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Messages - Roarl

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1
Some people here agreed it would be best not to give a release with everything done already. This of course not to feed the leechers.

It's not so hard as you only have to edit dbcs (gave hints on how to do it in the F.A.Q.). A lot of people can help you here and you would learn a lot from doing it. :)

So yeah, if someone does it and upload it, well I'm genuinely happy for you. But I doubt it will happen.

2
"Retro-Porting" / Re: [Release] WOD models for 3.3.5a
« on: December 31, 2015, 09:50:47 am »

@Neunia


Convert the textures specified in CreatureDisplayInfoExtra.dbc to png (using BLPConverter6 / BLPConverter8).
Install photoshop if you don't have it.
Then use this in photoshop.

OR

See this thread if you don't wanna do that for every texture. :)


@Korsyo


If you want the npcs and the player to use different models :
  • Open CreatureModelData.dbc.
  • You will find the models currently used for both players and creatures at rows 49 to 60.
  • Copy these rows (all of them) to veeeery high entries (they don't have to be that high, let's just say higher than 3440).
  • Change the model names of the latter rows so that it fits the name of the HD model you are using for players ( E.G. "CharacterHumanMaleHumanMale_hd.mdx" )
  • Jot down the entries of these newly created rows, then save (make very sure you did it) and close the dbc file.
  • Open CreatureDisplayInfo.dbc.
  • Replace the number in the second column of rows 49-60 by the entries you noted down two steps ago (IN ORDER).
  • Done!

3
How come I've never seen this before!!?? This is so fucking awesome! I think the best one is still Alythess Strix'Efuartus tho :D

Keep it up!

4
"Retro-Porting" / Re: [RELEASE] [WotLk] BakedNpcTextures for WoD Models
« on: December 23, 2015, 06:16:33 pm »
You are welcome. :)

5
Neo / Re: Neo - A WoW Development Suite
« on: December 22, 2015, 02:08:36 pm »
*drools*

Holy Moses! Man, you are one damn fine purveyor of dreams!
Keep up with the good work! :)

6
"Retro-Porting" / [RELEASE] [WotLk] WoD npc models for WoTLK + textures
« on: December 22, 2015, 01:39:27 pm »


       Greetings folks! :D

Some of you were puzzled about the contents of this release so let me explain this more clearly.

This file contains WoD npc models and textures for WoTLK. This is for Humans, Kaldorei, Gnomes, Dwarves, Orcs, Trolls, Taurens and Scourge.
 Draenei and Sin'dorei are NOT included.

Did I just say npc models? Yes sir, these textures are the same as in Draenor. I didn't adapt them to WoTLK. DON'T HIT ME YET, read on please. I rather found easier to seperate the npc and the player models so that I could adapt the npc UV mapping to fit Draenor textures. Time-wise this is much more efficient than generating all the BakedNPCTextures for WoTLK.


So, let's recap :

Patch-5.MPQ contains

   
  • Npc models + textures (cfr. supported races above)
       
  • Animations for the models
       
  • BakedNPCTextures for the models

Patch-5.MPQ does NOT contain

   
  • Any dbc file
       
  • Hentai
       
  • Popcorn

Download : here

If you have questions/requests, there is some chance that you will find an appropriate answer in the FAQ below. Nonetheless, if your question doesn't appear in the FAQ feel free to ask it in the comments / by PM, I will answer it as soon as possible.

Be well and Merry Christmas.

Don't forget to unwrap your Christmas gift!


FAQ



"I already have those textures, please don't make me download them all again"
Do not worry dear friend, there is a separate download for you, you shall not have to go through this ordeal. You can find it right HERE.

     

"I have no clue on how to separate npc and player models"
Not so hard, see for yourself :
  • Open CreatureModelData.dbc.
  • You will find the models currently used for both players and creatures at rows 49 to 60.
  • For these, replace the model name (third row) by the names of the npc models provided in the patch ("CharacterHumanMaleHumanMale_npc.mdx" for instance). Once you have achieved that for every row (49-60), proceed to the next step.
  • Copy the same rows (all of them) to veeeery high entries (they don't have to be that high, let's just say higher than 3440).
  • Change the model names of the latter rows so that it fits the name of the HD model you are using for players ( E.G. "CharacterHumanMaleHumanMale_hd.mdx" )
  • Jot down the entries of these newly created rows, then save (make very sure you did it) and close the dbc file.
  • Open CreatureDisplayInfo.dbc.
  • Replace the number in the second column of rows 49-60 by the entries you noted down two steps ago (IN ORDER).
  • Done!

     

"I don't know what is a dbc file"

Holy Moses, really? Well son, you might want to learn a bit more about dbc files before you use this.

So let's get down to the brass tacks... From pxr.dk, "DBC (DataBaseClient) files are clientside databases containing data about items, NPCs, environment, world and a lot more". There are several ways of editing them, one of those being using MyDBCEditor.

     

"I downloaded your patch but I can't see any difference in-game"
Erm... yeah actually this is quite normal you first need to edit the proper .dbc files. In particular : CreatureModelData.dbc, CreatureModelInfo.dbc and CharSections.dbc.


"If your patch doesn't provide popcorn/hentai, where can I find some?"
Foremost, let us consider popcorn. Popcorn is very easy to prepare. Just go to your local grocery, buy some raw corn and once you get back home, prepare a pan (and a lid if you have no intension of getting your eye put out). Split up the raw corn then cook it in the pan on medium to high heat. After some time, you shall hear the sound of corn popping (tons of fun heh?). Wait until you hear it no more and TADAA the popcorn is ready for you to dust it with (icing) sugar and eat it. Bon appétit.


Now, as far as hentai is concerned, I can only recommand the HentaiFoundry.

7
Modelling and Animation / Re: [QUESTION:WotlK]  warglaives for left hand
« on: December 07, 2015, 01:27:15 am »
You are welcome. :) WIsh I could help more...

8
Modelling and Animation / Re: [QUESTION:WotlK]  warglaives for left hand
« on: December 06, 2015, 05:26:15 pm »
Your English is clear enough! Right sorry still had to ask :D

Not so sure it will work as I have never tried myself, but you could try adding your model in the rightmodel field of itemdisplayinfo.dbc? I know it's supposed to be for spaulders pairs, but maybe it will work for weapons as well?

I'll check if Blizzard did what you are asking for some weapons already. If so we can find out how they managed it. :)

EDIT : Well, as expected they didn't do it for the Warglaives of Azzinoth : there is one model for the left hand and another for the right hand. Still looking!
EDIT2 :  I can now confirm they used different models each time they required a "rotation"... :/

9
Modelling and Animation / Re: [QUESTION:WotlK]  warglaives for left hand
« on: December 05, 2015, 06:06:06 am »
Hi! :)

Probably a stupid question but did you try changing the InventorySlotID in your item.dbc file (and same in the item_template table of the world database? :) )

From https://wowdev.wiki/Item.dbc :
Quote
|
********************
ID    Slot type
0    None
1    Head
2    Neck
3    Shoulders
4    Shirt
5    Vest
6    Waist
7    Legs
8    Feet
9    Wrist
10    Hands
11    Ring
12    Trinket
13    One hand
14    Shield
15    Bow
16    Back
17    Two hand
18    Bag
19    Tabbard
20    Robe
21    Main hand
22    Off hand
23    Held
24    Ammo
25    Thrown
26    Ranged
27    Quiver
28    Relic
********************

Or maybe I misunderstood your question and meant that you already did that but that the glaive doesn't  enter the hand of your character because the handle is on the other side  of the weapon?

10
Quote from: "inico"
Never open character models or retroported models in pymodel editor. That program will bug most of their animations.

I guess this explains the problems I encountered with it!

Quote from: "inico"
Open your model in 010 editor and run the M2 template (viewtopic.php?f=59&t=828).
Go to renderflags, look for the renderflag used by the cloack and change Alphatesting (1) for Opaque (0).

I'll do that! Instructions couldn't be clearer, thanks a million (this is usually the time when I say I owe you a drink but I suppose you don't live in Belgium :( )! :D

DEFINITELY IN YOUR DEBT!

11
That would be even easier I guess, thank you. :)

Would you know a noob-friendly way to do this? :) I tried pyModelEditor, but it doesn't like me.
I also tried opening the m2 with HexEditor alas it's not as easy as it is for other files like .adt files, so I'm a bit lost. :/

12
Hmm I see!

Thank you! :)

13
RIghtio, I'll try this on Blender. :D

Thanks a bunch mate! :)

EDIT :
RAAAAH! I'm sorry to bother you again, I thought I could find the model I have to edit myself but... :(

Checked Drape of the Messenger display ID which is 59000.
Then opened ItemDisplayInfo.dbc and went to the 59000th row and got this :


Column two is supposed to be where the model used is specified, but it's empty here...
Any idea how I could find which model is used in this case? :/

Thank you again.

14
Hi guys,

I've been using Draenor character models for 3.3.5 for every race, and since then some capes render really strange.

For instance, Drape of the Messenger just below, before and after using the WoD Models.

BEFORE


AFTER


Does anyone have any idea why this is happening? :)

Thanks already for your patience.

15
Development and Presentation / Re: A New Website for WoW Modding
« on: November 26, 2015, 12:52:42 pm »
I agree with every Idea you put forward, I'll be there as well (but still here too as long as Modcraft will last) :)
If there is anything we can do to help, just say so (I'd gladly help for one)... :)

Ur site's design's pretty good!

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