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Serverside Modding / Re: [WotLk] [QUESTION] What Can and Cannot Be Done With Repa
« on: January 28, 2016, 11:14:47 am »
I don't think it's possible
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 31
Serverside Modding / Re: [WotLk] [QUESTION] What Can and Cannot Be Done With Repa« on: January 28, 2016, 11:14:47 am »
I don't think it's possible
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Serverside Modding / Re: [WotLk] [QUESTION] What Can and Cannot Be Done With Repa« on: January 28, 2016, 09:49:26 am »Quote from: "Zadex" So I went through the trouble of installing a 3.3.5a repack, I'm very noob at these things and it took me a long time. Suffice to say I was surprised I even succeeded and was able to log in. I then read somewhere you can't script or something on repacks. No, you can't do that with a repack. A repack is a good solution if you only want to do Client side stuff. With repack u can't modify the core (c++) and you can't modify the Database (SQL) You should learn how to compile a core for what u want to do 33
Level Design / Re: [QUESTION] Phased Zones« on: January 27, 2016, 03:59:36 pm »Quote from: "larrylaffer" Only problem than copy-pastying maps is that you can only do it in zones with not too many ADTs, otherwise your custom patch will be too heavy. Too bad, in Wod we have a special column in map.dbc for (copy paste ) an existing map in a empty map 8-) 34
Showoff - what you are working on / Re: Big Head Mode (legion)« on: January 26, 2016, 01:19:19 pm »
I'm not sure, but blizzard could easily do this, like the char creation on wod, each face have a different bone
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Showoff - what you are working on / Re: Big Head Mode (legion)« on: January 25, 2016, 08:36:00 pm »Quote from: "schlumpf"
And ? That's not the problem. Modifying the m2 will edit ALL humans male, i'm looking for something like spell/animkit/bonekit whatever... u can apply on one player 36
Showoff - what you are working on / Re: Big Head Mode (legion)« on: January 25, 2016, 07:01:55 pm »
work on 6.2
will work on 3.x 4.x and 5.x too Thanks for the idea Schlumpfs, that's fucking amazing Too bad we need hex editing for bone scaling 37
Showoff - what you are working on / Re: Big Head Mode (legion)« on: January 25, 2016, 10:13:28 am »
whoa, i need that thing.
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Resources and Tools / Re: Listfile updated for legion, including internal files« on: January 20, 2016, 12:28:05 am »Quote from: "Alastor" Its not about some paths you dont have i just generated paths for ADTs for every instance in range 0_0 to 64_64 and i am colecting all possible listfiles out there into one big file (140mb right now) its maybe possible that i will have some line you miss so if you want my list i can send it to you but i just would not rly wanted to share it with everyone since it works almost Total/Universal list file to decrypt every encrypted MPQ i did the same for legion. After that, i create a listfile.txt with only theses lines and extract files from CASCEXPLORER for each existing adt, then put them all in one mpq. Quit/open the mpq, extract the listfile and you have all the existings adt 39
Resources and Tools / Re: Listfile updated for legion, including internal files« on: January 18, 2016, 03:45:19 pm »
With a good method and a lot of program easy to make, it's easy to find new strings.
The problem are the non referenced objets (TEST things, useless blp, unused shits etc...) 40
Random / Re: [QUESTION] Deleted topic« on: January 06, 2016, 02:15:53 am »For my part, i don't give a fuck about the fact there are 2 community now, I still browse Modcraft and help people if i know how to fix their prob, but i'm contributing to MC.net, because the release section is a very good idea and very simple. Creating a new forum was a good idea i think, Modcraft is old with huge content, but for me, modcraft is "cold" Skarn and Milly just wanted to revive modding and give him a new identity. Btw, you don't have to choose between the 2 forums, it's not Fallout New vegas. 41
Modelling and Animation / Re: [QUESTION] Adding skins WoD (6.2.3 20779)« on: January 06, 2016, 02:04:56 am »
In June/July, TrinityCore, in a commit, add a new system called "ValidateAppearance" in the c++ source.
You have to desactivate it in the src, then compile your core. 42
Modelling and Animation / Re: Old Mask Models in WoD« on: January 02, 2016, 03:43:37 am »
It's not about modyfing character meshes
It's about scaling/moving the 3d model for each race/gender for each helm item. 43
Modelling and Animation / Re: [RELEASE] HD character models for 4.3.4 Cataclysm« on: December 28, 2015, 05:02:55 pm »
Nice ! How did you proceed with "bugs" ?
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Modelling and Animation / Re: Helm problem« on: December 14, 2015, 01:30:39 pm »
Cloning spell isn't a good idea, there are a lot of dependencies with other dbc, missing one can fucked up your spell, try to find a useless spell and add attributes to him (a spell with an icon when you cast it but with no special effects)
For titles, there is a limit in the client, you can expand it a little server side : For trinitycore (6.x version i think cata/mop is the same path) : /src/server/game/Entities/Player/Player.h Search for line : #define KNOWN_TITLES_SIZE 4 #define MAX_TITLE_INDEX (KNOWN_TITLES_SIZE * 64) // 4 uint64 fields Ur KNOWN_TITLES_SIZE is probably set to 4 or maybe 3, put it to 5. 45
Modelling and Animation / Re: Helm problem« on: December 13, 2015, 01:49:47 pm »
In mop, chrraces.dbc is located in local mpq (cf : your language)
U have to made a patch mpq and put it with local mpq because wow read local mpq after normal mpq |