File :-(, x, )
up the resolution Anonymous
I ripped this runeblade from WOW (Test build worked pretty good, still some things i want to change to make it easier to assemble though.

I would like to be able to make this bigger but the texture resolution needs to increase so no (fewer) jaggies.

Does anyone know a good/easy way to up the Res of the texture? Even at the current size the runes on the blade edge are a little jagged and I would like them reasonably crisp lines if possible.
>> Anonymous
I think you need to vectorize the texture, so you can enlarge it without resolution loss...
But don't ask me how to do!
I'm searching from ages a good tutorial for a vectorizing program! If you find a way just make me know! I need desperately to vectorize some textures!
>> Th0ughts !!1Jl/uNq62Zm
VECTORMAGIC DAWG
>> anonomous
     File :-(, x)
OP here:
I gave vectormagic a try. LOTS of details were lost. I re-applied the texture to the model and it looks... off.

attached the new one for reference. NOt sure what else to do other than try and pixel pick or Try and likely fail at remaking the image in photoshop or something
>> Anonymous
     File :-(, x)
1. Op]en this image.
2. Save itS as 4chan.jsG
3. Ofpe n 1}=nhthe f>i(le you save.d.b
47. ???
_.5. Shi*tbr+icksg.

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>> Anonymous
     File :-(, x)
1. Open tis image.
2. Save it as 4chan.js
3. Open the file you saved.
4. ???
5. Shit bricks.
>> Anonymous
     File :-(, x)
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>> dai
     File :-(, x)
how exactly did you extract it with intact textures? since the latest updates to the game, my WoW Model Viewer died, and the latest fan update wonks up the exports. I've managed to get the data out as far as models, but to get them to a workable state I need to do a LOT.

pic related, murloc with 1,500,000 poly count build straight from the ripped model. Learnin' me some Mudbox. (ignore teeth and feet, they're stand-ins due to the origin model using a flat plane with transparent textures.)

also, working on your texturing problem. I think the best solution will end up being re-working the entire thing in photoshop, unfortunately. Hey, maybe this will be a good way to test out mudbox's painting abilities...
>> Anonymous
>>202469
good work
>> dai
>>202562

thanks.

...also bump for answers.
>> Anonymous
op: sorry for delay in answers been crazy busy.

if you search the Wow model viewer forums somone uploaded a WOTLK patched version of the viewer that works great. I export to an MS3d (Milkshape) and that rips the texture as a separate file and mantains the UV map on the model. for pepkura, i take teh texture file and save it as a bmp so pep can apply it to the model i exports from milkshape (as a .obj file)


My finding skills are failing me at the moment, if you cannot find it let me know and i will see if i can post the version i have. ( It works)
>> dai
ah, milkshape. I already have the latest WoTLK fan-updated viewer, but I usually stick to the obj format for export since it goes back and forth with most of the autodesk-based programs I use. When I open the model texture, it SHOWS the origin textures in the preview, but they never make it to the model. I guess I'll have to do some more fancy back-n-forthing to get where I need to be with the models.

on a side note, exporting characters is a nightmare now, since I can't play their animations correctly. One of the animations actually provides a symmetrical, near 'default' pose that I can rig a skeleton off of, but the update makes the animations freak out and try playing the same attack animation... :/
>> anonymous
you could do 2 exports. 1 to ms3d format to get the texture, and a second to the obj format directly to suit your needs.

As far as animations of character. I have not played with that aspect yet. Still getting used to modifying hte models to make them buildable.