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Messages - Makpptfox

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31
Modelling and Animation / Re: [QUESTION/REQUEST [Legion] 
« on: February 09, 2017, 07:31:15 am »
I'm not totally sure on this one, but I don't think you can link an item to the animation system of a character (not in TLK imo).

I had already tried to attach the warlock's wings from MoP and they don't seems to follow the animations of the player, but like I said, i'm really not sure on this one, perhaps someone like Rangorn or Alastor already made it since they're at a much higher level than i'm on this kind of things from the topics i've read back then.

You can either look in the events from m2 interacting with the emotes/animations from the player like the gold challenge rewards shoulders or the warlock's wings from MoP, or hope for an answer with someone with more knowledge, sorry. :)



tl;dr : I know it can be done if you link the item in a geoset in the model itself, but as a custom item with the animation reacting on the player animations, well, i don't know, maybe ?

32
Miscellaneous / Re: Custom Mercenary System
« on: February 09, 2017, 07:25:49 am »
It's more precise in this case.

Switch the Misc value B in your item's spell from 61 to 67, it should work.

33
Modelling and Animation / Re: [QUESTION/REQUEST [Legion] 
« on: February 08, 2017, 01:00:53 pm »
Genn model is very, but like VERY bodged by Blizzard.

I doubt someone would like to do this mate.


(To extend my explanation : no sheath attachment, no hum_helm attachment, non identical XYZ attachment of waist/hands/boots, and other things I've forgot when I've worked of this model.)

34
Miscellaneous / Re: Custom Mercenary System
« on: February 08, 2017, 12:54:51 pm »
Can you link your Creature_template and SmartAI script ? I'll chekc it and test it on my own core.

Also, I've read somewhere on the github that they may have changed the NPC system, but i'm not sure of everything, since I don't update very often my core. (I have planty of changes, and dont like the usual "lets all start from 0"-thing from the TC-team.)

35
I'm not a big fan of this solution, because it's actually locking your model to one and only animation. No strafe, idle flying or any talk/fight flying.

But it's a good bodge if you just want the static fly animation.

36
Hi,

I was wondering, what's the use of thoses "alert" files ?

Why don't you just use the scenes parameter of Mordred's loginscene lua ?

37
Yes, you can easily swap animation with a simple change in sAnimations_Animations and AnimationLookup.

But I never tried to add a new one tho, I'm not sure if you can swap Swim -> Hover if you don't have Swim animation in the first place... It would be pretty nice to add sheath animation on some models.

I've done some works with a demon form for myself but I used the "burst form" of the actual Demon Hunter from Legion since it had pretty cool animations, but it didn't have the sheath animation.

38
Hi mate,

I'll assume you know 010editor and you have the M2 Template, if it's not the case, you'll find it easily on this forum.

So, for your visual item to work with a dummy visual, you'll have to duplicate the M2 of the weapon you need and change the path of the texture.



You click on TT_CAPE and chose Hardcoded.



Then you calculate the number of characters in your path for the BLP adress, like " ItemObjectComponentsWeaponMyBlueSkin.blp " (43 here)

Add 43 after FileName_lengh



At this point we wont have the required space to write the whole path, so we'll have to change the hex adress to the path.



Personally when this occurs I go at the bottom of the M2 and take the adress from here.


(so, C43E8h here..)

So you go back on your texture path and write the hex adress in FileName_offset



You go on the bottom of the M2 and write the path (ItemObjectComponentsWeaponMyBlueSkin.blp)

You press save, you change the name of the M2 and his Skins files, and configure the DBC aswell, and it should work like a charm.


Here's an exemple of a spellvisual summoning a shield and a staff. As you can see, nothing in my inventory.




Have fun !

(btw, sorry for the rude english :) !)

39
Miscellaneous / Re: [QUESTION] [WotLk] Spell.dbc and SpellMask
« on: January 08, 2017, 04:12:21 am »
Oh man, thanks for this one.

I was totally lost on the way to calculate the SpellClassMask, but you learned me more on this thing that I was asking for !

You have all my sympathy mate.

40
Miscellaneous / [QUESTION] [WotLk] Spell.dbc and SpellMask
« on: January 07, 2017, 06:41:07 am »
Hello guys,

I work on some spells and have fun with the spell effects 107 and 108 (MOD_FLAT_MODIFIER and MOD_PCT_MODIFIER) but I have a problem.

I get the point that the spells are stored by classes with the spell_family and looked into blizzard's spells with SpellWork and found that the spells are stored in a SpellMask (wich is unique for each spell_family, meaning that SpellMask "100" will be different for spell_family Warrior and Priest) but here's my question :

How the hell did I find (or calculate) the SpellMask of the spells I need to be affected by my modifier, I searched and found nothing helpful on the forum.

Cheers.

42
"Retro-Porting" / Re: [QUESTION] [WotLk] import legion model to wotlk
« on: January 04, 2017, 06:44:30 am »
Imo you have two issues here :

First one : You created new model entry in your Client DBC but didn't sended them to your Server DBC.

Second one : You didn't created the model_info in your DataBase, if you're on TrinityCore it's on World.Creature_Model_Info.

http://puu.sh/tavZQ/87d27c921c.png

http://puu.sh/taw1V/00a80cc4f2.png

Just go in it and add your new DisplayID, and add 1, 1, 2 and 0 after it like I do. It's ok in major cases (If you create a very big model you'll have to change the two first numbers to fit the hitbox.)

Hope it helps.

43
"Retro-Porting" / Re: [QUESTION] [WotLk] 
« on: January 02, 2017, 01:35:09 am »
What is this "unknow" model ? From an earlier patch ? From another game ?

Show us your DBC Creaturemodeldata and Creaturedisplayinfo, so we could help you.

Actually I can't really be helpful, with the facts you provided i'll go on a baddly converted m2 or a wrong path to your model in the dbc... Or both.

btw, make a better title for your topic.

44
Resources and Tools / Re: [OVERVIEW] Tools
« on: December 21, 2016, 11:09:10 am »
Most of them have external links.

45
Level Design / Re: [QUESTION] Texture bug.
« on: December 21, 2016, 11:03:13 am »
I have the same issue and tried several times to understand why and how this bug was occuring, but I found nothing really useful.

Everything I know so far is that this "cut" of the light seem to be occuring way more frequently on custom ADT than Blizzard's ones and if you increase the Z axis of the light, the cut seem to - more on Blizzard ADT than custom one - be occuring only on the edge of your line of sight.

Still don't know why and how, I bet it's something related in the shaders, You could take a look at the flare (the hunter's spell) and look how it react, I never tried this guy on dark nights.


btw : you added light on your lampost m2 right ?

Hope it helps.

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