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"Retro-Porting" / Re: [QUESTION] DBC Environments WOD to WOTLK
« on: July 16, 2015, 12:41:41 am »
LightIntBand and LightFloatBand got merged into LightData.dbc in WoD.
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"Retro-Porting" / Re: [QUESTION] DBC Environments WOD to WOTLK« on: July 16, 2015, 12:41:41 am »
LightIntBand and LightFloatBand got merged into LightData.dbc in WoD.
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Modelling and Animation / Re: [QUESTION] Capes in ItemDisplayInfo« on: July 13, 2015, 05:35:37 pm »Quote from: "schlumpf" It is a sub mesh, you are correct. The defining part would be geosetGroup[0] for capes, iirc. Yeah I was pretty confused because all the cape map contained was textures. Okay.. so it's all in the DBC. Thanks for the info
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Modelling and Animation / [QUESTION] Capes in ItemDisplayInfo« on: July 13, 2015, 04:23:01 pm »
I was curious about the capes, and didn't really understand the ItemDisplayInfo. I know that it doesn't use a model but a submesh on the character models. in the DBC most of the time all columns are 0 except the sound and textures so how does the client know which submesh the cape is for then? Or that it's even a cape to begin with?
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Miscellaneous / Re: Morph while keeping armor?« on: July 02, 2015, 02:44:22 am »Quote from: "Alastor" Create skin files fo him and throw it to charsectionYeah, that's the thing.. I don't want it at character create. Just to make it more special I suppose. I don't think there's an easy way, could it be changed server sided maybe? 5
Miscellaneous / Re: Morph while keeping armor?« on: June 28, 2015, 11:22:28 am »Quote from: "Amaroth" Alastor has quite a good note here... What model are you using? If it is not a character model, you can just forget it.It actually is a character model, it's the Eredar from 6.2. I'm using the draenei as a base model so it should be possible right? 6
Miscellaneous / Re: Morph while keeping armor?« on: June 27, 2015, 12:48:50 pm »Quote from: "schlumpf" Have a look at the zone wide buff in caverns of time hillsbradThanks for the suggestion. I already tried to replicate morphs like those, the hillsbrad spell is a morph aswell. The thing is that once the morph has CanEquip set to 1, it ignores the texture and starts using all the data (columns 4-8 in CreatureDisplayInfoExtra) to set the skin color, face type etc.. Even when it's all set to 0 it will use SkinColor 0, FaceType 0. So how can it stop ignoring the texture while still being able to equip? 7
Miscellaneous / Morph while keeping armor?« on: June 27, 2015, 04:40:20 am »
Is there any way to morph to a specific creature texture while still keeping armor equipped? Once I change the CanEquip bool in the CreatureDisplayInfoExtra to 1 it uses the data from CharSections. I don't want it in the character create, so is there any way around that?
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"Retro-Porting" / Re: [Release] WOD models for 3.3.5a« on: June 27, 2015, 04:17:33 am »
The undead male belt is invisible for the wider ones since the mesh is missing (ID 1802), was this intentionall? Otherwise still an awesome job you've done.
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Miscellaneous / Re: How does Feral Spirit work?« on: May 17, 2015, 05:46:30 pm »Quote from: "kojak488" Summon spells reference the creature_template entry via columns 110, 11, and 112 (when using zero based). So Feral Spirits column 110 references 28,635. If you look up entry 28,635 in creature_template then you'll notice it's the Feral Spirits entry. Awesome, got it to work. Thanks man
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Miscellaneous / [SOLVED]How does Feral Spirit work?« on: May 17, 2015, 06:01:06 am »
I'm trying to change the wolf model of Feral Spirit but how do visuals work with creature models? For normal spells the procedure would be Spell > SpellVisual > SpellVisualKit > SpellVisualEffectName this does not seem the case for creature summons since it's referred with CreatureDisplayInfo (I guess?). It's not scripted either in spell_shaman.cpp So.. could anyone explain how this works?
Btw, I don't want to swap the model in any way, just edit it's reference. ![]() I can't post links yet sadly but the spell ID is 51533.
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