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Posted: Sat Oct 30, 2010 11:45 pm 
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katsu4649 wrote:
WoW has seen quite a few graphical updates, I'm sure that they will make some alteration later (I'm actually expecting them to go even further, since they are introducing DX11, so wouldn't be surprised if they add high poly models later).
All in good time I suppose, thanks for snipping the posts btw. I was going to sift through the posts myself but the idea was daunting.


They've stated at Blizzcon that they've already began on some simple conceptual design - but barely any progress (if any).
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Re: Regarding 4.03 Model Editing Solutions


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Posted: Fri Nov 05, 2010 7:24 pm 
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Just a quick update. I am almost finished with my web project and should start work on this during my free time later this week.

On a different note, I wanted to out some of the new models on a 3.3.5a private server. I downloaded dyable's patch folder setup and placed it into a single patch-#.MPQ similar to the old style. I opened up one of my 4-5mo old patches for reference and tried to match the hash size and other settings. Unfortunately, I was not able to get it working in game. Would anyone know the proper procedure to package the 4.0+ patches for 3.3.5 using Ladik's editor?


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Posted: Fri Nov 12, 2010 2:36 pm 
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I'm too paranoid to trust a program like WoWME or any such executable. I like my account to be my own. It would have to come from a trusted poster like Zilem and a few others that I feel are trustworthy.



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Posted: Mon Nov 15, 2010 2:16 am 
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That was a good read. For those who do not want to shift through all the pages, here is a synopsis of what others have found:


    The new patching system partially changes the base models instead of replacing them fully.
    The base character model MPQs cannot be changed because the hash code is checked at runtime.
    The patching MPQs are probably unlocked, but current model tools cannot make the partial type needed with a reference to the previous files.
    Texture, interface, and world edits are still possible because their hash code is unchecked.
    The split character files are causing the noticeable lag time when the game first loads them on the screen (best seen when logging into a city).
    Blizzard might consolidate the models back into a master to fix this once they are more finalized, which could or could not also be locked.

After reading through all the discoveries, the thread seemed to point to three methods to solving the problem:


    Creating a program (some called it an injector) that bypasses or tricks the hash code check so we can replace the base models. Think along the lines of Wowme.
    Creating new modeling tools that mimic Blizzard's patch types. From my understanding, these would always have to be the latest number and reference all previous versions to work.
    Or finally, and my least favorite, wait some time to see how Blizzard responds to the loading lag problem they have created.

I do not know enough about the model editing tools, but I do have some programming background so creating a new Wowme got me interested to learn more. After I finish my current website project I will have some free time to devote to this. I'll keep the community updated with any breakthroughs. Good luck to those working on solutions themselves!


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Posted: Thu Nov 25, 2010 9:13 am 
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WoW has seen quite a few graphical updates, I'm sure that they will make some alteration later (I'm actually expecting them to go even further, since they are introducing DX11, so wouldn't be surprised if they add high poly models later).
All in good time I suppose, thanks for snipping the posts btw. I was going to sift through the posts myself but the idea was daunting.


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Posted: Sat Dec 04, 2010 3:18 pm 
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Models are not backwards compatible from one expansion to another.



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Posted: Sun Dec 05, 2010 3:02 pm 
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Domer wrote:
I'm sure everyone who cares already knows by now about Cata patch and model edits. When I was thinking about possible solutions, I came across the question of exactly HOW did it break? My best guess would be a lockdown on the list of data that is read into the game. It might explain why we can no longer piggy-back our models by naming it a higher priority patch and skins still work by replacing a whitelisted sound patch.

On that line of thinking, I am going to see what happens if I try and insert the model edits into the main character mpqs directly. Essentially, replacing the basic models. I will play with it tonight when I can get back to my main computer and post the results. I was wondering though if anyone had this same idea and whether or not anything came out of it?

Let me know if you did. Thanks, and looking forward to hearing from others until we have the solution nailed!


Several people have already made progress on what's breaking the models here:


I don't remember what page it's on, but they've already spoken about it and what they're saying makes sense.
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Re: Regarding 4.03 Model Editing Solutions


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Posted: Tue Dec 07, 2010 11:40 am 
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wnxmegax wrote:
Has anyone mess with the models in patch-base-13164 or any of the base patches?

Those patches crash the MPQ editor for me.

I did open the wow-update-13329.MPQ patch, and extracted the models from there. They don't have the same MD5 hash as the WoTLK models, but i'm not sure if that indicates that something has been changed that makes previous models incompatible. Objectively, it means something has changed about them. Lots of WoTLK and TBC models updates are included in wow-update files, so the purpose of those patches may be to update the models in WoW to a new version of the M2 format.


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Posted: Thu Dec 16, 2010 3:56 am 
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Dianaranda, what you linked there is a post from 2008.I think this is not ment to solve the current problem, or did i missunderstood something?
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Posted: Fri Dec 17, 2010 1:07 am 
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Errrr, wups, didnt read the date, thought they figured it out. -_- my excuses...

Curse blizz for this perdicament, makes the game for me alot less interesting to play : /
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