ?
  10. Sup guys, i try converted map legion to 3.3.5a "map BrokenShoreScenario" but, this map originate crash whit my wow.exe. I follow the next tutorial: i used wmo-adt- and m2 converted Screen of map  More screens: Screen crash wow.exe anyone knows a fix? sorry for My english is low...
  11. Hey guys. so i was looking in game in legion and i saw Sets tab in collection appearances. i would like to collect all item specific itemID or DisplayID do you know where i can find the db2/LUA-XML of it ?   it's not itemset.db2
  12. Hello everyone   After days of struggle to achieve my goal, i have all the tools to find the displayID of the gameObject, Items and PNJ from the very Root Listfile.       Tutorial:     The tools that will ease your life:   - A 7.2 wow folder that works with WMV 7.2 - (this WMV version) - Notepad++  - My pack right there:!Y2QF2QhR!3wZEjs3ZaSWskjBxut-3dLihsDuEweBZdLb5XSknvAE       Follow the video to understand how it works, you will have everything needed in my pack but you can try with other databses since the root listfile contain all game files. You can with it make GameObjects Patches, item patches, npc patches etc. When you have it it's heaven. You can add without swapping to your db2's 'cause if the id exists in modelFileData or root file or TextureFileData, it's not considered adding custom data's. Have fun everyone.    
  13. Hey I recently moved over to Cataclysm 4.3.4 from WOTLK 3.3.5a and decided to port over the itemdisplayinfo.dbc information (From what I saw it has the exact same layout) so I updated it and ported it in, however... ingame the weapons /items from expansions above 4.3.4 are showing as blue/white checker-ed boxes, just curious as to what is causing it.. ItemDisplayInfo.dbc Line (example) :  Could it be the conversion from WOTLK > 4.3.4 causing the problem? does it mean that the m2/skin files have not ported up correctly? When this happened before that they were done incorrectly, the model would cause a client crash however that isn't happening. I've tried with both the 010 editor script from this website (WLK > Cata) and a file called jM2converter but both have the same box outcome. Any help would be appreciated, unless the layout of the DBC is different to 3.3.5a when I copied it.. but from what I can see, it was the same.
  14. WDBX Editor

    Version 1.0.7


    A project I started initially to learn how DBC files worked that eventually turned into this and thought it was worth a share. This editor has full support for reading and saving all release versions of DBC, DB2, WDB and ADB. This does include support for Legion DB2 and ADB files and works with all variants (header flags) of these. Like the other editors I’ve used a definition based system whereby definitions tell the editor how to interpret each file’s columns - this is a lot more reliable than guessing column types but does mean the definitions must be maintained. So far, I've mapped almost all expansions with MoP being ~50% complete and everything else being 99%+ (excluding column names). Source can be found here. Features: Full support of release versions of DBC, DB2, WDB and ADB (WCH3 and WCH4 are not supported as I deem them depreciated) Can be set as the default file association Opening and having open multiple files regardless of type and build Open DBC/DB2 files from both MPQ archives and CASC directories Save single (to file) and save all (to folder) Standard CRUD operations as well as go to, copy row, paste row, undo and redo Hide, show and sort columns A relatively powerful column filter system (similar to boolean search) Displaying and editing columns in hex (numeric columns only) Exporting to a SQL database, SQL file, CSV file and MPQ archives Importing from a SQL database and a CSV file An Excel style Find and Replace Shortcuts for common tasks using common shortcut key combinations A help file to try and cover off some of the pitfalls and caveats of the program (needs some work) Tools: Definition editor for maintaining the definitions WotLK Item Import to remove the dreaded red question mark from custom items WDB5 Parser which is an attempt to automatically parse the structure of WDB5 files Things to Note: You need .Net 4.6.1 installed (download) Importing gives you the option to import; new rows, changed and new rows and to override all data Exporting to MPQ allows you to append to an existing archive or to create a new one Currently any SQL import must have identical columns to the file’s definition Legion ADB files MUST have the DB2 counterpart open before as required information is stored in the DB2 file. The program will prioritise DB2 if DB2 and ADB are opened at the same time The WDB5 Parser works surprisingly well thanks to the new field structure data however it does trip up on inline strings so definitions may need to be validated manually Undo, redo and copy data history are lost when changing the current file Everything is stored in memory so if your PC is ancient the program will crash attempting to read hundreds of files at once! Credits go to Ladislav Zezula for the awesome StormLib and thanks to all those that contribute to the WoWDev wiki. I’ve also patched the definitions together for various sources across the internet, there are too many to name, but thanks to all.
  15. Legion to Wotlk !

    Hi, everyone!  
  16. [LEGION] - Big tutorials

    Hello everyone, today i'm back with a lot of informations that will be useful to make Legion modding scene move forward while helping those who struggle a lot. Big thanks to all the people who helped me here and there    First, let's start with the tools i used so far :!dvpj0ThZ!t0gx5DOAlMGVQMdwej3p3shWp-SHlQmULi2a2l6AQGw!J2IV1aQZ!SFJZcMEOdf2vZH_prn5RnV7tO1CCb7d_dygYGfhb_bQ     Now if your 010 editor has finished its trial period, go to regedit and HKEY_CURRENT_USER/SOFTWARE and delete the SweetScape folder. It will reset your 30 days trial.   If you do a 3d custom model or edit one you Will see all mesh separated in game like a constructed doll but it s not that visible in my opinion. And you have to put SET M2UseLOD "0" In your file in your WTF because your models Will expand otherwise. Don't ask me why but this Will fix everything.   Let's get started now, i will tell you when to use each of those things.       PART 1 : Understanding and Editing db2 files from DBFilesClient.     Thanx to Barncastle everything is easier with his awesome WDBX Editor which permits to open those db2 with their definitions for 7.3, 7.2, 7.1 etc. For big editing you can even export them to sql file, to your sql server directly as a table and even is csv format which are all pretty cool for mass editing. You all know that there's almost only numbers in the new db2 format from blizzard and that'w why it was difficult to know which textures of models were related to what numbers. Here's the solution. I haven't tried everything. I can tell you that for spell related db2 it's a real maze and i never found the links between them so I will give you the example with either creature db2 and item db2.   So you need to extract from cascexplorer or Cascview the modelfiledata.db2, texturefiledata.db2 and thanx to cascexplorer, go to Tools > Extract CASC System Files like this :   You just have to wait for it to complete the extraction which is pretty fast and then go take the root file in your cascexplorer folder. It's called « root » and cascexplorer won't tell you if the process is finished, it will be done when you can interact again with the tool.   Now use the list_root made by wungasaurus i shared on the links and move the rootfile and your most up to date listfile in the list_root.exe folder. shift+right click to open a command prompt on the folder path. Then type : list_root.exe « listfile.txt » « root » dump_all > whathevername.txt and wait for the process to list the root file of the game which is « Filedata » of Legion to make it easier to understand. Ok now you got everything needed. (note that a little bit of excel editing to get rid of the middle hash between path and Ids make it easier to read this filedata)     Here's how you need to use the generated filedata root + modelfiledata.db2 + texturefiledata.db2. I like to make them to csv format on notepad++ for my research.   You want to get a special weapon displayID from legion (which is a hard thing since WMV doesn't do it anymore) now it's easy. Open your Itemdisplayinfo.db2 and search for a displayid like this. See the purple highlighted IDS, first one is Model ID and second one Texture ID :   Remember those ID's, now go to modelfiledata.db2 for the first one and texturefiledata.db2 for the second one :   here's modelIDs of the root :     here's texture root ID :     now take ID 140142 for model and 140164 for texture. Now go to your root file and search the corresponding ID and then you'll get the filepath and its name ! You can also do this process from root file to itemdisplayinfo !       Now if you ask me, is it the same for every db2 ? Well no, if you take the example for creatures and some others : take the M2 ID from root file, like felreaver2.m2, note its ID, then go to creaturemodeldata.db2 and search this id in the ninth column from the end (or just ctrl+f to find it in csv mode) then you note creaturemodeldata.db2 model ID, the first valu in the row. Then go to creatureDisplayInfo.db2 and search in the third column the creaturemodeldata ID to find the DisplayID of the NPC. On the same row as the found npc you'll get the textureID but this time it's directly the rootfile ID, no need to do the texturefiledata.db2 process this time either.   The same goes for GameObjectDisplayInfo.db2. The second column values are the models of the m2 gameobjects. And you can add all the wmo gameobject from root file in this db2 to get all the existing wmo in root spawnable in game. (you need only to put the first part on the wmo's You need only to put the .wmo one, not all the ones with _XXX in the name before.wmo. Then you need to do some sql databases updates to make this work in game but I'll explain it in the SQL part of the tutorial.     Here's a video I made of the process to find felo'melorn blue displayID :       PART 2 : Understanding the M21 format and M2 Hexa_Editing     You all know from your retroporting from legion to wotlk or wod etc that all m2 files contain an 8 bytes MD21 header and that you can't retroport them without deleting the MD21 header. I will tell you how to write a custom MD21 header as it's only a pretty simple thing when we know what are the four last bytes of it. We will see how to edit textures, hardcode texture, use creaturedisplayInfo.db2 texture. Unfortnately i can't do animated textures or particles, i never achieved this. And i will tell you how to edit skin01 file to put texture on blank areas of your model too. So here we go.   Let's take the voidbroken model from 7.3 :     Now to edit it, cut the 8 bytes before MD20, and i suggest you paste them in an empty document in case you're not changing the size of the M2 and by that i mean not adding block of data and adding new bytes etc.   Run the M2Template for 010 editor and wait for it to load the structure :     Go the the texture section at the end and unfold it, you will see this when you finish unfolding everything:     Some explaining now. Hardcoded setting means that those are « linked to the model » if I say this in a simple way. Like some data stored in a personnal M2 databases If you want to edit the name of a texture for practice like Creature\VoidBroken\VoidBrokenShadow.blp. Go to insert mode and write in the right column of the hexa part and type like Creature\Voidbroken\Voidbro.blp. You will be left with something like « Creature\Voidbroken\Voidbro.blphadow.blp » to get rid of the other useless char go to hexa part and go to the corresponding hexadécimal and replace those ones by 00 00 00 until you got only rhe wanted path. Like this :     If you make an error of char just press ctrl+z and not delete key as it will delete a byte and don't do that. Deleting just one byte will fuck all up. Be careful.   Now the settings you must put in the corresponding hardcoded texture block. Our new path start at offset 238560 for a length of 32, (from C to p it's 31 but you can put +1 in the length it son't change a thing.) now go in the texture block and edit what needs to be edited :     Now reload the M2template and done ! All modifications applied, now one last thing before doing the new MD21 header and modifying efficiently the skin01 file. Your new texture is voidbro.blp. The first hardcoded one, it's the texture_texture 1, now go to texlookup section and search int the right part the ID 1 to find the corresponding skin textureID :     Remember this ID for the skin01 part.   Now the other thing, some explaining for creaturdisplay1 (11) creaturedisplay2 (12) and creaturedisplay3 (13) that can be set in the place of hardcode. The 11 one means model will take the first texture from the three texture column of the models displayid using db2 texturepath, like different color of harpy if you want to see. So imagine i want to use second texture on model to load in game I set the thing to cretauredisplay2 (12). As simple as that. So if you want to swap your model with another model that has 4 skin colors you can make 4 customs BLP's in your swapped creature folder and set to first texture column of creaturedisplayinfo.db2 to apply more easily the textures.   How to generate a right MD21 header for our model ?   You need to know that if you haven't added or deleted any bytes, you just have to place the cursor at the start of your file before the 'M' of 'MD20' and press ctrl+shift+I to insert bytes. You must have start adress 0 and size 8 in decimal. And you have now 8 empty bytes. Just paste the MD21 header you deleted to launch the M2template on 010editor. Save and you're done.   On the other hand, if you lost it and you wanna know how it's done here's the explaining :   MD21 has some FID sections, ctrl+f and search in ASCII « FID », you'l have SFID, AFID and for some models BFID. Those sections are not counted in the size of the file like the 8 bytes of the MD21 header. In fact, the header has 8 bytes, 4 are taken by 'MD21' and the other 4 are the old size of the M2 so it's the length of everything between the header and the FID sections.   In reality you must read the open file from the bottom to othe start. So here's how to get the old size of the m2 :     start the selection after all last FID that you will find ! And go up to the M of MD20.     The circled value is the old size, in my example that is just for the theory, we will remember 689024 as the old size. Go to a decimal to hexa converter, you'll get you value in hexadécimal to enter in the last 4 bytes of your header.     You must read the value from right to left, so in 4 bytes it's 80 83 0A 00, just need to enter it in the 4 empty bytes in the hexa section of 010 like this :       Select the four bytes you worte and in the circled section on the screen you'll see that de int value is 689024 ! You have a working MD21 header for your specific M2 model. Congrat ! Save all the changes and it's done !   Now how to find right mesh part of which texu_textureunit of skin01 using skin00 and WMV reading a custom folder.   Make a custom folder on your dekstop and launch de last version of wmv that can read you wow folder, and in setting put the path to your custom folder. Then go create a creature folder in custom and fill it with your voidbroken.m2 and .skin and lauch again your wmv to load it. Find the model in creature section and open show model control. Unfortunately, WMV is unstable with legion and i can't make screen of the voidbroken we did. But here's the menu :     You just need to uncheck the green numbers to disable geosets ad fin the right one, imagine now that you take only the geoset 1 of the voidbroken. Open the skin00 and skin01 of it and load skintemplate on both of them in 010 editor. Open the submesh section and unfold the [1] one : and remember its ID and also startTriangles and to make sure you identify the right one in skin01 because skin01 has more submesh than th 00 one. It's because skin00 load the 3D mesh and skin01 is for texture and it separates mesh into sections as far as i guessed it.     Go to skin01 and open submesh section like skin00 and search for the submesh that has the same settings as the submesh [1] in skin00 :     See ? More submeshes but the one that link to de [1] from skin00 is the [3] of skin01. Now unfold Texu textureunit section and search the one referencing submesh 3 :     search all the ones that have uint16 submesh 3 as there can be more than one especially if you're doing character models which are way more complex !   Now take the texlookup ID from the M2, remember the ID 1 ? put it in the textureID of this texu textureunit. Save edits and you're done, you hardcoded Creature\voidbroken\voidbro.blp on submesh 1 of the model !     Last part of the tutorial of MD21. How to swap a legion model with a new one ? MD21 has FID files as you saw in the MD21 structure before skin editing. You need to swap the SFID of your new edited M2 with the SFID of the swapped model. Follow this video to see the effect of not swapping the SFID and how to do it (it's written in french but you have all the manipulation for basic swapping done!) :   And se're done for the MD21 explanation and M2 hex editing, I hope i was clear enough as it is a complex thing to understand and need some time to adapt to the basics ! You'll need to train until you make it work !       PART 3 : SQL Database Editing :     This part will need to be completed by someone who know his stuff on legion databases !   It will be a short part because i know only how to make wmo gameobject patch and how to technically blacksmith new items with custom stats and names.   To blacksmith items, you'll need to edit the hotfix DB.   In order to do this, you'll need Helnesis getDB2hash and to use the knowledge you learned from the root of the part 1 of the tutorial.   You just need to test until it works, everything pretty much documented on trinitycore but you need to edit :     when you edited and added the new rows in all those files (i suggest to put same ID to all 4 to have a more easier way to do things). Go to hotfix_data to apply the hotfix, use helnesis getdb2hash to find the hash or use wowpacketparser thing, and in table hash put the hash of each table, so 4 row with the 4 hash of the four tables. In recorID put the ID of the item, like if you did ID 5000000, put 5000000 for each table in the for rows, except if you did like 1, 2 ,3, 4, then you need to put the specifi ID for each tablehash. Then put for the four rows for the item, Ths ID of the creation of each of the four rows in the four columns in RecordID in deleted put 0 or it won't be applied as a hotfix for your server.   For french people maybe this could help even if it's wod, it may help :   EDIT: Here's an advanced visual tutorial of the databse editing needed to do such thing made generously by Magna !       Now for the gameobject patch, go to World DB and open Gameobject_template table and gameobject_template_addon table.   Pretty much easy to do I think. I'm done for Legion DB editing since i'm not an Emulator.       PART 4 : 3D Modelling in Blender, the tools and theory.     Sorry but i won't tell you exatly how to do every step cause in my opinion it's not fun if you do not find it by yourself but with evey video tutorial that are hidden + public ones and advanced tutorials I found on the web you will be able to do this if you try !   You need both blender 2.73 and 2.78, if you ask me why it's because 2.73 got a feature called transfert weight and it permit to transfert weight to bone pretty good if the shape is almost the same ! And in 2.78 transfert weight doesn't work good but you can paint yourself each bone one by one for more precision like for fingers (this nightmare!).   Install the M2i import/export scripts in you blender. As well as wow tools and multiedit.   Converts blp to png using Blp2png to apply them onto models in blender.   Wow tools permits to hide cape, or hair or facials geosets groups to work faster. Multiedit permits to edit multiple mesh at the same time but when you're done never forget to multiedit exit or you will fuck up everything !   To convert your model to M2i use M2modredux 4.8.13 i gave you in intro, it can converts MD21 model to M2i without having to delete the header first ! (works on some items too, not all unfortunately, not everything is perfect.) and use it to export to m2 after your finished editing.   So i'm done. Here's tutorial on how to edit using blender 2.73 and transfert weight :   For Uvmapping editing :   And now for general things you can do in blender :   Now if you ask me for weightpainting and possibility in blender 2.78 + 2.73 :     This big tutorial on my legion knowledge has now come to an end. I didn't told you everything I know but with the theory you can do the same as me with a lot of hardwork to get the habits.   Here's some of my best examples :   + making vrykul, skeleton or naga morph accessible with the theory of db2 editing + root file etc. Hope it will help a lot of you.    
  17. Legion Armor Models

    Hey there guys, I am brand new to the site and all the modeling I have ever been involved in has been through WoW Model Viewer. I do have basic knowledge of Photoshop as well given how I edit screenshots there. I have been looking at the forums to solve an issue of mine; How on earth can I export a model to Blender, or WMV without it losing its renders? This is what WMV is doing to the hunter set for example.     This is what it should look like (same as in game). I am using a human here because the added armor is more prominent for the screenshot. It is the same for blood elves. (Focus on gloves and pants).       Any ideas how to fix this thing? It would be massively appreciated!          
  18. Legion armor texture not working

    Hey! I tried to get some armor from legion, just the textures (none of those fancy 3d things), which seems like a very simple task at first. However, the following textures keep showing up as fully green when I equip them on my character: item/texturecomponents/armlowertexture/mail_raidhuntermythic_s_01_mythicgreen_bracer_al_u.blp item/texturecomponents/torsolowertexture/mail_raidhuntermythic_s_01_mythicgreen_belt_tl_u.blp   I tried renaming (e.g. changing the U to M), tried extracting and re-creating the BLP - nothing helps.
  19. Ciao a tutti! Please excuse my less than perfect English. I am an Italian and I'm interested in listening to and extracting the WoW voice files in my native language, but I can only find listfiles that locate the English versions. I was just wondering whether anyone would have the skills necessary to find those files, point me in the direction of an existing listfile containing them - or, even, to give me a rough idea of how someone would go about locating the other language sound files (bearing in mind I am something of a novice using CASC viewing software). Any help would be very much appreciated. Vi ringrazio in anticipio! Belva
  20. Hi guys, i don't usually start topics to get help but this time i need some other minds to help me on this case. I know that you can Hardcode path to you texture in the model file, doing this is not a problem at all. I know that to swap a file in legion you have to change the SFID with the swapped one etc and you can rewrite the other already hardcoded paths too.   But, in my case, i's like to ADD texture path in the m2 and doing so is easy i know the way to do it. Increase nTexture and nTexLookup to take a new texture into account. But my problem reside in the fact that after doing all this editing, I need to change the size in the header of the model and i tried some little things but it was not related to the size.   So maybe if someone found the way to change the model size in the HEADER of the model, could he or she help me ?   PS: Without this size editing, the model will not appear in game. you will see that your character disappear and reappear as you enter .demorph but the model suring .morph does not appear.   If i'm not clear enough i can provide screenshots.
  21. List_root exe

    Version 1.0.0


    With this tool compiled for Windows systems you can compile root file extracted from cascexplorer. To start it go to your folder through your CMD and when in your folder type: list_root.exe "listfile.txt" "root" dump_all > file.txt   you can save all in a text file like this and it's way faster.   Special thanks to Bravelad for giving me his 7.2 root file and Barncastle for compiling it for me.   Credit to Wungasaurus for his tool.
  22. Legion Pack 7.2

    Version 1.0.0


    With this you can work more easily on Legion.   Contains Root list and some db2 in csv version.
  23. Bonjour / Bonsoir à tous.   Après plusieurs jours d'essais et de recherches intensives. Me voilà en possession des outils pour vous permettre de forger les items cachés de la 7.2 (et donc les items de boss etc).       Maintenant commençons le tutoriel:     Les outils pour vous simplifier la vie:   - Un dossier wow 7.2 permettant l'utilisation de WMV 7.2 - (cette version de WMV du coup) - Notepad++ (c'est mieux pour traiter les fichiers texte - Mon pack pour la recherche disponible ici:!Y2QF2QhR!3wZEjs3ZaSWskjBxut-3dLihsDuEweBZdLb5XSknvAE       Il ne vous reste plus qu'à suivre les instructions de cette vidéos, si vous avez des questions, j'y répondrai. Sachez que ce tuto permet également de trouver des créatures mais aussi des GameObjects. Car, même si Légion on ne peut pas add de truc custom, si les fichiers sont dans la racine IDLIST, et qu'ils ne sont pas disponible IG, vous pouvez éditer vos DB et votre Core avec les id de GameObject ou de PNJ ou Arme etc. Ca sera un ajout sans swap bien qu'officiellement il était disponible à la racine mais pas implémenté dans le jeu. J'espère que tout ça pourra vous aider !      
  24. Hello. So I just started looking into retro porting (which I have no prior experience with). I found some guides and some legion artifact m2, blp and skin files which I'm trying to port to wotlk. I have some questions about this: The itemdisplayinfo.dbc's are not the same for legion and wotlk. Is there an easy way to transfer row 6 (icon display) from wotlk dbc to legion dbc? I need to merge data from both dbcs into one. Row 1 and 2 refers to the model files, but why is the extension .mdx? The legion weapon files I found does not contain any .mdx files, nor did the multiconverter create any .mdx from the legion models. Where are these .mdx files stored, and what are they for? I did make a successful import, but the model is slightly buged. As you can see in the picture below. Why is that? In which file is this glow effect stored? Is it buged because of wotlk limitations, or is it fixable? (there are no entries in column 24 (for item visual effects) in the legion dbc) Thanks in advance for your assistance!
  25. Heyhow, i have a little problem with the newest models wich i downport from legion to wotlk. Some helmets a bit to small (~1.04-1.08) so that u see head parts threw the helm or its a bit inside ect, the position is perfeckt , i tryed it to edit the position on all ways but all time anything fucked up^^. I found here one who made this but i dont get it and he was longer not online. But of cause i pn him 2 weeks ago . But i dont get it work im not sure what i have to do there, wich values i have to fill. The green values i think i made correct the red i dont know it rly. With this it work in the wow modelviewer but not in game there is the modle invisible   Maybe anyone know how to handle this