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Topics - flagg78

Pages: [1] 2
1
Modelling and Animation / [Question] Possible fix for broken Models
« on: April 30, 2014, 02:32:53 am »
Ok so i had a crap fest time trying to install pymodeleditor on the new computer. Before getting burned out i decided to mess with the Hozu. I found that the reason some models look broken in parts was not too many sub meshes as i thought originally but too many Vertices. I think All the models that have broken parts i have found and  checked have over 17,000 Vertices. New goblins have just under 15,000 and they work fine. They work fine with M2Mod as well. Hozu have 41,000 verts. New Orc Males have about 19,000. Every submesh with problems in the Hozu is using the vertices in the 18,000 plus range. I did  find out that you can get M2mod to load the hozu model correctly if you open the first skin file in 010. change the number of submeshes from 40 to 16. 0-15 are the uncorrupted looking submesshes in wmv. then m2mod loads the model perfectly. bones and all. Maybe this was already known but i didnt know it. so I guess my question is how can this be fixed? Can m2mod be altered to accept more vertices? or a trick to getting m2mod to load just the submeshes we would want? I understand the client would still have this restriction but if we could at least get m2mod to load the models we could alter them in blender to work in Lichking.

2
Miscellaneous / [QUESTION] Characters cant accept quests?
« on: April 23, 2014, 08:52:48 pm »
I recently updated my server and database. It had been a few years. I have been playing my old characters normally with no problems. On a whim i tried making a new character and I could not accept any quests. It didn't matter what race or class. I tried other accounts with the same results. I would log in and try taking the first quest offered with no luck. I did run one toon down to try and take a different quest to see if maybe it was just that one quest that was broken but i was still unable to take any. Anyone have any ideas? I'm not sure where to start looking to fix a problem like this.

3
Noggit / [question] Recommend a good video card for use with noggit?
« on: April 20, 2014, 04:53:07 am »
I just picked up a bare bones computer and got it up and running. The on board graphics card is junk but it did manage to run noggit for me. I want to buy a better graphics card with around 1gb ram on it. I have NEVER bought a graphics card before and every computer i have had since the existence of noggit could not run it. (finicky program) So can someone recomend a good card for around $100usd  or less? I was considering this one
http://www.walmart.com/ip/15846742?wmlspartner=wlpa&adid=22222222227000685928&wl0=&wl1=g&wl2=c&wl3=41900910310&wl4=&wl5=pla&wl6=34448412670&veh=sem

but i the price gives me pause. I dont know much about them. Any one recomend one that WILL work with noggit  and is decent for gaming. I have an AMD FX-6300 3.5GHz 6-CORE with 8gb ddr3 ram.

4
Miscellaneous / [SOLVED] connecting with new trinitycore help.
« on: April 01, 2014, 05:54:28 am »
I have been running the same trinity server for like 3 years i think. i updated my core and database finally. i wanted critters to swim rather than run around on the bottom of lakes. lol.  i can connect over a lan just fine. but i cannot if im outside of my lan. (via internet)

i have the relm list in client set to my-no-ip when im out and about but to my servers internal ip when home.
The server relm database is set
address: my-no-ip
local address: server internal lan.

host file when at home is set:
internal ip then my-no-ip

when outside the lan i have tried it with no alteration to the host file AND with this config:
External ip then My-No-ip

neither one works.

here is my world config:
http://pastebin.com/U7ZQhHfe

here is my auth config:
http://pastebin.com/SUrCCEC4

i have tried lots of combinations. I do know in the authconfig i used to have the bindip to my no-ip on the old server.
in the database there used to be only the one spot for a realm address. now there is one for address and one for local address. otherwise its all the same setup. i ran my old trinitycore for like 3 years on this machine. im really at my wits end. please help.

5
Serverside Modding / [Question] adding a gender?
« on: March 26, 2014, 04:51:12 pm »
I dont know much about the C++ aspect. on my sever i dont have male or females as playable races. I changed it so the females are just another races to play. scourge on the male side saurok on the female. instead of male female i have page one and page two. effectively giving me 42 races available to choose from. (21x2) its all cosmetic. the game still thinks of them as female and male. but if it looks male and isnt called a female anywhere a player can see then.. its essentially male. Now my question. I know you cant add more races than are available in the core already. up to race 21. but is it terribly hard to add a gender? 0=male 1=female 2=shmale 3=whatever. (for me it would be a page 3 and page 4) because as i said on my server it would just be a spot to add another playable race. adding one more gender would give another 21 spots to fill.  as far as the dbc and lua i didnt see why not. but the core i dont have much of a clue. not looking to hear if you think this is dumb or dont understand why i did this. Just want to know if adding this would be possible and how hard?

6
Serverside Modding / [QUESTION] REALMLIST SETUP
« on: March 25, 2014, 08:35:08 am »
ok i am finally able to update my trinity core. in the database realmlist table. does my no-ip address go under address? and what goes in the local address? The 127.0.0.1 or my ip for the server computer as asigned by my router? I could really use some help as the old core i used only had one column for an address. thanks.

7
Modelling and Animation / [QUESTION] Broken Model
« on: March 22, 2014, 03:42:47 pm »
Does anyone know what would cause this:  one computer a model will look perfect but on another computer running with the same patches the model is broken? both running an exact copy of the client on the same private server. by broken i mean unplayable. scattered polygons barley recognizable. you can run around but all you see is flying polygons and a couple weapons. the weapons are where they are supposed to be.  i tried deleting the cache just in case. recopying the patches. still the model is broken on the second computer.  please tell me someone has an idea because im not sure where to start looking to fix this.

8
Showoff - what you are working on / [RELEASE] Batling
« on: March 19, 2014, 05:01:14 am »
This is another rip from AION. Not a perfect one but good enough for what i needed. I had a hard time finding a WOTLK model with similar body and position. It has the Dragon Whelp Animations. As usual this is not a patch but the model and textures for WOTLK.

Download:
DOWNLOAD NOW!





9
Showoff - what you are working on / [RELEASE] Deep One
« on: March 14, 2014, 01:11:00 am »
This was from Aion. I had to do some editing in the proportions to get it to fit the worgen skeleton. I thought it might make a good deep one. This is the WOTLK Files.

Download:
http://filebeam.com/0f12cd4c71f6b116c9a1dd5e83aaf625


10
Showoff - what you are working on / [RELEASE] Great Sea Snail
« on: March 06, 2014, 01:29:47 pm »
Dont recall what game the original model came from. I frankensteined it and came up with these 2. The larger is based on a threshadon. the smaller on the lion seal. The idea was to have the large be the quest objective the smaller be the reward pet. Files only no patch. for WOTLK.

Download:
http://www.sendspace.com/file/arq1jr

MIRROR:
DOWNLOAD NOW!



11
Showoff - what you are working on / [RELEASE] Giant Rat
« on: March 02, 2014, 05:35:49 pm »
I always hated how there are no giant rodents in warcraft. Every RPG I have played always had you fighting rats at some point. So I cobbled this together. I plan on making a mount in the future for it as well.. This was a composite from an Allods model (i think) and the Siberian tiger. I had animation issues with the original front feet so i decided to just use something different. It has several skins and is for WOTLK.

Download:
http://www.sendspace.com/file/tvxv0a

MIRROR:
DOWNLOAD NOW!








12
Showoff - what you are working on / [RELEASE] Landshark
« on: February 24, 2014, 02:07:56 am »
Ok so this was for a dungeon crawl project i am working on. Slowly. Very slowly. it is pretty much just the toothed shark model attached to the larva skeleton. i fattened it up a bit because i figured gravity would take its toll on them. I wanted it to flop around in catacombs and in deserts at random spots feeding on corpses. its more for the shock factor. I wanted a player to stop in hisher tracks and go WTF is that? this is just the files. it is not a patch. Its for WOTLK.

download:
http://www.sendspace.com/file/jtmjmy

MIRROR:
DOWNLOAD NOW!



13
Showoff - what you are working on / [RELEASE] Proto Slime Model
« on: February 21, 2014, 01:10:16 pm »
I was looking at the Slime models. I thought it might be cool to have a slime that encompasses a whole skeleton and not just the spine and head. so here is my attempt at one. its pretty much the northrend skeleton covered by the vrykul Model. with a few tweaks. its hard to get a good pic of it as i just threw it in for the wolf model for testing. little bastard runs off whenever i get a good shot.  this is not a patch. its just for those who might want to use it and know how. It is for WOTLK.

Download:
http://www.sendspace.com/file/8dlab2

MIRROR:
DOWNLOAD NOW!



14
"Retro-Porting" / [Release] Saurok playable model
« on: February 06, 2014, 03:12:44 am »
OK I  sort of rebuilt the Sauroks. Im not a modeler so I used parts from other models. This has all armor cape and robe geosets. Since it was built from other models I had to remake the blp files as well. They are nothing too fancy. due to bone restrictions i had to remove the tail. it was capes and tabbard or tail. i opted for capes and tabbard. also includes 13 skins. these are just the files. this is not  a patch.
I should also mention the model is for WOTLK.
http://www.sendspace.com/file/zlm6mg

MIRROR:
DOWNLOAD NOW!


images:




15
Miscellaneous / [QUESTION] Lua script help needed.
« on: February 03, 2014, 11:47:08 pm »
ok im not fluent in any code but have done some programing long ago. with out going into all the back story of why, all i want to do is to have a different background model for males and females in the character select and creation screens. I have narrowed it down to the GlueParent.lua. in fact its this section here:
Code: [Select]
function SetBackgroundModel(model, name)
    local nameupper = strupper(name);
    local path;
    SetSelectedSex(sex);
    if ( sex == SEX_MALE ) then
path = "Interface\Glues\Models\UI_"..name.."\UI_"..name.."_Male.m2";
    else
path = "Interface\Glues\Models\UI_"..name.."\UI_"..name.."_Female.m2";
    end
if ( model == CharacterCreate ) then
SetCharCustomizeBackground(path);
else
SetCharSelectBackground(path);
end
PlayGlueAmbience(GlueAmbienceTracks[nameupper], 4.0);
SetLighting(model, nameupper)
end

this is of course my edited version. since i dont know lua at all i dont know the syntax where im going wrong.
right now i get an error for the setselectedsex line. if i take it out the game will load fine but it always points to the female background model. never the male. i dont know quite what im doing wrong and could use some help. Thanks.

ok also tried this:
Code: [Select]
function SetBackgroundModel(model, name)
    local nameupper = strupper(name);
    local pathm = "Interface\Glues\Models\UI_"..name.."\UI_"..name.."_Male.m2";
    local pathf = "Interface\Glues\Models\UI_"..name.."\UI_"..name.."_Female.m2";
if ( model == CharacterCreate ) then
if ( sex == SEX_MALE ) then
SetCharCustomizeBackground(pathm);
else
SetCharCustomizeBackground(pathf);
end
else
if ( sex == SEX_MALE ) then
SetCharSelectBackground(pathm)
else
SetCharSelectBackground(pathf)
end
end
PlayGlueAmbience(GlueAmbienceTracks[nameupper], 4.0);
SetLighting(model, nameupper)
end

same result. always female background model.

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