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Messages - Synric
31
« on: June 02, 2016, 07:53:30 pm »
I assumed it was db2 now. I added both to my listfile just to be safe, but neither returned the file. When I open legion it looks like every DBC has been shifted to DB2
32
« on: June 02, 2016, 04:30:24 am »
I may just be missing something, but filedata.db2 is still included in my listfile, but it is not being found in cascexplorer. Did Blizzard drop it? If not, can anyone upload the DB2s from the latest legion client so I can see what all I'm missing? I'd appreciate it!
33
« on: January 17, 2016, 05:05:23 pm »
Wasn't disagreeing or arguing with you mate, just expanding on why I think its necessary
34
« on: January 17, 2016, 03:10:52 pm »
Having to go outside the tool to do something is a bad way of having to do it. Plus, WMV is just as likely to crash when you try to load a WMO as it is to actually load it.
35
« on: January 16, 2016, 11:42:22 pm »
One thing that always bugged me about Noggit, and something I would like to see here, is the lack of ability to search/filter your model selection. I usually know, for example, that the object I want to insert is a dock. I would like to be able to filter my options to only display paths with "dock" in the name, that way I can test them out ingame and see what they look like where I am.
So, can we get a search option for the asset browser and/or filters?
36
« on: January 07, 2016, 10:43:40 pm »
To sate our appetites Steff while we wait for the certificate, mind telling us what you've got coming?
37
« on: January 06, 2016, 05:27:11 am »
I could be wrong, but I think to convert spell.dbc we also need support for uint64. wowdev is 64+32 for SpellFamilyFlags, trinitycore is flag96 (which is just uint32+uint32+uint32). It's a clean convert with the only change on converting CSV back to DBC being replicating the final spell with a new spell ID, incase you need to test it yourself.
38
« on: July 03, 2015, 05:48:34 pm »
And it's down again
39
« on: May 31, 2015, 09:07:15 pm »
Minor thing, but could you expand the attributes tables a little bit? Some of the text that tells you what each attribute does is cut off. For example in the attributes table Spell damage depends on caster location is cut off at Caster L, attributes EX2 cuts off Ambush, Backstab, Cheap Shot, De (cant tell the rest of the spells)
Just minor things like that.
40
« on: May 31, 2015, 06:54:14 pm »
I don't know if this has been suggested, but might I suggest moving the Asset Browser to the sidebar, or possibly combining (at least a m2/wmo portion of it) with the models section for imports? That way you can either import the models with a direct path, or you can browse models and decide which one to import on the fly.
It would make things such as building walls much simpler. For example, building a generic human wall has 23 different WMO options. It'd be nice to see them in the asset browser preview section before placing them.
On a related note, when you update the asset browser to support WMOs (which as of right now, it doesn't (?)), can we have an option to hide the _000.wmos?
41
« on: November 19, 2014, 11:15:08 am »
Ill double check everything when I get home from work, I may have it reversed. It's been awhile since I've had to do this.
42
« on: November 19, 2014, 03:15:08 am »
No, you open the main wmo and delete SDOM, save, load the subfiles, load the template, run the script, save. SDOM isnt in the subfiles and you were running the script on the wrong file. Hmmm still not working right, noggit crashes when I try to load it.
The Steps I took are
1. Open "Main" .wmo in 010 editor and delete the SDOM chunk, save. 2. Reopen the "Main" .wmo, load and run .WMO Template. 3. Open your script and run it so it changes all the flags and saves 4. Open the subfiles of main and delete the SBOM chunk 5. make patch with .wmo and textures in the proper directories 6. done
I got it to load in Machinima studio (demo version), but when I try to load it in noggit 1.2 it crashes.
Am i missing something or just doing something wrong lol? Thanks also for all the info, hope I can get it working soon.
(for extra information I am trying to convert the "PA_JadeDragon_Bridge_00.wmo")
Thanks and thanks in advance for any other info
43
« on: November 18, 2014, 06:27:45 pm »
I've done it on a few wmos just as a test myself, works on everything from arrokoa stuff, so it should be pretty good to go. I'm just not gonna spend the time required to remove the SDOM from all the files without a script
44
« on: November 17, 2014, 04:22:50 pm »
Extract WMOs
Open WMO in 010editor
Find SDOM chunk
Delete SDOM chunk
Save WMO
Open WMO's _0xx files
Apply WMO template
Set all flags > 6 to something of 6 or lower (is it flags? I think it was flags, I've just been using the script for ages now, haven't done it manually in awhile)
Make sure you have the textures needed, put in WoW folder or in MPQ. Done
//-------------------------------------- //--- 010 Editor v5.0.2 Script File // // File: // Author: // Revision: // Purpose: //-------------------------------------- uint32 i;
for( i = 0; i < wmo_file.momt.i; i++ ) { if (wmo_file.momt.entry.flags == 7) { wmo_file.momt.entry.flags = 6; } else if (wmo_file.momt.entry.flags == 13) { wmo_file.momt.entry.flags = 6; } else if (wmo_file.momt.entry.flags == 6) { wmo_file.momt.entry.flags = 6; } else if (wmo_file.momt.entry.flags == 4) { wmo_file.momt.entry.flags = 4; } else if (wmo_file.momt.entry.flags == 3) { wmo_file.momt.entry.flags = 3; } else if (wmo_file.momt.entry.flags == 1) { wmo_file.momt.entry.flags = 1; } else if (wmo_file.momt.entry.flags == 2) { wmo_file.momt.entry.flags = 2; } else if (wmo_file.momt.entry.flags != 5) { wmo_file.momt.entry.flags = 0; } }
FileSave(); FileClose();
45
« on: November 15, 2014, 10:04:35 pm »
for 3.3.5 can anyone do? Download Cata 2 LK, drag m2 file onto program, delete original files, rename m2_lk to m2. Simple.
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