This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

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Messages - Rangorn

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31
I don't think it's possible

32
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.

My initial goal was to create a custom WoW expansion that raises the cap from 80-90, adds some new zones, dungeons, raids and two new races. Is that possible with a repack. What is and is not possible with repacks?

Thanks and sorry if I posted this in the wrong section.

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

35
Showoff - what you are working on / Re: Big Head Mode (legion)
« on: January 25, 2016, 08:36:00 pm »
Quote from: "schlumpf"
Quote from: "Rangorn"
Too bad we need hex editing for bone scaling :(
That's why you automate the task and be done with all models in an instant.

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.

38
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
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
Nice ! How did you proceed with "bugs" ?

44
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

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