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Topics - Big Bad Bot
16
« on: June 30, 2015, 12:56:06 pm »
Hello everyone (again). I manage to edit a race model making some minor changes in a lot of models multiple times (human, worgen, dwarf, goblin, etc) and from time to time I get the same last outcome: a broken model.
- Sometimes it looks like a mess of triangulate faces afloat in the middle of the screen. - Other times I get a perfect model until it makes one specific animation (or more) and morphs into a weird mess until the animation stops. - The most common situation: same as above, but the client crash when this animation starts.
I think I'm doing something wrong or probably touching something that I don't have to. There's a way to "fix" almost the last two cases? Can someone give me some advice to doesn't waste work hours?
17
« on: June 21, 2015, 10:45:10 pm »
Hello everyone. I start again to try to modify race models in Blender 2.49 and, after some minutes of work, when I export the .m2i file and convert it again to .m2, the model just dissapear. When I open it in Blender it looks fine, but ingame the model isn't there, just like the InvisibleMan.m2 (not a cube, just nothing).
Then I try again other thing, and there's when the issue gets weird:
1- I convert the race model from m2 to m2i with M2Mod 2- I convert the model from M2i to M2 with the same tool and without make any change in it. 3- I put it in a MPQ file, run the game and there's the same problem again: no model at all. Not a buggy one, not a cube. Just nothing.
Searching for a solution for this, I try:
1- Download the tool from another source and try again. 2- Download the new cata-friendly version M2Mod4 (I'm using the M2Mod3 because I work on WLK) 3- Follow a lot of tutorials step by step. 4- Try with other animated models of creatures and characters.
The weird thing is...I do this operation a LOT of times and now it just doesn't work anymore.
Can someone give me an advice to solve this or something? :/
18
« on: May 04, 2015, 09:15:45 am »
I have some issues with the transports (client crash when a transport spawns or despawns to anyone who have them at sight) and I think the best way to solve this is deleting the objects and the scripts, but I'm afraid to make huge mistakes (I have backups, but this way is faster). Anyone knows the best way to do this?
19
« on: May 04, 2015, 08:53:17 am »
Pretty much a self-explanatory title. You ask for a weapon, shoulder, doodad or maybe an entire building and I'll model it (please, no helmets, anyone it's about 20-ish models). I need some practice with Blender and I want to make a favor to the community. This is my way to say "thank you".
I'll upload it with screenshoots and for WLK, so almost anyone could use it. The rules are simple: no helmets, no animations, no particles, no WMOs. If anyone knows about a good tutorial about animated M2s could be awesome, but I want to be sure I'm besting the basics of modeling first.
Have a nice day!
20
« on: April 14, 2015, 05:07:24 pm »
Hello everyone.
I was working in a simple custom M2 for WLK using OBJ to M2 method, but when I get my final model his textures doesn't have any transparency. I have de 010 editor and the M2 template, but I forgot which field I must change to enable the tranparency when I edit the file. Some screenshots:
21
« 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.
22
« 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!
23
« 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.
24
« 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!
25
« 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.
26
« 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?
27
« on: April 17, 2014, 05:06:02 am »
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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