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Topics - Serifaz

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1
Resources and Tools / [QUESTION:Wod] Would this be helpful to anyone?
« on: December 16, 2015, 01:50:28 am »
I was wondering if a mpq holding the warlords data instead of using casc would be useful in any way to anyone.
Casc decided to bug out on me so I am making a backup to an mpq for the hell of it.
Anyways if this is needed by anyone or would help anyone at all. it is a very large file.
Just let me know

2
Tutorials / [TUTORIAL:WotlK] Create a new geoset
« on: October 13, 2015, 12:13:28 am »
So this isn't that much of a tutorial, because the method of doing this is very simple.

First grab a race model from patch-3.MPQ
convert it with mdmod3 to an m2i
import it to blender.

now take an existing geoset (Doesn't need to be the whole thing).
Just make sure when you don't grab something like a feet geoset for gloves or something.
You want the bones to still work.

If you feel you can re assign the weights then go right ahead :)

Now once you have your new geoset modified from the current model you took the verts from
or you created a new one.
Take a look at a geoset of the same type, such as if you are making gloves take a look at a glove geoset.

Now you should see something like this below (Depending on your current layout)


Simpley copy the number of the highest value in link and materials.
so say we have in example ME:Submesh#  and   OB:Submesh#    where the # you want your new geoset to have a value higher than the highest one of that group / geoset type.

So where you see in the picture I would change the submesh number to 1803 in both fields instead of 1802

Now export your model to an mdl and convert it back.
You now want to open it with pymodeleditor.
go to the geoset button and select your new geoset, make sure the geoset has the highest value of the same geoset type and write down the value or remember the number value it shows in pymodeleditor.
(DO NOT SAVE). you will break the model
and close pymodeleditor

now onto the itemdisplayinfo.dbc
In here you want to duplicate an item of the same type. so lets say you have a glove just duplicate the display id of an existing glove.

now go to field 8 ... or 7 if you are using taliis.
and change the field to the number you had in pymodel editor -1
so if you have 06 for the number in pymodel editor you would put a 5

and that's it save the dbc and create a new item in your database and throw the files we edited into
a new MPQ and give it a whirl

3
O.k. I figured out how to add a new geoset and assign it.
NOTE:I have no idea if there is already a tutorial on how to do this.
I was hoping to contribute to the community by releasing a tutorial on how to do it, but currently am experiencing a lot of bugs.(Mostly cache related.)

If there is already a technique for doing this please let me know where so I can figure out what I did wrong.

but anyways here is a video of what I got sofar.
If you think you can help please let me know in this post.

Like I said its really cache related. but there are other problems aswell.

[media:t9xtrhhp]https://www.youtube.com/watch?v=DP1gVY9aHwU[/media:t9xtrhhp]
Edit solved
I will post a tutorial soon

4
Serverside Modding / [QUESTION:] How to create a class specific trainer?
« on: September 28, 2015, 05:37:52 pm »
Ok so checked out the post Here!
I followed what I could for direction on how to make a class specific trainer...
But I'm failing.
Big surprise right?
Anyways I am using TrinityCore
I copied a current trainer from the database, and changed the (trainer_class) entry to my custom class, which is 12.
I have created an entry in the skillline.dbc and skilllineability.dbc for the new spells I made,
but when I go in game after adding the spell to the trainer in the (npc_trainer) table.
The trainer still will open its training window for all classes and the spells don't appear in the training window. even when on the correct class.
Any ideas?

Not sure if I provided enough info.Just let me know :)

5
Ive been working on making a new visual for a new class.
I want the demon hunter to have tattoo's and things that make them look more like a demon hunter
I have a dummy race that I swap to on character creation.
It looks the same. and has the same race name and class name.
It just has a different skin and some model changes like non glowing eyes

The hair styles don't match up yet. but Im working on that

[media:1sz8kdkl]https://www.youtube.com/watch?v=iMOAYo2Vjds&feature=youtu.be[/media:1sz8kdkl]

also working on making it so you can see the customizations in real time as you create the class

6
Hey guys.
its been a while since I posted, I know to a lot of you this will seem worthless. but I thought I would post it anyway.
I am rebuilding world of warcraft in Unity 3d
I just got some character customization done after a simple login script that hooks up to a new extension in smartfox.
again just thought I would show it to you guys.
[media:19gqhxk7]https://www.youtube.com/watch?v=N8Kpv9o2fEc&feature=youtu.be[/media:19gqhxk7]

7
I spent a while today trying to figure out how to get the files from the new version of the heroes of the storm alpha I managed to pull tyrael out and put him in mdlvis I don't have his animations so I will have to re animate him.
Once he is done I will release him as a finished m2

Just a quick update I got most the rigging done. its not perfect but its a start.
I got a test animation going to display how it works sofar.
[media:i6ad9c5i]https://www.youtube.com/watch?v=olzo_H8Sj5g&feature=youtu.be[/media:i6ad9c5i]

8
Miscellaneous / [SOLVED] [QUESTION] New inventory item type
« on: August 10, 2014, 11:11:35 pm »
Hey guys, I have acouple new slots I made for the paper doll frame.
I am trying to figure out how the numbers are assigned to the item types.
I have been through all the DBCs I thought would be relative and I'm pretty sure it is a DBC thing,
I have done all the UI work, and core modifications. aswell as assigned a new texture to the item slot in
PaperDollItemFrame.dbc

where I am confused is how the items are assigned to certain slots.
I understand that the following is correct. but how do these values get assigned?
1    Head
2    Neck
3    Shoulders
4    Shirt
5    Vest
6    Waist
7    Legs
ect

9
Miscellaneous / [QUESTION]Changing character textures on class swap
« on: August 08, 2014, 01:01:33 am »
O.k. so I have been looking around the dbc's xml and lua files, to see how the deathknight was implemented.
my biggest discovery so far is in the CharacterCreate.Lua.
Where it has a section for swapping the character to a different model on selecting the dk class.
Only thing is there is no other model to my knowledge for a deathknight.

Is there a specification on race models to swap out to a different geoset or something when toggled?
If so can this be done through pymodeleditor?

also is this a model issue at all or just a scripting / dbc issue?

In essence I am trying to make it so the demonhunter class has runes / markings on there body when selecting the demonhunter just like the new textures for a dk when you select a dk they have glowing blue eyes and blue / black body textures.
If there is a way to do this please let me know :)

10
Recruitment / [PROJECT] World of Warcraft Ashbringer
« on: June 30, 2014, 08:30:12 am »



_







hes too epic  for pants :P

Some earlier development pics













To contact me please add me on skype
Skype = Serifas69

11
Showoff - what you are working on / [SHOWOFF] New Ashbringer logo.
« on: April 09, 2014, 11:21:21 am »
Hey guys I am in the process of making a new logo for Ashbringer.
Figured I should get some feedback from the community on what you guys think of it sofar, and if theres something I should possibly add to it / remove from it.

Anyways let me know what you think.
P.S. I am still in the process of touching up what ive done. I know its pretty choppy. x)




second attempt

12
So I have been working diligently on the female pixie model, for Ashbringer.
I do not have it completely finished yet, but a lot of animations geosets and attachment points are setup.

[media:1xbdy4qa]http://www.youtube.com/watch?v=5vX2YgvfBcI[/media:1xbdy4qa]

Is there any way to convert a mdl / mdx model with geosets animations and attachement points properly to a m2.

I would hate to see this model wasted.
and I think if there is a tool or a method to doing this, it would really help the community if it hasn't been posted yet.

[Solved]Found Phuko's tutorial on the subject:)

13
Modelling and Animation / Fixing M2 Transparency
« on: July 04, 2013, 08:31:13 am »
Hey guys I have the pixie which I just converted and setup all the geosets and accouple animations.
I was hoping to put this in game and check it out but when I do I get this

is this a transparency issue ... and if so how would I address it?

14
Hey guys I have been trying for the last week to export a model from 3ds max 9 with neodex 78b

This is my current process.
Import obj to 3ds max.
export with neodex to mdl
open with mdlvis

my problem is when I open it with mdlvis it has a bunch of holes and inside out surface textures.
I get no errors on export either
Is there a version of 3ds max 9 I should use with neodex 78b or another neodex?

Problem solved just needed to flip the normals in mdlvis :)

15
Random / Graffiti Drawing
« on: January 31, 2013, 02:13:45 am »
Hey guys I know this is completely irrelevant to wow but this is me drawing some graffiti.

My brother died recently and I decided to make a video dedicated to him.


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