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1
Quote from: "Ascathos"
Did you change your core accordingly ?
As much as I knew what to change.

I added the required entry into ItemPrototype.h to that there's a new item subtype with the ID of 21. I tried to search all files related to weapons (ie. Daggers or Swords) to define if there was anything else that I need to tell it that there's a new subtype.

I added;
Code: [Select]
ITEM_SUBCLASS_WEAPON_FISHING_POLE           = 20,
ITEM_SUBCLASS_WEAPON_LANCE = 21
to enum ItemSubclassWeapon and changed MAX_ITEM_SUBCLASS_WEAPON +1.

Am I supposed to do changes to other things? Because I can't figure this out ;s

Edit: Sigh, I forgot SharedDefines entirely. Last time I searched for DAGGERS or THROWN it didn't bring this up. I guess I need to be more careful.

Either way, is that all I need to change, or am I still missing something?

Edit2: So I added into SharedDefines as well, but the weapontype is still red - but it's equippable. By anyone.

I really am so lost right now <_> assigned all the id's new again to reflect the skillid from SharedDefines too.

2
Miscellaneous / [QUESTION] [WotLk] ItemSubMenu - Custom Weapon Types
« on: April 11, 2016, 03:16:39 pm »
Hi!

I've been working on adding "Lances" as a custom weapon type on my server. I can get as far as get the weaponskill to show, item sub type to show on weapons but they all appear as "Unusable" aka red text. See here:
http://i.imgur.com/PeVqV1G.jpg

Issue is, I haven't been able to link the Lances skill to the weapons Subtype although I've set hopefully everything correct.

I've modified ItemSubClass.dbc, SkillLineAbility and SkillLine but it still won't show up properly. I've also added the subtype in core edits and created a spellID for Lances.

Am I really missing something?

ItemSubClass.dbc: http://i.imgur.com/tj5DKDI.png
SkillLineAbility.dbc: http://i.imgur.com/Ii5G9ZW.png
SkillRaceClassInfo.dbc: http://i.imgur.com/icgDoGn.png

Thanks!

3
Tutorials / Re: [TUTORIAL] Sending Patches To The Client Through The WoW
« on: February 23, 2016, 04:45:28 pm »
Any updates to this? Chaya's patch made my server crash on bootup - or did I do something majorly wrong?

Also no clue how to properly use the database with it. I might be dumb, but I did try for hours until I eventually gave up!

4
Level Design / Re: [SOLVED] Custom Map has light, after noggit it's gone?
« on: February 10, 2016, 04:10:40 pm »
Quote from: "Amaroth"
Just an advice for future edits, simply don't use Taliis. All things it can do can be done better by newer tools. Its horribly outdated.
Yeah, I had to learn it the hard way. But I suppose that's the best way of learning.

What other tools are better than using Taliis, though? I used the sample map provided by ADTAdder, but I assume there are others? And WDT creation, are there better ones than Taliis for that?

Been trying to add new floor texutres, but they don't seem to want to add them usable. *shrug*

5
Level Design / [SOLVED] Custom Map has light, after noggit it's gone?
« on: February 09, 2016, 07:36:25 pm »
Edit: Finally found something (yeah, same page as this <_<) and creating adt's with taliis caused this. Well, it's working now. Yay.
Leaving original message in-case anyone has the same issue, and is as dumb as me.


Hey,

For some reason whenever I create a custom map and zone it has light. The default grass is nice and colored and I can see something.

However, the moment I add ANYTHING to it on Noggit it all turns black:
Code: [Select]
http://i.imgur.com/KHqUREM.jpg
Is there something I overlooked? I did add a skybox to it in the Lights.dbc, but I'm still somewhat confused why it turns black. I tried searching but nobody had the same issue.

What am I doing wrong ;__; It didn't used to do this.  For reference, I followed this guide (along with older ones) to creating the zone:

viewtopic.php?f=22&t=26

It works.. until I save anything(even just a m2)  to the map or make modifications :x

I hope someone has.. something to me with this issue. Thanks already in advance!

6
Quote from: "Ghaster"
Hmmm i had this problem aswell, but damn i can't remember how i fixed it.
I think it's something in the character frame? you know in cata it shows your class icon instead of your character? try looking into that.
Would this issue be in even when you aren't opening the character tab? I'd imagine it crashing with the character tab but not when opening it.

I'll look into it though, thank you!

7
Miscellaneous / [QUESTION] [TC] 4.3.4 Custom Class Crashes on World Login
« on: February 06, 2016, 02:17:13 pm »
Hey folks, again.

I've been thinking for the past few months to upgrade from 3.3.5a to 4.3.4 (on reason being I prefer the talent system) and been busting my ass for the past few days on this.
Note: I am fully aware that 4.3.4 isn't widely used because of it's not been researched/documented as well as 3.3.5a is. But this won't stop me, because I know it is possible to do what I am achieving to do.

So far, currently I've got the following stuff working:

Core Edits
Character Creation (although slightly buggy still, working on that)
Class-Level HP/MP combination data at least for the first level.

The primary issue I'm facing, and hoping someone to point me to the correct direction (because I want to learn, mostly) on how I could get around these pesky last few errors:

Upon entering world with a Custom Class, the game crashes.
I've attempted all possible steps to avoid this. I've modified the gt*.dbc files but I'm still experiencing crashes upon login (not upon opening Character view, but before I get the Intro video)

When adding talent tabs to custom class, every other class' Talent Frame becomes broken.
This happens on an existing class (in this case, Rogue)
http://i.imgur.com/9LI2w7k.png
http://i.imgur.com/TxhX5q0.png

At times, modifying gt*.dbc files causes me unable to open the frame on ANY class.
This one makes no sense to me. Currently, I have the gt*.dbc files modified for an extra class, but everytime I re-do it (despite knowing with 99% certainity that it is correct) it keeps bugging me that other characters' character panels are unopenable.

I'm still looking for solutions to it and there are a few places I haven't looked so I'm still working on that. But it won't hurt to try and ask.

I've been asking a lot around lately for problems I've had and received support. I think it's time I finally get the last annoyances fixed and soon make my first released content out to the world. Most of my work has previously been 3.3.5a but I believe once I fix this, it'll be a matter of days before I can get this out released.

For what it's worth, here's the crashlog - none of it makes sense to me what it's asking for.
http://i.imgur.com/5V7oYnt.png
And a pastebin from the WoWError executable:
http://pastebin.com/9kzzWEgB

Thanks for reading, and hopefully you can point me to a better direction!

8
Quote from: "Amaroth"
I am not sure what happened to you wrong with MyDBCEditor, buuut... Whenever you work on any texture of clothing (texture items), follow 3 simple rules:
1. keep correct size of textures (f. e. 128x64 or 256x128 or 512x256 for upper part of torso)
2. convert your textures as clothing textures (BLiPster is great GUI tool for doing that)
3. always put name of texture into DBC without _u.blp/_f.blp/_m.blp ending. For example when you have textures named like this:
Tabard_A_49ArenaBlue_Chest_TU_F.blp
Tabard_A_49ArenaBlue_Chest_TU_M.blp
write only Tabard_A_49ArenaBlue_Chest_TU to DBC in order to make item work (no matter if you use 1 _u texture or 2 _m and _f textures, always do like I said).

I know you solved this already on your own, but this might be of use for some others. Your "glitch" seems a lot like wrong name (rule #3) for TL texture.
Despite fixing it, I'll comment since you were kind enough to reply!

The problem was somehow in the dbc editor, simply because changing the texture name to a existing item it worked flawless, but new displayID didn't work at all. Once I added them through CSVed, to a new entry it worked on a new entry too. I figured _F and _M were Male and Female since all _F ones seemed to have more shadows in the chest area for tabards. :)

Never heard of BLiPster, I'll take a look into that. Thanks!

9
Texturing and 2D Art / [SOLVED] [WotLk] Custom Tabard Models glitching?
« on: January 28, 2016, 08:38:07 pm »
Hi!

I've been working on a project, and it's time to add modified tabards. However, everytime I modify the tabards they end up looking like this:
http://i.imgur.com/8LBoc90.png

Textures seem to be the issue. It only affects "new" items with new itemdisplayid, I can modify a .blp and name it the same as a existing one but as soon as it's a "new" one problems arise.

For instance, I've edited these blp's in photoshop:
Tabard_A_49ArenaBlue_Chest_TL_F.blp
Tabard_A_49ArenaBlue_Chest_TL_M.blp
Tabard_A_49ArenaBlue_Chest_TU_F.blp
Tabard_A_49ArenaBlue_Chest_TU_M.blp

And if I add them to the correct folders, Relentless Tabard which uses those files works fine. But as soon as I've added them to a new entry of ItemDisplayInfo.dbc that's how they end up looking like. Belly-area is chest textured, and first part of bottom is leggings textured. It also looks wrong if I attach actual .blp files to the new items(as in Screenshot, custom displayID with existing, non-modified .blp files)

What am I doing wrong? What did I forget/miss?

Thank you for taking the moment to check it out, and even better, if you have a solution.

Edit: Solved it. Apparently cloning a line in MyDBCEditor causes it to break, and using CSVEdit to fix it up made it work nice. Odd but.. at least it works!

http://i.imgur.com/FC85Uxb.png

Regardless, thanks to those who checked the thread!

10
Hey folks of Modcraft!

To start with I've attempted to search enough about the usage of EffectSpellClassMask throughout a lot of forums, google and even attempted to figure it myself but to no avail and pxr.dk doesn't tell much about its usage.

I'm a fairly new-to-modifying the DBC but I'm pretty confident in getting the basics about it. Anyways, here's my real question:

In attempt to modify spells of classes such as cooldown or cast-time reducing talents I've figured that EffectSpellClassMask A throughout C are the right ones to do it. My concern is that I've created a custom class with a set of customs spells, but wish to "enhance" these said abilities with talents.

I know how to reduce cast speed, modify it's damage but what I really don't know is the usage of the masking to apply it for said spells. For instance, Improved Fireball has a EffectSpellClassMaskA 1, but that definitely is not the spell id. Elusiveness which reduces cooldown of 3 abilities has EffectSpellClassMaskA set to 16779264 and B to 65536. But where exactly are these numbers from? How am I to determine my own custom spells ID's? Do I have to modify this in the core? If so, I would much appreciate a pointer to the right direction. I'm sure I can go from there.

After 3 days of attempting to figure this out by myself, I've come to seek help from the community I've learned so much from the past few weeks. Thank you in advance.

PS. If the topic isn't in the right section, I apologize, I had problems figuring out which part of the forums I should be posting and would request the thread to be moved to the appropriate place. Thank you!

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