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Messages - Big Bad Bot

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61
Serverside Modding / [Question] Spell.dbc weird description
« on: November 24, 2014, 02:26:37 pm »
Hello everyone. Right now I want to do something pretty weird. I'm looking to make a custom spell that reflects some attributes placed in other DBC rows or simply the character attributes (like his HP, MP, celerity level, etc). I know some "codes" in the column 177 point to the data of other fields in the same row, like "$s1" who reflects the value of column 81, "$t2" and "$d" who points to loop time and duration time (just other fields really).

TL;DR?
I want to make a spell that shows in the description the strenght of the character player, like (if he have 200): "This spell does 200 damage points" (I don't care if the spell doesn't really do that damage, it's an example).

So guys, do you think that this is possible?

PS: There's a graphic representation about what I want to do.

62
Development and Presentation / Re: [PROJECT]  MMOSDK (was WoW Factor)
« on: November 23, 2014, 06:19:06 pm »
I really support the way that this project is taking and the idea of put free the source code could be a double-edged movement. As moders and server admins, we only need the app already done I think; at least if it have editors to spells, scripts, items, creatures, quest and such things. If the project will have all of this, we can't ask for more :/

63
Miscellaneous / [Question] New DisplayID's creatures doesn't appear
« on: November 15, 2014, 12:01:58 pm »
Hello again to everyone. Some time ago I add some new custom models to my server (Trinitycore 3.3.5a) editing some DBCs (Creaturemodeldata, creaturedisplayinfo, etc) and with the command .modify morph everything goes allright, but when I add that model to a creature (creating a new one or editing an old one) I can't spawn it. When I try, I receive the message that I ussually get when I write an inexistent creature ID.


I search for someone with the same issue but I didn't find anything about it. Thanks to everyone again!

64
Miscellaneous / Re: [Solved] Where's that arrow?
« on: November 13, 2014, 02:48:32 am »

65
Miscellaneous / Re: [Question] Where's that arrow?
« on: November 12, 2014, 02:31:58 am »
Nice work, fella! I found it in my Locale MPQ's folder. Thank you for the help!

Another question: I tried to found it (again) without any results. Where's the gold-silver dot that represents members of the raid/party in the big map?


EDIT: Found it thanks to this page. I recomend it: http://wowprogramming.com/utils/artbrowser

Interface/WorldMap/WorldMapPartyIcon.png

66
Miscellaneous / [Solved] Where's that arrow?
« on: November 11, 2014, 06:22:52 am »
Hello everyone, it's me again. I'm looking for some BLP archives and I think they're in the Interface folder inside some MPQ file. It's the Map and Minimap "arrow" what shows where you're. I look for it, but I only find a some other map and minimap graphics. Anyone got any clue where is it?

PD: It's for 3.3.5a

Pic related.



67
Awesome! I'll try it soon. Thank you to everyone! :D

68
Serverside Modding / How to remove the Mailbox's delivery prices? (3.3.5a)
« on: November 03, 2014, 08:43:58 am »
Isn't really too much mystery. I was surfing in my DBC files for weeks and I didn't find anything about this. Can someone help me?


Anyways, the server is a Trinitycore.

Thanks!

69
I offer myself to help you with that job. I just need the source of the WoD models and what textures you already done.

70
Modelling and Animation / [QUESTION] A big Issue with M2MOD/Blender 2.49
« on: September 01, 2014, 07:03:25 am »
Hello again. I fell a little embarassed asking for this. Some months ago I wasn't having this kind of problems and I don't know what the heck happened. But well, let's get to the point

1- I take a race model from 3.3.5 and converted from m2 to m2i with its .anim files using this M2mod
2- I made minor changes, select all the meshes and bones and exported to M2i again.
3- I used the M2Mod to turn it back to M2 and the modified file had about 1,8MB, while the original one was 2.0MB.
4- Made an MPQ, opened WoW and instead of the model, I have a big pile of nothing. I don't talk about no changes, but no model at all.
5- I repeat the same without the minor changes, just import to blender, export again and turn the file to a M2i file again. Same issue.

PS: I didn't forget the bones in Blender, I didn't forget to move the .anim files when the m2mod creates new ones and I didn't have any problem or error with the m2Mod.

71
Modelling and Animation / Re: [QUESTION] How I rename an entire race model?
« on: September 01, 2014, 06:50:30 am »
Thank you but...how do you get there?

72
Modelling and Animation / Re: [QUESTION] How I rename an entire race model?
« on: September 01, 2014, 05:09:53 am »
Quote from: "dahaga"
And why not .... just rename hardcoded texture paths in model it selfs and model will load everything that he needs


That's pretty much what I want to read. How I do that? I open the m2 file in 010 editor or something?

73
Modelling and Animation / [QUESTION] How I rename an entire race model?
« on: September 01, 2014, 03:31:44 am »
Hello everyone. The question may sound a little tricky, but this is the deal:

 I created a new race in Blender using some tutorials from here and the troll model as a base. Now I have a lot of .anim, .skin and .blp files with the troll's name. If I use it without changing anything, the model runs awesome replacing the troll model; but now I want to use it as a new race model, without replacing anything. If I rename all the files (Including the head ones) and I modify all the DBC's references, could that work?

74
Miscellaneous / Re: OBJtoM2 crash when start
« on: April 21, 2014, 08:00:10 pm »
Are you using blender to create the OBJ file? Try to export the file with the option "Including UVs"

75
Hello everyone and excuse me for my poor English. This will be my first post here and I need this information to share my first clientside or serverside patch (I have the clientside right here anyways).

I use as a base the spell with the ID 69188 who puts a goblin jetpack to your character's back to do this. I have the intention to make identical spells but with other models to summon in the character's back, like backpacks or wings. I try to make a swamp with the jetpack and my custom model and everything works good, but now I try to make new spells like this.

*At first, I go to the Spell.DBC
*Jump to the line 69188 (the spell ID)
*Go to the column 132.
*Copy the number (14479)
*Go to SpellVisual.DBC
*Go to the line 14479

And then, I get stuck. So I try to make the same process backwards:

*I go to the SpellVisualEffectName.DBC
*I look for the only one who have the archive spellsjetpack.mdx. I found it in the line 6127.
*I go to the spellVisualKitModelAttach.DBC
*I find in the Column 3 the ID 6127 in the line 1321

And I get lost again. So, I have the first and second link, and two of the last ones.

 Can anyone help me to find the other links?

Aditional data: I'm using MyDBCeditor By Smartwork.

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