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-   -   Model mirroring (https://www.wowinterface.com/forums/showthread.php?t=48931)

Resike 02-13-14 03:20 PM

Model mirroring
 
Anyone know a workaround for mirroring a model?

Duugu 02-13-14 07:02 PM

Are the models still m2 files? If everything else fails you edit them and provide custom models with your addon.

semlar 02-13-14 07:23 PM

I'm not sure what you mean by mirroring. You can change which direction the model is pointing using model:SetFacing(radians).

I don't know if you can truly flip the image around.

zork 02-14-14 02:17 AM

Resike haven't you fixed that already? In your example you could rotate a model in any direction.

Resike 02-14-14 03:11 AM

Quote:

Originally Posted by zork (Post 290726)
Resike haven't you fixed that already? In your example you could rotate a model in any direction.

Yes but some models only visible only from one side, and rotating it makes it invisible on the other side.

Anyway i used a different model now, but such function would be handy in some situations, but it might not be doable.

Resike 02-14-14 03:12 AM

Quote:

Originally Posted by Duugu (Post 290722)
Are the models still m2 files? If everything else fails you edit them and provide custom models with your addon.

Would be nice, but addons can't load models from custom paths, at least i couln't make it work.

zork 02-14-14 03:48 AM

Hmmm. Just a question but had you issues with caching at any time? Because when I first started with oUF_D3Orbs I tried using wisp m2 models but there was a problem. The model would not show up until it was cached. I'm not sure if that is still the fact though.

The displayId technique fixed that for me because it allowed loading of models that where not cached yet. Imo that was added because Blizzard needed a way to show uncached quest NPC models in the new questframe themselve.

Actually I just found the thread regarding that topic. http://www.wowinterface.com/forums/s...ad.php?t=34898

Maybe the caching issue only exists when using :SetCreature() and not when calling a model directly via :SetModel().

Resike 02-14-14 04:07 AM

Quote:

Originally Posted by zork (Post 290733)
Hmmm. Just a question but had you issues with caching at any time? Because when I first started with oUF_D3Orbs I tried using wisp m2 models but there was a problem. The model would not show up until it was cached. I'm not sure if that is still the fact though.

The displayId technique fixed that for me because it allowed loading of models that where not cached yet. Imo that was added because Blizzard needed a way to show uncached quest NPC models in the new questframe themselve.

Actually I just found the thread regarding that topic. http://www.wowinterface.com/forums/s...ad.php?t=34898

Maybe the caching issue only exists when using :SetCreature() and not when calling a model directly via :SetModel().

Do you use "Model", or "PlayerModel"? I think the the model is "PlayerModel" then it's not gonna need caching, at least i never run into this problem.

But you could be right because i always use :SetModel() too.

semlar 02-14-14 02:18 PM

Quote:

Originally Posted by zork (Post 290733)
Maybe the caching issue only exists when using :SetCreature() and not when calling a model directly via :SetModel().

SetCreature relies on the cache and SetModel doesn't, however SetModel won't texture the model if it has more than one skin.

pelf 02-14-14 02:47 PM

That reminds me of a thread I saw somewhere, some time ago, where something horrible had happened while trying to skin a model and dwarf textures were stuffed onto human models and all sorts of further abominations. I wonder if that thread was here...

semlar 02-14-14 05:00 PM

You're probably thinking of this thread.

There were in fact more abominations like these (nsfw?) which I had neglected to post and I can't imagine why.

Bonus picture!

pelf 02-14-14 06:42 PM

That is definitely the thread. I laughed so hard the first time I saw that.


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