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Messages - Epicurus

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1
Hi Salagon,

This is accomplished using the extraction tools that compile with TrinityCore and the other popular emulation packages.

I believe you would be using the VMap extractors for buildings.

Max

2
That spell DBC editor looks great. The GUI looks very clean as well.

If not already included, It might be beneficial to add a search function to quickly gain access to the spell you want to edit.

Good luck with this project Harry! It looks very promising.

Epicirus

3
Quote from: "stoneharry"


I can now send addon messages of a unlimited length by breaking it up into a series of packets containing a packet ID, how many times the packet is split, and the split ID. :)

Awesome work Stoneharry!

4
I think it's a great idea. However, I would like to say that the current plans for northshire don't make sense. I doubt that the mine will have any resources left after 1,000 years, or that there would be any evidence of farming left in the terrain.

You don't just want to tell people they are 1000 years in the future, you want to convince them too.

Just my 2 cents

Epicurus

5
Resources and Tools / Re: [TOOL] M2i blender plugin (Import\export)
« on: March 16, 2014, 05:14:28 am »
It takes a lot to come out and say that, flagg. I accept your apology. No harm done. I, too, played with the low Hozu a bit, but I was not successful in creating fully working hozen (i.e., Hozen models that have armor, like shoulder pieces, on). I suspect that the WoD models will all have this problem; I also suspect that it's no fluke that some MoP models appear this way.

I've actually been doing some modeling on the MoP client too. I have a feeling that the WoD models will not render correctly on MoP either. As for those individuals withholding information (we all know who you are), the best you can hope to accomplish is spend several days converting models, releasing them to your players, and having the modding community rip them right out of your patches. Withholding information benefits no one, not even you.

Epicurus

6
Hi flagg78,

I would be interested in seeing your Hozen M2I that was created by M2Mod4. Think you can post that here?

Thanks,
Epicurus

7
Resources and Tools / Re: [TOOL] M2i blender plugin (Import\export)
« on: March 16, 2014, 04:26:29 am »
I suspected that he was digging for information from me, since I was part of the way to a working model already. I was pretty sure the m2i lead was bad, given that Skarn stated explicitly that some MoP models can't be converted. I guess I was hoping that someone knew how to modify the M2s in such a way that they could be converted with M2Mod.

The problem with the submeshes is you can't simply null out one submesh and see a result. You need to null out multiple meshes en-tandem before the model starts to clear up. But you are preventing information from being read, and this destroys other models defined in the M2. If your goal is to have a single working Hozen model, then that's enough. But if you want real Hozen, it just wont work.

8
Resources and Tools / Re: [TOOL] M2i blender plugin (Import\export)
« on: March 15, 2014, 11:27:38 pm »
Hi phucko1,

Thanks for the reply. I'm using M2Mod4 (4.5 to be exact). flagg78 had and older version of M2Mod4 (v4.05) which he was kind enough to share with me, it too didn't work for me unfortunately - displaying the same problem as shown above.

I did various internet searches and followed multiple guides, but the problem persists. For some, upgrading adobe flash player fixed the problem, but I'm already up to date. For others, booting into safe mode fixed the problem, but it follows me even into safe mode. Switching from Windows to Linux was no use either, as the program is not supported by Linux (even with wine or running it via the terminal).

Was anyone else able to successfully open the M2s I provided in my previoius reply using M2Mod4?

Epicurus

9
Resources and Tools / Re: [TOOL] M2i blender plugin (Import\export)
« on: March 15, 2014, 10:02:47 pm »
I'm having a similar problem as Raeef, only I receive a notice. I have attached both a screen shot of the problem, and the M2 + skins that I'm using.

10
The M2 is freshly extracted out of MoP MPQs. I have attached it, along with its skin files, to this post. Please let me know if you are able to create an M2I with this M2.

Thank you,
Epicurus

11
I was able to find a legacy version of python (2.6) and installed it:

https://www.python.org/download/releases/2.6/

The problem persists. I'm not sure if Python is the problem to begin with, since it appears that the M2I creator is not written in Python. Only the blender plugins are written in Python.

Any other idea? The program works well for others, as I've seen on this forum. Not sure what could be the cause here.

Epicurus

12
Hi Skarn,

I get an "Assertion Failure" notice when I try to use this program. Please refer to the attached screenshot.

I'm using Windows 7 with Python 2.7.6.

Any idea what might be causing this problem?

Thanks,
Epicurus

13
Hi flagg78,

Thanks for all the help! Unfortunately, I am still unable to open those M2s with M2Mod.

By the way, there is a new version of M2Mod4 out which you might find useful:

viewtopic.php?f=59&t=7450

I'll to try troubleshoot the problem with the creator of that program.

Take care!
Epicurus

14
Hi flagg78,

Thanks for the Blender tip. I'm trying to open the Hozen M2 from Mists of Pandaria in M2Mod4. I receive that notice when I attempt it. Any chance of uploading your M2Mod4 to this thread? It's possible you're using an updated version of the program.

Not sure if this makes a difference, but I'm attempting to use M2Mod4 on a windows 7 environment.

Thanks again!
Epicurus

15
How did you get those m2s to open in M2Mod? The program crashes with "Assertion Failed", refer to the screenshot.

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