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Posted: Thu Oct 21, 2010 10:47 pm 
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hmm maybe i should have explained that... if you look in the zip, you will see a folder called "scripts" and in that a folder called "Blender" and in that are the scripts.
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Posted: Thu Oct 21, 2010 11:22 pm 
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dyable wrote:
i tried to remodeling v4.
M2Mod tool is fine. but, current client has .anim file problem(idle, fishing motion and more)

extracted by art.MPQ / Oldworld.MPQ / patch-base-13164.MPQ
all model is broken.

In my opinion it is better to wait for next patch.
fishing and all others seem to work for me
only exceptions: the weird *NoSheathe animations and EmoteUseStanding

tested on troll female (current live version)


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Posted: Fri Oct 22, 2010 12:31 am 
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redaxle wrote:
Yes, the update procedure is the same as it was before and will contain all the new data. Just merge any of your existing M2Is from Wrath with the equivalent M2 from Cata.
Does this by any chance fix the idle animation freeze?
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Posted: Fri Oct 22, 2010 2:31 am 
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crap forgot about that... brb

ok added it in the package, updated the link, go ahead and redownload.
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Posted: Fri Oct 22, 2010 3:56 am 
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A little bit off topic, but I rly wan't to thank u all for setting aside so much time for this moddeling and textures... I just wish there was some kinda donation system on this site so I, and probaly many more could show how much we like the "job" all of u do with this:-)

thank u very very much:-)


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Posted: Fri Oct 22, 2010 10:30 am 
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my Python did not install "import_m2i.py/export_m2i.py"

I can't find them.

can you upload those files?


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Posted: Sat Oct 23, 2010 10:23 pm 
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i have a error...

when i use your wow injector, it says

"Assertion failed: hWindow != NULL, file main.cpp, line 8"

what should i do?


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Posted: Sun Oct 24, 2010 12:24 am 
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Possible solutions would include WoW's server checking your current map and gameobject DBC files during play, comparing checksums and edit dates, to ensure that the data hasn't been tinkered with.
But if it was that easy, i guess they would of already done so.

Player and creature model edits don't hurt anyone, but touching the gameobjects and maps...
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Posted: Sun Oct 24, 2010 9:30 pm 
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Ok, i think that was a badly written assert that was falsely triggering an error... I fixed it and uploaded a new version. re download it, check it out, and let me know if it's fixed.
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Posted: Mon Oct 25, 2010 12:39 am 
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redaxle wrote:
ScDK, you might want to check the vertex weights around where the breasts are being deformed poorly, you might need to fix them. You can enter weight painting mode by pressing Ctrl+Tab, and choose a vertex group to edit/paint within the Vertex Groups list in the edit buttons (F9) pane.

Bones/vertex groups are named with numbers and aren't intuitive so you'll have to look at the bones in the armature to find the names of the vertex groups to work on.

You can test how the model deforms by selecting the armature and entering pose mode (Ctrl+Tab). In pose mode, you can select bones and pose them with G, R, S, to deform the mesh. To clear a pose press Alt+G, Alt+R, Alt+S.

Hope this helps...

Checked. Seems to be the Model Viewer only. Did some extreme posing with the body, nothing odd happened. With higher resolution near the collar bone area some small spikes formed in WMV, so that can't be it.
I'll just post a WIP version for people to test it ingame, rather than stay with the doubt.
Tho, funny how Blizzard added bones for the breasts. Incase the sole reason of why the breasts look odd is because of those bones being in a non-neutral position thorough the whole animation sequences, i'll just have to increase the bones' control over the vertexes of the bigger breasts, which would then cause them to jiggle properly in the end. Tho, first off... a WIP.
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