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Topics - Kobiesan

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31
Modelling and Animation / What's wrong with my custom mount here?
« on: August 06, 2016, 07:02:59 am »
I tried porting a Rebel X-Wing from Star Wars but I can't seem to get my mount to work.

First I created your typical item that learns a mount spell. 81039 is the X-Wing spell ID.



The X-Wing spell is your typical flying mount spell but it mounts creature display ID 33000.



Creature display ID 33000 has creature model ID of 3441 and skin RebelXWing00.



Creature model ID of 3441 has model location of CreatureShipsRebelXWing.mdx



Within my patch are the models and skin.



However, in-game when I try to do .mod mount 33000 5 it says there is no such mount.



The mount does not appear in the pets tab either. Nor in my spellbook.



I also tried adding the X-Wing to creature_template in my database and to creature_model_info.




Any mount creation wizards here that can help?

32
Texturing and 2D Art / Unsymmetrical Textures
« on: August 02, 2016, 05:51:14 am »
Hi, I'm trying to recreate this chestpiece in WoW but I can't figure out how to make a texture that isn't the same on both sides. Anyone have a clue?

33
Serverside Modding / [TC] Removing dismount on combat?
« on: June 01, 2016, 07:07:14 am »
Hello. Does anyone know where within TrinityCore's source files that mounts are called upon and are responsible for dismounting people who are in combat if they are mounted? I need to make it so only a certain class doesn't get dismounted when they enter combat on a mount.

34
I'm wondering if there is anyone out there who would be interested on starting a City of Heroes/Champions Online esque mod for WoW?

Things that would need to be done:

- Gear has to not exist any more. Costumes have to exist instead. Need capes and symbols like that of what you'd see on a super hero. Would have to go to a costume designer to change your costume.

- A lot of custom abilities that would be things like super speed, super jump, flight, acrobatics.

- A cityscape world has to be created.

- Classes would need to be removed completely.

- All races would need to be removed except a shell of a human. Would have the option to basically create your own race with horn/skin color/wings at a designer.

- Graveyards don't exist anymore. When you die you get the option to revive at the nearest hospital instead and you don't have to run back to your body.

Any old City of Heroes fans would be interested in doing this? I would be able to make a ton of textures and costumes for this if anyone else can work on something else.

35
Miscellaneous / Would it be possible...
« on: May 01, 2016, 08:43:26 am »
to somehow implement ragdolls into WoW?

36
Serverside Modding / Combining 3 stacking auras into 1
« on: April 10, 2016, 09:18:00 am »
Hi, I am having a bit of an issue with a passive ability I made. The intent of this ability is to make your attacks apply a stack of poison that deals 5 damage a second and stack up to 3 times. I did this by making my spells trigger a spell that applies this aura to targets with implicit target value of 6. However, some of my spells have implicit target values of 15, 22, 104, etc,. because they are aoe's and what not but because their implicit target value is different than the triggered auras, it doesn't apply. So to fix this I made the triggered spell 3 different times with a different implicit target value for each one and then added those spells to the corresponding spells with the same implicit target values. However, the new auras don't stack with each other. Instead, they only stack when they are applied from the same spell and they also remove one another.

To clarify, the thing that applies the poison isn't actually a passive it's just a spell that gets triggered when another spell is used. I don't know if I should actually make it into a passive instead of using 3 different triggered spells.

I probably didn't explain this very well.

37
Serverside Modding / [WotLk] Something seriously wrong with my spell
« on: April 04, 2016, 01:46:27 am »
I'm trying to make a spell that deals 33 damage to target enemy and also heals nearby allies for 46. Sounds simple right? Well for some reason it's not.

I created a spell that has a 2yd range and when used does a a damaging effect (2) of value 33 to the target. This part works fine.

I then added a healing effect (10) of value 46 with an implicit target value of 20 and radius of 13 so as to heal nearby allies.

However, for some reason this doesn't do the intended effect AT ALL. What happens is the spell does the damage but CANNOT reduce the target below 1 HP for some reason (i tried taking the healing effect off and it was able to kill the target). ALSO, after using the spell on a target and then using a different spell on them, it will HEAL the enemy???

I tried using holy nova as a reference but as it turns out Holy Nova uses two separate spells (15237 and 23455) to accomplish the effect of an AoE damage and AoE heal and I can't figure out how the two spells relate to each other since neither trigger the other.

This is seriously perplexing and I feel like there is absolutely no reason my spell shouldn't work.

38
Hi. I recently made a dummy script for a spell that does 150 damage to a target but if they are knocked down it does 300 damage instead. It works perfect HOWEVER it doesn't show the damage dealt when you cast it. The target's health changes but no numbers pop up on the screen showing the damage done. Can anyone crack the code?

Code: [Select]
function Tenderizer(effectIndex, spell)
if (spell:GetTarget():HasAuraWithMechanic(12)) then
spell:GetCaster():DealDamage(spell:GetTarget(), 300, 80914)
else
spell:GetCaster():DealDamage(spell:GetTarget(), 150, 80914)
end
end

RegisterDummySpell(80914, Tenderizer)

39
Level Design / Changing the entire texture/areaID of an ADT?
« on: March 16, 2016, 12:15:31 am »
I am creating a massive map and it takes a long time to change the AreaID and texture of every single ADT to what I want. So I am wondering if it's possible to select map tiles in mass amounts and change the AreaID and texture?

Example of how many tiles I'm working with.


Also, my map shows up black in-game if anyone knows what's up with that.

40
Level Design / Can't find my custom map in Noggit
« on: March 14, 2016, 10:44:52 pm »
I followed this guide up until this point.


But I don't know what this part is trying to say. My wow folder with the wow.exe does not have a world folder. I can't seem to get my map to open in Noggit.

Built my patch and put the fixed adts and wdt into it.


This is what my edited map.dbc looks like at the end.


I also placed my map.dbc into my patch and placed the patch into my wowdata folder.

Here are my noggit settings.


Map doesn't show up in noggit.

41
I've looked through a lot of the tutorials on here but most are about converting animations and not creating them. I can't find anything on creating custom animations and I'm wondering, one, if it's possible and two, how to do it. I have MDLVIS and all sorts of conversion programs but I really don't know which files I'm looking to change and what to change them in and how to change them. If anyone can give me a detailed guide or teamviewer help or anything about making a custom running animation for human females I'd be grateful.

42
Noggit / Noggit can't find my locale directory
« on: March 08, 2016, 01:17:55 am »
This is probably a bad thread but I have tried looking up a solution to fixing this error where Noggit can't find the locale directory but it seems like my paths are just fine and I don't know why they aren't working.

log.txt:
Code: [Select]
1 - (Noggit.cpp:439): Noggit Studio - 3.Archive
2 - (Noggit.cpp:250): Using config file.
2 - (Noggit.cpp:448): Game path: C:UsersKobeGamesWorld of Warcraft WOTLK
2 - (Noggit.cpp:452): Project path: C:WoW Server Fresh Compiledbc
2 - (Noggit.cpp:301): [Error] Could not find locale directory. Be sure, that there is one containing the file "realmlist.wtf".
3 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientAreaTable.dbc" could not be opened. This application may crash soon as the file is most likely needed.
3 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientMap.dbc" could not be opened. This application may crash soon as the file is most likely needed.
3 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientLoadingScreens.dbc" could not be opened. This application may crash soon as the file is most likely needed.
4 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientLight.dbc" could not be opened. This application may crash soon as the file is most likely needed.
4 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientLightParams.dbc" could not be opened. This application may crash soon as the file is most likely needed.
4 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientLightSkybox.dbc" could not be opened. This application may crash soon as the file is most likely needed.
4 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientLightIntBand.dbc" could not be opened. This application may crash soon as the file is most likely needed.
4 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientLightFloatBand.dbc" could not be opened. This application may crash soon as the file is most likely needed.
4 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientGroundEffectDoodad.dbc" could not be opened. This application may crash soon as the file is most likely needed.
4 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientGroundEffectTexture.dbc" could not be opened. This application may crash soon as the file is most likely needed.
4 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientLiquidType.dbc" could not be opened. This application may crash soon as the file is most likely needed.
128 - (Video.cpp:202): [Debug] GL: Version: 4.5.0 NVIDIA 355.82
128 - (Video.cpp:203): [Debug] GL: Vendor: NVIDIA Corporation
128 - (Video.cpp:204): [Debug] GL: Renderer: GeForce GTX 970/PCIe/SSE2
129 - (FreeType.cpp:133): [Error] FT_New_Face failed (there is probably a problem with your font file)
129 - (errorHandling.h:64): [Error] There was an exception of type "SIGABRT"
"Abnormal termination, such as instigated by the abort function. (Abort.)".
Please excuse the inconvenience. You may want to report this error including the log to the developers.

130 - (StackWalker.cpp:1133): [Error] OS-Version: 6.1.7601 (Service Pack 1) 0x300-0x1
183 - (StackWalker.cpp:1133): [Error] 011A0F0C (Noggit SDL1.4): (filename not available): (function-name not available)
183 - (StackWalker.cpp:1133): [Error] 0116B64B (Noggit SDL1.4): (filename not available): (function-name not available)
183 - (StackWalker.cpp:1133): [Error] 50EC4AAE (MSVCR120): (filename not available): raise
183 - (StackWalker.cpp:1133): [Error] 50EC764E (MSVCR120): (filename not available): abort
183 - (StackWalker.cpp:1133): [Error] 011A96A0 (Noggit SDL1.4): (filename not available): (function-name not available)
183 - (StackWalker.cpp:1133): [Error] 7782031F (kernel32): (filename not available): GetProfileStringW
183 - (StackWalker.cpp:1133): [Error] 77D56637 (ntdll): (filename not available): RtlKnownExceptionFilter
183 - (StackWalker.cpp:1133): [Error] 77D199D5 (ntdll): (filename not available): RtlInitializeExceptionChain


noggit.conf:
Code: [Select]
# Insert path to folder where your WoW 3.3.5a client (or where whole Data folder copied from a client) is. Path must end with .
# Example: C:MyFilesWorld of Warcraft 3.3.5a
Path = C:UsersKobeGamesWorld of Warcraft WOTLK

# Insert path to folder where your edited map and DBC files will be. Path must end with .
# Example: C:MyFilesMy modding project
ProjectPath = C:WoW Server Fresh Compiledbc

# Insert path to log.txt in userSettings folder of your WoW Model Viewer. This will allow you to use importing models from WMV to Noggit.
# Hint: Some versions of WMV don't support importing M2 models. Version included in Steff's modding pack in Getting started section on Modcraft supports this.
ImportFile = C:UsersKobeDesktopWMV_Binary_v0701_r252_Win32_DevWorkuserSettingslog.txt

# Rendering distance for terrain (and some models) rendering. 1024 is base value and is maximal value in standart client.
FarZ=1024

43
Modelling and Animation / Problem with 3DS to MDX Conversion
« on: March 07, 2016, 03:21:24 am »
I'm trying to convert my 3ds model to mdx but the program crashes when I try to convert it. I've also tried using the CMD with 3DStoM2 but that causes the cmd to crash. Anyone else get this error?



I thought it might have been a problem with my model having a hole in it so I capped the hole. That didn't fix it. Tried subdividing my model and that didn't work either.

44
Modelling and Animation / Custom Modeled Tabard
« on: March 05, 2016, 07:19:32 am »
Hi, I'm looking for someone to point me in a direction for creating a custom modeled tabard (like the lower part). I want to make the lower part smaller and have a piece of gear that is just the lower flappy bit of the tabard. If anyone can point me in a direction to start I'd appreciate it.

45
Texturing and 2D Art / Custom Chestpiece Texture Not Working
« on: March 02, 2016, 03:34:39 pm »
So I gave texturing a shot and made a 128x64 chest piece armor texture but it isn't working in-game. I added it to the dbc and my patch but something still isn't right. I think it might be the wrong type of BLP but I'm not sure what the correct settings I need to use in Blipster are.


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