Search the Community

Showing results for tags 'texture'.

Found 14 results

  1. Creating texture animations

    TEXTURE ANIMATION: THE TUTORIAL Hello everyone. In this tutorial I will explain how texture animations work. It's based in WotLK but it's exactly the same for Cata and beyond. We will add a basic texture animation to this test model: (you can download it in the Tools section) This method is quite useful to simulate waterfalls, energy beams, fire and much more. If you want to add an advanced opacity mask, check my other tutorial. TOOLS -PyModelEditor. -My test model. Take in mind that it can be done in 010editor as well, but it's a little more complex. Once you know how texture animations work with PyModelEditor, feel free to explore it a little further creating multiple animation layers with different renderflags or adding them with 010editor. THE TUTORIAL Run PyModelEditor and open the test model (TexAnimPlaneTest.m2). 1- Go to GlobalSequences. 2- Write "1500" (without the quotation marks) and click on "OK". This is the ammount of time our animation will take. 1500 milliseconds is 1,5 seconds. The more milliseconds, the slower the animation will be. 3- Go to Edit UV Animations. 4- Click on "Add" to create a new texture animation. 5- Once the new texture animation is created, go to "Edit Translation". 6- A new window will open. Go to "Add AnimSub". 7- Change the Interpolation to "Linear". 8- Apply the global sequence you just created. 9- Paste this line: 0:{ 0.0 , 0.0 , 0.0 } 1500:{ 0.0 , 1.0 , 0.0 } Now, click on Ok on all the windows you have open to apply the changes. 10- Go to Edit Materials. 11- Select the material of the mesh you want to add the texture animation (in this case, the test model only has one) and assign the texture animation you just created. You can now save your model. If you test the model in-game, you will notice that the texture animation works fine, but there is some kind of dragging bug and it doesn't loop correctly: This happens when the texture is not tiled. To tile the texture, open the model with PyModelEditor, go to Edit Textures and check both "X-Wrap" and "Y-Wrap": This should fix the problem! (you can also do it in 010editor by changing the TextureFlag to "3"). TL;DR VIDEO UNDERSTANDING THE ANIMATION SEQUENCE Now that you managed to make your own texture animation, you may be wondering how to reverse the animation, or move it sidewards instead of upwards. The key is in the animation line we added in PyModelEditor: As you can see, each line has 4 segments: time frame, horizontal movement, vertical movement and an unused stack of data that we will never touch. In frame 0, your texture stays on its default pose (0, 0, 0), but in frame 1500 it moves vertically (0, 1, 0) and goes back to where it started (it loops). "1.0" is the ammount of times the texture loops. If you change it to "0.5", the texture will start moving but will return to its defult state when it has traveled half the texture. If you replace "1.0" with "-1.0", the texture will go downwards instead of upwards. So, basically, "1500:{ 0.0 , 1.0 , 0.0 }" means that in 1.5 seconds your texture will loop vertically once. Another example: "3000:{ 0.0 , -1.0 , 0.0 }" means that in 3 seconds the texture will loop vertically once (but downwards). If you put "1.0" in the horizontal segment instead of the vertical segment, you'll see something like this: And if you want it to move to the corners, you simply need to put "1.0" (or -1.0 if you want it to go to the opposite direction) in both the horizontal and the vertical segment: CONCLUSION Texture animation is quite easy once you know how the numbers work. You just need some practice and experimentation to master it. If your model has many .skin files, PyModelEditor won't manage the texture animations so well. The best tool for those cases is 010editor. I recommend you to start with small models first. This tutorial was requested many times. Hope you find it useful.
  2. The Forsaken Village of Brimstone

    Hey there model changers, this is a another entry for the Haradon project, after a while, this time I show you a village.Hope you like it! Brimstone three decades ago was a poor village where trade didn't exist because of it's location, it was hidden inside a valley, away from the trade routes and the sight of travellers. But with the discover of precious minerals found in the zones around the village and opening of the copper mine, according to the kingdom's laws the villagers got their profit thus greatly increasing the prosperity of the village.Even though it was in a location far away from the conflicts in the west and bordering the Swamps the signs of corruption were clear,the crops failed totally that year, a change in weather and air was making villagers feel more and more uncomfortable,thus they too joined the exodus to the Deadlands(The Swamps) together with the rest of the folk.
  3. 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.
  4. Hello me again, this time it could be a complex question or maybe it's simple as hell i dunno. I'm currently making a fully stuffable HD broken to replace the old SD one on morph 21105 and it's working great etc all db2 editing uvmapping blabla easily done but i got the problem to make it perfect. In fact, the UVmapping in well done for everything except the boots. it's covering everything including the hooves. So i wanted to make it like tauren and draenei models. Boots texture stopping a little before the hooves but I can't seem to find the correct thing to edit in db2 cause it's not uvmap related.   Here's the best thing i've found. It's considered now an HD model by the game and need the highresmodeldisplayid thing edited in ChrRace.db2 as I did it and great i've gone from neon blue to fully textured back then. But in the end I found myself trying to edit CharComponentTextureSections.db2 where the x and y + width and height are described. i then tried to edit the both line with enum_section 7 for feet with both CharComponentTextureLayout.db2 ID (1 and 2 for blp size 256x256 and 1024x512). Until now everything pretty simple and i try some settings like the most obvious one by instinct I divided the Y coordinate by 2 to 224 and saved to test in game but the result was that draenei and tauren didn't got anything changes on feet but other races lost texture on the feet but not on lowerleg. So my model go right texturing applying but it broke the others characters models so i was not happy about that. just changing SD one didn't change a thing and now i'm stuck on a riddle and having socks covering my hooves as boots and it's quite the problem as i like to get the closest to perfection.   Any idea to fix this ? I made some plan to cheat with 010 editor and some blp cheating but it wouldn't work the way i'd like it to either. Maybe i'm totally wrong trying to edit db2 ans should edit a thing in skin00 or skin01 or skin02 or skin03 i dunno, i'm still searching on my part.   Here's what i'm talking about (except on the screen it's the SD model, but the thing is the same as the picture, socket boots). -  -  I think i saw the same problem on servers on wotlk with custom races having the same socket boots texture.
  5. Hi there ! As I'm not quite sure to know where the problem originates, I'm posting in misc. I'm actually following Amaroth's english tutorials and I just started painting mountains and beach of a small test island. On Noggit (Version compiled from repo a week ago), it looks like this : But in game (WotLK), it looks like this with low shadows : And like this with all parameters to ultra : The first screen displaying noggit was made AFTER I saw the problem, so as you can see, most of the textures are fine, but there are still some stripes on the left that were definitely not there when I painted it, and the chunk near the circled cursor got pretty weird too.   Maybe it's a very simple problem I don't know (But I hope so !). I tried to search for it but I didn't find anything, so if you have any idea, please let me know.
  6. Texture replace on wmo

    Greetings,    Again me, again this topic. I couldn't change texture's of wmo-s. 1. thing i need, merge indoor model with outdoor model, cause I see only this way to create custom interior for houses.  2. Delete existing doodad sets 3.  Change the material path for meshes. 4. and if the mesh material doesn't fit well. and need little adjust on materil, how to save the adjusted material.   Im fighting with this problems for ages. I would appreciate a really noob friendly guide!  Here is an example:  I wanted to retexture Windrunner spire from abbanonded veiny textures to clear ones, in UV editor i swapped the textures and replaced them then everything selected and shift+q and textface to material. in wmv crash. heeeeeeeelppp plzzzz
  7. Mievak's Ravaged World

    Hey there, I haven't been active for a while, mostly for personal reasons, though I've been visiting the site every day. I'm here to show you a map I made for quite a while, I used some new techniques in texturing and terraining hope you like it, also please read the story.   Millennias ago, lived a mystical lone creature with the size and power greater than a titan's. They say his name was Mievak and it used to wander the universe searching for one of it's kind. One day after an endless search he finally found his mate,named Vuthinda. They lived in a small unknow planet where they built their home and dreamed about their future. But one day when the war between the Titans and Demons was at it's peak Vuthinda was caught in the middle of a battle, powerless and by the heat of battle she died.Heartbroken and depressed Mievak killed and enslaved both titans and demons, hoping in vain to somehow ease the pain which was tearing his heart apart. None were to stand his aching wrath. But his untold pain was soon to come to an end, when one day he met an Old God who would end his agony by killing his pain causes, thus wiping his dearest memories leaving but a mere image of his loving wife. Mievak soon came to his senses revealing his true self, a twisted beign, a dark corrupting creature hidden beneath his sturdy bones and soft flesh. Under an innocent look, under a pair of beautiful love-seeking eyes, he is there, ready to torment mortal's souls. He is waiting!
  8. shadow and texture?

    I show you two noggit errors, maybe  someone know how to solve this. On picture one, there is something weird bugg, one chunk looks like turned into shadow cube. I tried to delete shadders, rise low the height everything but it doesn't dissapeared. Then I deleted the whole chunk but the shadow shade still there, lol. And it still appear in game.   On the second picture my new noggit can't open texture palette, only open the exinting textures on the local adt-s can't load all the 65 side textures. I used old version of noggit to make my textures but its annoying to use 2 version of noggit. Any idea to fix this? If there isn't a solution for this I can make peace with this method.
  9. Hello there everyone. I'm new here on this forum but i started to modify my wow files with wod some weeks ago, starting with Blp then model swap. I'm on a cool RP Server but i want to make patch as a player for other player. I already gave them a model swap patch for a lot of Legion model without any bug. I know how to swap, how to edit the M2 Hexa with 010 Editor to make it able to appear in WoD version et i know how to fix the animations. But i wasn't happy with this little patch to kill time. So i wanted to Attack the dbc et db2 to insert them as unique creature.   For now here's what i can do. - I know how to implement a new ID in Filedata.dbc and create a model in CreatureModelData.dbc using the link with Filedata using MyDbcEditor. But when i tried to make the display on CreatureDisplayInfo.db2, i achieved to creature most of it like i can morph with my custom DisplayID into the m2 model and it is animated but i have a lot of problems with the texture. I searched for hours and hours using 010 Editor and everything i could find without success. So i'm stuck in my project with a white or sometimes green textureless model... If anyone could teach me how to do things step by step you would make me really happy. Like how to convert db2 to dbc with 010 Editor to make it able to take as an argument a path like "Creature\Warden\wardenwhite.blp" or simply "wardenwhite.blp". How to find the texture ID for CreatureDisplayInfo.db2 with an imported model from Legion which has it blp's in "Creature"   I'd also like to know more about Hardcoded texture, i see some Hardcode and CreatureSkin on 010Editor but i can't seem to hardcore Something or make a difference...   Here's my databases: http://puu.sh/q23XK/b34c510403.png http://puu.sh/q23Z1/d1f1313cd3.png and the CreatureDisplayInfo.db2 lines of the Legion model:    
  10. Simple Blender Question- UV

    I modified a texture in blender, but when I reopened the model in blender the textures weren't save in the new position. I clicked the button like in the image "Save all Images" but it didn't save. How to apply changes on the wmo-s texture? On the picture you can see my texture which weren't save after export the wmo. And it changed to standard position.  
  11. Tabard texturing

    Hey! I wanna make a tabard that would not have anything on the chest, but would only have the bottom part (like Arthas and Illidan have, for example). In order to figure out what should and what shouldn't be on the blp, I created one and added some numbered lines. Here is the texture: And the screenshots: Keep in mind I only used the Chest_TL.blp, so it looks like the very bottom part of the tabard (one that is missing on the screenshots) is from the Chest_TU.blp. Anyway, even having such a useful texture with numbers and letters, I'm still really stupid and I don't understand how to achieve my goal. Please help.
  12. Hi fellows, long time ago I discovered an interesting workshop on youtube with a guy who worked in game industry with famous enterprises like Blizzard and Ubisoft. Here, he teaches to a class of students how to paint textures from scratch for low poly models with a cartoonish style. There's tons of videos about texturing on the web, but this workshop is particulary helpful because this guy, Jamin Shoulet, gives some tips and talks about experiences, techniques, etc... Plus, you can work "with him" in the same time, like the others students because it's not a timelapse. Have a good class !      
  13. Version 3.0

    69 downloads

    This is my empty world map parchment of ground and ocean, restored from multiple zones of blizzard. This will facilitate the life of those who create own maps I usually use this patterns for my maps of custom zones     Added in 3.0:  
  14. Version 1.0.0

    44 downloads

    "ui_patchment_empty" is a seamless texture and can be used everywhere in wow design