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Messages - Amaroth

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1
Showoff - what you are working on / Re: My roleplay proyect map: Veliria
« on: December 01, 2017, 06:39:47 pm »
I did so before multiple times before I stumbled upon Noggit. Its a very good way of loosing your nerves and getting performance drops.

2
Level Design / Re: Unable paste buildings in Noggit build
« on: November 12, 2017, 09:39:08 am »
You've got either incorrect paths in noggit.conf, or are using incorrect shortcuts.

Example path for 3.1408:
wmvLogFile = C:\ExamplePath\WoWModelViewer\userSettings\log.txt

Shortcuts are alt+v and shift+v (one for WMO, one for M2).

3
Miscellaneous / Re: [Question] Nodes
« on: October 20, 2017, 06:19:45 pm »
.gobject delete [guid]

guid can be ackquired by many ways. The most common ones are 2.:
.gobject target - will get you information about the closest gob to you.
.gobject near [range] - will get you list of all gobs in given range (implicit value is 10yd) with their guids.

If you have TrinityAdmin addon installed, .gobject target and then just clicking on delete in chat is the fastest way of doing most of things.

You can also, obviously, delete gobs from database (table world.gameobject). This method gives you by far most of options for any mass-deleting of gobs, depending on level of your skill in SQL.

4
Miscellaneous / Re: [Question] Nodes
« on: October 18, 2017, 07:38:20 am »
Every singe ore node is in fact just a gameobejct. You can spawn them whenever you like with whatever respawn time you want them to use, and they will work.

There is kind of special system on WotLK which keeps ensuring that nodes are spawning in different manner in zones (not jut based on respawn time), based on speed in which they are getting looted by players (afaik those systems can be turned off somewhere completely in config). Thats completely separated system and I don't know where to manage it - never used it myself. What is important is that newly spawned gameobjects are not included in such systems, so you don't need to worry about them as long as you don't want to actually use them for something, or as long as you don't want to change loot nodes settings in some blizzlike zone.

5
Miscellaneous / Re: [Question] Dialogue trees for NPCs.
« on: October 18, 2017, 07:35:07 am »
Yes.


:P
You need to use gossip_menu, gossip_menu_option and npc_text tables in world database. You also need to assign npc flag 1 (gossip) to your NPC.

6
Showoff - what you are working on / Re: [SHOWOFF] First map
« on: October 17, 2017, 07:31:02 am »
Shapes of lakes and of landscape look VERY familiar to me oO.

7
Resources and Tools / Re: [TOOL][WOTLK] Item DB<->DBC
« on: October 12, 2017, 05:44:28 pm »
You were probably not really following all steps:
"If you've never done so before, consider running ItemDBCToDB first. Explanation is in that tool's description."

And that explanation is here:
"ItemDBCToDB is here to get list of all items in item.dbc which are missing in your server's item_template and to insert their generated versions into that item_template. This can be useful if you want to give players possibility to use some items which were made for NPCs, but never for players (for example weapon and shield of gnome king, weapons of NE sentinels...). If you don't use this tool at least once before using ClientItem, you'll LOOSE all these NPC items which aren't present in item_template. This will lead into loosing all items held by NPCs which aren't in item_template, and into server error log spam. So consider running this tool once before ever using ClientItem."

I made video about usage of this pair of tools, and this fact is mentioned there, too.:



So:
- Use ItemDBCToDB to get all NPC-only items into item_template, making them accessible AND preventing them from being lost in next step.
- Use Client Item to get all item.dbc which is up to date and contains everythig: NPC-only items, original player-accessible items and your new custom items as well.

8
Serverside Modding / Re: Loot tables not working
« on: October 05, 2017, 07:22:07 am »
My reference chances total 100 not 26.
That means absolutely nothing when you use group 0, as in that case, every single item is handled as, in fact, its own group.

9
Serverside Modding / Re: Loot tables not working
« on: October 04, 2017, 07:19:50 am »
First of all, 0 GroupID for loots is fine in many cases. It only means "no group" - which means that more than 1 out of items in group can drop at once (or none can drop as well). And thats what you don't want in this particular case, yes. What happens at the moment is that in 10% of cases references are used, which have up to 26% to drop. 26/10 = 2.6%.

So there is only up to 2.6% of anything from references dropping, the rest what remains to 10% is quite high chance that NOTHING will drop. Because of groupID=0 which says "none, one, or multiple can drop at once". Set groupID to 1 in references, too.

10
Have you added your new smelting spell into mining skill? If not, check SkillLineAbilitty.dbc

11
"Retro-Porting" / Re: [QUESTION] 7.3 spells effects to 3.3.5?
« on: September 24, 2017, 08:21:14 am »
Getting any kinds of spell/fire/fog/whatever effects from especially WoD+ to WotLK often results in huge loss of quality or produces something, what can't really be used at all, because WotLK doesn't support some of features introduced in later expansions. I don't know how much does this apply to Cata though.

Wheter it is possible - yes, it probably (not 100%) is - but thats universal answer to all "is it possible" questions around here. Just note that it may not be worth actual result. You can certainly try. In case of WotLK, SpellVisual*.dbc are responsible for spell visual effects. You'd have to figure out how whole system works, retro-port Legion M2s you want to use, get them into corresponding DBCs on older client and link them to your new spells. Also, if there is some crazy system on Legion putting spell effect M2s together which works in completely different way than on WotLK, this may not be really doable at all.

12
Random / Re: [HELP] Stormwind WMO progress
« on: September 23, 2017, 03:55:13 pm »
The fact that we know absolutely nothing about what game client version you are running or what edits have you done to game and/or Stormwind recently makes this incredibly difficult. Can you provide more info?

13
General / Re: Trinity-Legion
« on: September 21, 2017, 06:45:00 pm »
Then cg.

14
Random / Re: [HELP] Is a Widescreen Loading screen possible?
« on: September 21, 2017, 06:40:59 pm »
Incorrect. Wide loading screens are supported on 3.3.5a. Go to LoadingScreens.dbc and set last field to 1. Note that wide version of your loading screen needs to have correct name. For example:
In DBC is:
3, Kalimdor, Interface\Glues\LoadingScreens\LoadScreenKalimdor.blp, 1

In actual MPQs are 2 BLPs:
Interface\Glues\LoadingScreens\LoadScreenKalimdor.blp
Interface\Glues\LoadingScreens\LoadScreenKalimdorWide.blp

So just make sure that naming in correct, in case it was changed later (afaik it was not).


Editing wiki, correcting mistake which was there.

15
Resources and Tools / Re: gltf -> m2 converter
« on: September 12, 2017, 05:10:34 pm »
Skarn and some other people made WMO addon for Blender, and afaik, they are working (or going to work) on M2 addon as well. Perhaps contacting them and joining forces would be more effective.

https://github.com/WowDevTools/Blender-WMO-import-export-scripts

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