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Messages - rial

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1
Modelling and Animation / Re: [PROBLEM] Extract any part of Wmo
« on: October 17, 2013, 08:52:56 am »
I don't know if it's the same in blender but, when I import a .obj file in 3dsmax, before it loads the model, there is a dialog box which shows you all the geosets.
The name is linked to a part of the wmo, for example :
- Geoset_20_XXX corresponds to stormwind_020.wmo
- Geoset_269_XXX corresponds to stomrwind_269.wmo
- etc...

So if you know the parts you want, keep only the wanted Geosets checked.

2
Serverside Modding / Re: [QUESTION] A new language
« on: October 03, 2013, 10:57:54 pm »
I found out what I forgot, so I post the solution :

_ SharedDefines.h :
go to "enum SkillType" and add a line at the end

   SKILL_PET_EXOTIC_SPIRIT_BEAST  = 788,
   SKILL_LANG_yourlanguagename     = 809

809 refers to skillline.dbc and is the ID I gived to my language.


_ ObjectMgr.cpp :
go to "LanguageDesc lang_description[LANGUAGES_COUNT]" and add a line at the end

    { LANG_GOBLIN_BINARY,                  0, 0                                                     },
    { LANG_yourlanguagename,       91000, SKILL_LANG_yourlanguagename }

91000 refers to spell.dbc and is the ID of the spell used to learn the language.

3
Serverside Modding / [SOLVED] A new language
« on: September 07, 2013, 11:49:06 pm »
Hello,

I recently wanted to add a new language for a custom race. But In Game, when I want to use this language, the only thing that happens is this message : Unknown language.

I modified the following files :

_SharedDefines.h : Added a row in enum Language and set his id to 39. Changed the #define LANGUAGES_COUNT from 19 to 20.

_Languages.dbc : Added a new row with the name and the id (39).

_LanguageWords.dbc : Added new words for the wanted language with his id (39).

_Spell.dbc : Added a new row for the language (copied from language[common], just changed the language id from 7 to 39). (spell id 91000)

_SkillLine.dbc : Added a new row to define the language in the skills (skill id 809).

_SkillLineAbility.dbc : Added a new row to bind the spell to the skill (30000,809,91000,RaceMask,etc...)

_SkillRaceClassInfo.dbc : Added a new row to allow the skill to the custom race.


Did I forgot to change a value somewhere ? Does somebody know what I made wrong ?  :(
Hope you can help me, and thanks fo reading

4
Noggit / Re: [SOLVED] [BUG]  Problem after Raise/Lower
« on: July 10, 2013, 04:22:52 pm »
Serious ? Thank you, I'm glad to know this  :D

5
Noggit / Re: [SOLVED] [BUG]  Problem after Raise/Lower
« on: July 10, 2013, 01:47:28 pm »
So I must be more careful when I raise my ground.
Thanks again for the help, It worked. Some loopholes still there but not really visible in mountains.

Set the subject as solved.

6
Noggit / Re: [BUG]  Problem after Raise/Lower
« on: July 09, 2013, 10:20:52 pm »
I maybe did something wrong, I've never used the save current function.
It will take time but I'll try it.

Thanks for the answers !

7
Noggit / [SOLVED] [BUG]  Problem after Raise/Lower
« on: July 09, 2013, 08:45:31 pm »
Hello, I just started modding with noggit this week and I'm confronted with a problem I can't solve: after I used the Raise/Lower tool, some "holes" appeared all over the map :/

[attachment=1:10anp4v4]WoWScrnShot_070913_203456.jpg[/attachment:10anp4v4][attachment=0:10anp4v4]WoWScrnShot_070913_181657.jpg[/attachment:10anp4v4]

I tested to collapse them with the Flatten/Blur tool, but nothing helps.

Hope you can help me.
Thanks, Rial

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