This mod introduces geometry, animation and texture changes to female high elves, night elves and humans.
Is there any known bugs?
Some helmets with ear cutouts do not display high elf female ears. Solution is not yet known to me (Apr. 14 2024).
To my taste textures are kind of low resolution. Can you make giga crisp textures?
This game is 10 thousand years old.
Can you make a standalone version, that will work without Patch-A from HD Mod?
I'll think about it.
I've noticed some bugs! Where can I report it?
In this topic. Alternatively, you can send me a private message.
If there's any clipping, that is exclusively fault of this mod and such clippings are absent in regular HD model, holler. I'll fix it. Maybe .
Installation:
1. This mod requires Patch-A from HD Project. First, you'll have to download it from HD Project topic. Drop patch-A in a WorldofWarcraft/Data folder.
2. Drop patch-F in WorldofWarcraft/Data folder.
Download from Google Drive Updated May. 14 2024
Download older version Updated Feb. 22 2024
You guys have asked to post source files so you can edit, make your own versions, so here they are. Keep it mind that I'm not going to talk here about "how to 3d", "how to install Blender" and whatnot. And do not ask me about that. Go to legacy forums, WoW Blender Studio Discord channel, general WoW modding Discord, Turtle modding Discord sub-channel to seek help there if you need it. I'll just talk about what's going on within my models a little.
Google Drive Download A Little Extra Source files
Within 7z with my models you'll find wotlk-style importable to Blender models, and also .blend files, that are just the same wotlk-style m2's, but I just imported them for convenience. Import was made with Blender 3.4.1. and WoW Blender Studio 4.0. To backport those models to vanilla I used jm2converter. You can find it online. It works on Java, so you have to install Java too. You can operate jm2converter via powershell/command prompt.
Here's how command looks like:
java -jar "PATH TO jm2converter" -in pathtoWotlKModel -out pathtoconvertedmodel -cl
And here's an example of it:
java -jar "C:\Users\JoeMama\Desktop\jm2converter\jm2converter.jar" -in C:\Users\JoeMama\Desktop\jm2converter\jm2WotLK\humanfemale.m2 -out C:\Users\JoeMama\Desktop\jm2converter\jm2Vanilla\humanfemale.m2 -cl
How to fix sheathing animation?
"fix sheath animations from Legion-Era player character models. In struct M2Array attachments, find the value of SHOULDER_RIGHT and SHOULDER_LEFT. Take note of the bone ID. Then use these IDs in struct M2Array events in the $SHR and $SHL fields respectively." took it from this modding primer by Astricon. Such edits are done via 010 Editor. You'll need a template that can read vanilla m2's also. Find it online.
No textures?
These models are made specifically so they can work with Turtle HD Project. They use textures from it. If you need to preview textures within Blender or for whatever reason you might need them, just take it from HD Project.
What's going on with Blood Elf head UV maps?
In HD Project, backport of Blood Elves is very specific for unknown reasons for me. They use EXTRA textures, that covers some parts of the head, like ears, some skin below the chin. Look at the UVs to know the specifics. And also HD Project Blood Elves have this not-like-for-others head textures. So, I pulled my hair out making UVs fit HD Project textures. The result is a bit kekw, but that's how it is. It works at least. If you want to restore default UVs for your purposes, just take them from WoD default models.
Warlords Of Draenor default models
Here's an archive with default Warlords of Draenor models, I believe I used them as a base for my edits. But I did not backported them to WotLK. You have to do it yourself. You need Legacy MultiConverter for this purpose. You can find it online. I post this archive in case you ever need to restore some hairstyles, that are not used in default Vanilla, or some other meshes. If you have problems with polygon count when importing them to Blender via WBS, delete unnecessary geometry using M2Mod. You can find it online. It works with different Blender 2.91 version, but it's whatever. I believe that it's what I did for some of my backports.