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Messages - Vortalex

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1
Now I'm making a custom Tree Form. It uses the old Ent model's animations, which I prefer over Blizzard's official updated Tree Form.

Now that is impressive.

2
Miscellaneous / Camera locking & Locked first person
« on: January 12, 2018, 06:46:13 pm »
So I'm wondering if it's possible to restrict players to 1st person, and if it's possible to lock the camera onto the mouse?

3
Oh. Nice.

4
I don't know who that is, and I don't know anything about someone's converter.

5
I know this thread is a year old, but I figured I'd give a bit more information. The coordinates you set are not the same for every model. The coordinates given were specifically for the Male Human. If you want to do the other models you need to manually adjust the coordinates to find the correct position.

Hopefully in the future someone will create a batch file to run this smoothly, but until then you'll have to adjust each model manually.

Just for the sake of adding some value to this post, the coordinates for Male Dwarf are as follows:
Code: [Select]
0:{ -0.019 , 0.0 , -0.16 }
1234:{ -0.019 , 0.0 , -0.16 }

6
"Retro-Porting" / Re: [QUESTION] Legion Kodos in WotLK Scaling Issue
« on: April 08, 2016, 02:17:47 am »
Just as an update, this problem I'm having with the kodos is not a problem during conversion. It's the same way on legion alpha right now on live servers. lmao

So I guess it's not an issue on my side alone. Will just have to wait for Blizz to fix em.

7
"Retro-Porting" / Re: [QUESTION] Legion Kodos in WotLK Scaling Issue
« on: March 27, 2016, 01:49:48 pm »
They have their own internal size for the model, not for the unit mounted on the model. Only thing that affects mount variables in those dbc files is the height a player mounts the creature from.

8
Bumping this old ass thread because the problem was never solved.

Use this as reference: https://wowdev.wiki/DB/SpellVisualKit
In SpellVisualKit.dbc, traditionally we've thought that the value in Column 22 was simply a colormask in decimal form. But that is not entirely true. It is a colormask ONLY if the value of Column 18 is greater than 0. If the value of Column 18 is exactly 0, then Column 22 no longer refers to a color, but rather is a reference to some type of model or mesh or something, located in some unknown table. This is how many spells work, like Drain Soul, Drain Life, Chain Heal, Chain Lightning, and so forth. All of those spells have something in common, which is that they don't shoot a missile, but rather instantly project a beam toward the target.

EDIT:
It's SpellChainEffects.dbc but all the tables are blank. I only know this is the correct dbc by checking the strings. As of right now the only way I know to mod the color of the spell is to change an existing texture to match the color you want. Currently no way to simply add new textures to the dbc.

9
"Retro-Porting" / Re: [QUESTION] Legion Kodos in WotLK Scaling Issue
« on: March 24, 2016, 04:58:52 pm »
Quote from: "Uthil"
I had same issue, from which build you got it ? Did you try a newer version ? Cause i think they fix that problem in newer builds and since its alpha state you should expect such things. I had twice to update legion to see if a model was fixed by bliz in the new build.

I used the most recent build. Guess I'll just wait a while for them to fix it.

10
"Retro-Porting" / Re: [QUESTION] Legion Kodos in WotLK Scaling Issue
« on: March 24, 2016, 12:50:04 am »
Quote from: "Alastor"
thats doing bone in model of kodo that is supposed to handle player

That statement was pretty confusing, could you elaborate a little bit?

11
"Retro-Porting" / Re: [QUESTION] Legion Kodos in WotLK Scaling Issue
« on: March 24, 2016, 12:24:58 am »
Quote from: "nanoxo"
Haha it looks so funny, you should keep it that way!

No thanks. I'd like it fixed.

12
"Retro-Porting" / [QUESTION] Legion Kodos in WotLK Scaling Issue
« on: March 23, 2016, 09:07:46 pm »
So I think it'd be best to just explain the problem with this picture:



The Kodo Mount scales your character to 2.5 the size of normal when mounted. I've looked around in the model data, I've looked in the dbcs, I'm not sure what controls the character scaling. Anyone know where it's located?

13
Serverside Modding / Re: [HELP] Remove Talent Point Requirement
« on: March 05, 2016, 09:22:10 am »
Nope I was wrong. I know what it is. Its's the Preview Talent Changes feature. It still thinks you need 5 talent points. So lua edits have to be made to that too.

14
Serverside Modding / Re: [HELP] Remove Talent Point Requirement
« on: March 05, 2016, 08:18:39 am »
Quote
   // not have required min points spent in talent tree
    if (spentPoints < (talentInfo->Row * (MAX_TALENT_RANK - 2) ))
        return;

Ain't doin shit.

15
Serverside Modding / Re: [HELP] Remove Talent Point Requirement
« on: March 05, 2016, 04:22:14 am »
Actually I was wrong. Server side requirement has been set, but server still says "Nope, not gonna let you put that point in there"

Must be another line of code somewhere that needs to be changed.

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