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Messages - Corax

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1
Serverside Modding / Re: [QUESTION] Attachment points in item
« on: November 29, 2014, 06:41:34 pm »
Quote from: "kojak488"
Quote from: "Corax"
Subject of has a point of attachment on the model, for example helm, how to change this point without changing the coordinates (as above).
What would change the helmet 1 on the point in hand, all the others remain at the head....
Something like this  :roll:

You want to change just 1 helm to the weapon attachment?  Without changing the other helms?  You can't do that.  Just make the helm a weapon instead.  That's the only solution if I've understood your question correctly.

Yes that's what I wanted to find out, thank you very much for your help  :!:

2
Serverside Modding / Re: [QUESTION] Attachment points in item
« on: November 29, 2014, 05:20:36 pm »
Quote from: "kojak488"
Quote from: "Corax"
As a helmet learns what he needs to stand up towards this spot???
I don't understand the question.  Can you rephrase it?


Subject of has a point of attachment on the model, for example helm, how to change this point without changing the coordinates (as above).
What would change the helmet 1 on the point in hand, all the others remain at the head....
Something like this  :roll:

3
Serverside Modding / Re: [QUESTION] Attachment points in item
« on: November 29, 2014, 03:40:28 pm »
Yes, thank you very much!!!  :)

Two  more question...

As a helmet learns what he needs to stand up towards this spot???
Can create a new point and attach to it for example a helmet?

4
Serverside Modding / [SOLVED] [QUESTION] Attachment points in item
« on: November 29, 2014, 02:39:07 pm »
Hi guys!

Sorry for my English? I study  :)

Help me please  :)

Where the information about where the sword attachment.
Looking for a dbc, result 0, not found...
Looking for a player.cpp and player.h, found only
uint8 Player::FindEquipSlot  <-- but there is talking about slots, but not where they attachment.

 :arrow: ???

My purpose is for example:

Attach the helmet in place of the sword  ;)


Thanks!

5
Modelling and Animation / Re: Convert to m2 and blp
« on: November 25, 2014, 02:34:49 pm »
Quote from: "Steff"
Normaly you add yoir solution at the end to help others perhaps running in the same problem and then add the prefix solved to the title by editkng the first post.


Fixed  :D

6
Modelling and Animation / Re: Convert to m2 and blp
« on: November 23, 2014, 11:32:34 am »
The problem is solved.

7
Hi guys, need help  :cry:

Bad texture after converting:
please look at 1.png
[attachment=3:10pt9gbe]1.PNG[/attachment:10pt9gbe]

In Blender displayed good, before exporting to obj:
please look at 2.png
[attachment=2:10pt9gbe]2.PNG[/attachment:10pt9gbe]

export settings:
please look at 3.png
[attachment=1:10pt9gbe]3.PNG[/attachment:10pt9gbe]

converted through a obj to m2...

settings converting blp laboratory:
please look at 4.png
[attachment=0:10pt9gbe]4.PNG[/attachment:10pt9gbe]

What is the problem?

Please help  :roll:



///////////////////////////// Solution of the problem: \\\\\\\\\\\\\\\\\
Sorry my English  :)

Here all is simple...

1) Load the model in a blender.
2) Texturing of model.
3) Export to 3ds.
4) Load the 3ds model in a blender.
5) Texturing of model and export to obj

Then use the converter obj to m2

Thanks!  :D

8
Resources and Tools / Re: [TOOL] Remove GlueXML Check from WoW.exe
« on: November 22, 2014, 08:52:27 am »
Please, update your link   :roll:

9
Serverside Modding / [SOLVED] [QUESTION] Auto Shot
« on: August 10, 2014, 09:12:13 pm »
Hi guys.
Help make Autoshot while running. Wotlk 3.3.5a
To do this, spell.dbc or patch into the kernel ?
Watched in spell.dbc, not found...
Help please  :geek:

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