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Reload this Page [Guide] Model Injection Guide
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(#91)
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11-04-2008

Quote:
Originally Posted by schlumpf View Post
As the MES just exports the vertices, you wont need any changes but an fix of stupid 8 bytes.
Could any of you experts perform that small fix or create something standalone to convert m2 to 3ds/obj and back then ? Or tell us a work around for it ? Im willing to p*ypal/mb some irl gold as reward if that motivates..
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11-04-2008

Well, it should be enough to
  • open the file in a hex editor,
  • get to 0x30,
  • insert 8 bytes (01 23 45 67 89 AB CD EF),
  • save it,
  • open it in the application and use it the way you did,
  • open the file again,
  • delete the (01 23 45 67 89 AB CD EF),
  • save it,
  • ???,
  • PROFIT!

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11-04-2008

Im a nub when it comes to programming but i think i managed to do what you adviced, the result is still the same tho. The .obj i get from .m2 through MES is like 400 bytes and contains coords of 6 verts or something :<
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11-04-2008

So i was using model editing before patch 3.0.2 now last night i remodeled a character just to come hopme today to find my WOWME.exe was out of date again...ugh. So what im asking is usually how long is it till a an up to date version of wowme is realeased and is there an easy way to find them.( a specific website) i have just been googling to find a direct download
thanks


Mage

Last edited by jungeye; 11-04-2008 at 05:54 PM..
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11-05-2008

do every 3D program work? or just 3D max's? ... anyway to not only have the 30das trail
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11-14-2008

Awesome guide! Helped a lot. thx.
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3 Weeks Ago

So is this guide good for the new patch, or no?
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1 Week Ago

Am I right in assuming this method of injecting is not working at the moment since wotlk? I've had the same problems with getting the .obj to import. I follow the steps word for word and I'm using the most up to date versions (as found on these threads.)

1. I extract the character model via MWCS
2. I use MES to convert it to .OBJ
3. I open up 3dsmax 9 and use the import feature with the same fields as the tutorials.

The result. Well nothing shows up. No model, not even an error message. I also tried importing into Milk Shake, and still the .obj doesn't show up. I live in the US so I don't think the language settings fix is relevant to me (though I tried for the heck of it.) Has anyone solved similar problems since the latest patch, or should I just remain patient for some updates?
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I use the EU version. If that works on any other version of the game, please reply

Quote:
Originally Posted by schlumpf View Post
Well, it should be enough to
  • open the file in a hex editor,
  • get to 0x30,
  • insert 8 bytes (01 23 45 67 89 AB CD EF),
  • save it,
  • open it in the application and use it the way you did,
  • open the file again,
  • delete the (01 23 45 67 89 AB CD EF),
  • save it
It only allows the Injector to finish the process, but it creates a bad .obj file, making all the vertices in one line (z only)
Code:
v 0 0 0.1177871
v 0 0 0.08789734
v 0 0 0.01497959
v 0 0 -0.0554725
<more>
and with no faces (only 4 faces in a character model? xD) (a triangle with verts 1, 1, and 1 is impossible and crashes any import action)
Code:
f 1 1 1
f 1 30025 24942
f 18031 28006 27746
f 102 1 1
It should have at least 1k faces and should look like this
Code:
f 983 982 990
f 982 989 990
f 1005 1023 1003
f 1003 1004 1005
<more>
i dont know what the "vn" strings mean but they are crashed too
Code:
vn 3.573311E-43 2.802597E-44 -0.868755
vn 3.573311E-43 2.802597E-44 -0.8482338
vn 3.573311E-43 2.802597E-44 0.8852493
vn 3.573311E-43 2.802597E-44 0.8926021
<more>
e-43 and e-44 are extremely tiny values (almost 0, it means to divide by 10^43 if someone dont know)

Of course having no faces for a lot of vertices do the program to crash

We need a stronger solution

Last edited by pepepacu; 1 Week Ago at 08:19 PM..
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Just look at the differences in the header in [Only registered and activated users can see links. ] and [Only registered and activated users can see links. ]. The MES will most likely read the vertices and maybe the views.


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1 Week Ago

If you add 8 bytes, you have to del 8 bytes somewhere in the header to keep the pointed things right placed (this is the reason why i obtained yesterday vertices with only 1 data of the 3 needed)

I tried this, first deleting 8 times "00" at 0x48, and adding 8 times "00" at 0x2C
and i obtained a "better" but bad list of vertices
Code:
<more v up>
v 0,07276421 -0,00558514 1,754823
v 0,06958175 0,07457583 1,754399
v 0,07276422 0,004986676 1,754823
v 0,08664487 0,004372518 1,83065
v 0,08346251 -0,07578841 1,830226
v 0,06958185 -0,0751743 1,754399
vn 0,9868729 1,822409E-07 -0,1614988
vn 0,7405158 -0,6714511 -0,0281031
vn -0,00951999 -0,9739528 0,2265509
vn -0,8711385 -0,4848497 0,07770782
vn -0,9997691 -1,854998E-07 0,02148904
vn -0,8711386 0,4848495 0,07770748
<more vn down>
now it has 3 coords, but crashes when building faces.

tried again "moving" (adding/deleting way) the "boundingtriangles/vert/normals" to the TBC locations and continues crashing
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1 Week Ago

Faces are in the "Views" in M2s. Therefore you will need to get the .skin file into the .M2 one and point to the right structure.


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The other day I tried the export model feature in the fan update of Model Viewer. Lo and behold it was the first .obj I could successfully import into 3ds Max.

However, the exporter saves the model in the same pose as in the viewer (i.e. if it's a character in an idle stance, then it'll show up in the idle stance in 3ds Max.) My guess is that's not a good thing if you want to edit and inject it, not being a neutral symmetrical pose (probably gonna mess up animations.)

I don't know if anyone's fiddled with that yet, but maybe you programmer guys can make some use of that info. Wish I knew how to do something with this. All I know how to do is move vertices around. :/
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6 Days Ago

Great tutorial mate thank you very much!
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