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Messages - Gurluas

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1
A few things...Models looking the same is actually not a serverside issue. The client can only load one model name in it's memory. So if two different models in different folders have the name "chopper.m2" it will only load the first one the server calls for.

Also models can be scaled down in creaturemodeldata.dbc ^^

Unfortunately for this model scaling I tried to scale down some models but it didn't work from the DBC file, afaik fisternis had same issues too. Hell we even try doing it by blender and again didn't work. :(

Which ones didn't work? I scaled the Infernal down to 0.6 and it looks good.

2
A few things...Models looking the same is actually not a serverside issue. The client can only load one model name in it's memory. So if two different models in different folders have the name "chopper.m2" it will only load the first one the server calls for.

Also models can be scaled down in creaturemodeldata.dbc ^^

3
Quote from: "aerizanthar"
Quote from: "Gurluas"
I've already done this so I'll be nice and give this to you

http://www.mediafire.com/download/yg4e4 ... ldings.rar


thank you VERY much for that!! i will definitely share back my work when I am finished with it so you can see what you've helped me create!!

EDIT
I spent the better part of the last two hours looking over your custom wmos, and I have to say this.

This may be the single greatest conversion i've seen! Windrunner Spire with no webbing/broken glass, damage to buildings fixed, its absolutely EXACTLY what i needed for the Silver Covenant themed city section I am creating. I can't thank you enough!!

As a fellow High elf fan I am happy to help! (:

4
I've already done this so I'll be nice and give this to you

http://www.mediafire.com/download/yg4e4 ... ldings.rar

5
Quote from: "Sander"
Quote from: "Gurluas"
Quote from: "Sander"
Quote from: "Gurluas"
It's possible to change only your character but it's very very complicated.

Oh well :(

Sounds like a "not going to happen" then

I'm afraid so, try to lobby for a morph or something.

I have literally no clue what that means "try to lobby for a morph"

Ask whoever owns the server if you can get a morph to a High elf.

6
"Retro-Porting" / Re: [QUESTION] Legion Alpha Listfile
« on: March 10, 2016, 11:18:06 pm »
Thank you so much ^^

7
Quote from: "Sander"
Quote from: "Gurluas"
It's possible to change only your character but it's very very complicated.

Oh well :(

Sounds like a "not going to happen" then

I'm afraid so, try to lobby for a morph or something.

8
"Retro-Porting" / [QUESTION] Legion Alpha Listfile
« on: March 10, 2016, 07:31:32 pm »
So the only Listfile I know of, was from 2015. https://github.com/Hyakkimaru/LegionFiles

Nobody has been able to procure another listfile, and I want to port some of the newer stuff added later.
How do I get their filenames?

9
It's possible to change only your character but it's very very complicated.

10
Serverside Modding / Re: [WotLk] [QUESTION]  Give DK Eyes to a player
« on: December 25, 2015, 07:15:59 pm »
The DK eyes are associate with a speicifc skin flag that is hardcoded to only being applied for Deathknights.
It's the same hardcoding that prevents normal players from using npc skins in 3.x.x (You can use npc skins in TBC and Vanilla)

11
Level Design / Re: [WIP] World of Warcraft Thalanor expansion: Starwind val
« on: December 20, 2015, 11:00:11 am »
Also I'd suggest adding some High elf presence too.
And perhaps other Alliance presence too depending on who lives there.

12
Level Design / Re: [RELEASE:WotlK]  Development maps for 3.3.5
« on: December 07, 2015, 04:48:38 pm »
Like I said, I only went with textured areas that were uncorrupt.
I will work on areas with only objects or partially corrupt ones later.

13
Level Design / Re: [RELEASE:WotlK]  Development maps for 3.3.5
« on: December 06, 2015, 11:51:25 pm »
I only took the most interesting and most intact ones. (I had ported others, but they were basically just a tiny piece of an existing zone, complete with the same objects, so I saved them elsewhere for now)
I'll see about porting the corrupt ones later. The corrupt ones are either missing objects, terrain, or textures.
So they're considerably harder to port.

14
Level Design / Re: [RELEASE:WotlK]  Development maps for 3.3.5
« on: December 05, 2015, 08:54:32 pm »
Ah ok, cool (:

I also noticed you got hold of some of the dev quests I used to share on retail.
I still have some but I dont play anymore.

The Evil Squirrel one got removed :(

15
Level Design / Re: [RELEASE:WotlK]  Development maps for 3.3.5
« on: December 05, 2015, 07:27:11 pm »
Thanks Reznik, I fixed it :)
And unfortunately no. The Development map is kept tightly under wraps.
It seems to contain experiments and prototype for zones they intend to make much later.
The one we got in Cata had some proto areas for MOP too.

They literally removed it before it finished uploading, hence why most files are 0b, and why some adts are missing objects or textures.

Also Reznik, on a different note that may interest you..


Basically, Programmer's Isle contains a few pieces of the ancient Prototype Zul'aman/Quel'thalas.
(credit goes to lordofdepths for the discovery)

By looking at the shadows, we can also see what objects it originally had too.
http://media-azeroth.cursecdn.com/attachments/51/143/635268514162449289.jpg

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