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[SOLVED] Problem with Textures and Custom mount

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Chikittin:
Something I do wrong :S

[attachment=2:t6opg4jb]3.PNG[/attachment:t6opg4jb]
[attachment=3:t6opg4jb]2.PNG[/attachment:t6opg4jb]

The .BLP are inside but when i write .morph 100000 not happens anything but tell me "you have changed the morph" or similar when i cast a spell for example, not read the textures i think...

[attachment=1:t6opg4jb]4.PNG[/attachment:t6opg4jb]
[attachment=0:t6opg4jb]5.PNG[/attachment:t6opg4jb]

I put the dbc in Custom patch and in the core.
Whats is my problem?

Chikittin:
ohhhh i do it!!! Thank you very much to all :)

My problem was the ID it was very long, with ID 50000 it works
Do not delete the above if someone happens the same.
No im going to try to do the new mount :)

Is the same with the Item?

Amaroth:
Once again, I told you that creating new ID in creaturemodeldata.dbc is completely not needed here, there is absolutely no reason to create duplicite row there while you don't need to change anything in it (do you?).

About items, its not the same, but quite similiar. Just a little bit more complicated. Every item has to be in world.item_template, also should be in item.dbc (otherwise it won't work properly, especially weapons will get quite buggy if they are not correctly added into item.dbc). Again, every item uses some displayID, they are stored in itemdisplayinfo.dbc. Its not that hard to undarstand DBC, but much more difficult to work with and completely understand than creaturemodeinfo.dbc (at least on basic level of modding).

Chikittin:
I copy the Line of SpectralTiger but Already work it, my proble was de long ID 100000 dont work
okey i will try to do item, Did not need to touch 010editor for the gloves, fire, smoke, etc?

Amaroth:
Nope, pure DBC work. And particles are always emitted by models, which means by m2s used by items (or by spells applyed via items - DB thing), not by items themselves.

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