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Messages - Keta

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181
Tutorials / [TUTORIAL] Adding new taxi routes + flightnodes
« on: June 25, 2011, 04:02:54 am »
[center:hlzpeuse]Hello there Modcraft!
Note: Somewhat noob friendly[/center:hlzpeuse]

Now, it has come to my attention that there is quite a lot of doubt and confusion, regarding how to actually edit the DBC files to create new custom taxi routes. (I.E. Blizzards ingame gryphon/bat/Wyrwen taxies). To make things clear, this is not quite too easy either. Well, depends on your sense of common knowledge xD Anyway, we'll start off at step 1.

Step 1: Get the tools! (Skip if you already have the tools)
     - http://taliis.blogspot.com/ - Taliis
     - http://www.zezula.net/en/mpq/download.html - Ladik's MPQ Editor
     - Database editor (HeidiSQL, Navicat, etc. Own choice)
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Step 2: Get the correct DBC files extracted
Allright, start off by extracting the newest DBC files you can find in your MPQs, using Ladik's MPQ Editor named:
Code: [Select]
TaxiNodes.DBC
TaxiPath.DBC
TaxiPathNode.DBC
To where, is of your own choice, as long as you remember it ;D

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Step 3: Open all DBC files in Taliis
Open all the DBC files in Taliis, and go into TaxiNodes.DBC and open the second tab called "Table" (No cogwheel).

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Step 4: Pick any row and duplicate
Pick any row and duplicate it, and go to the bottom, edit row #0 to one above the (now second) last row. In my case, as shown on the picture, its 441 I'm gonna change it to.

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Step 5: Make a new string, fitting the location.
Now, go into the strings table, make a new string containing the name of the new flight node your making. Ill be making Pyrewood Village since I think Alliance should have a flight node there, since they are already friendly xD Anyways, enough of my opinions. We're here for facts, not opinions :D

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Step 6: Adding name + editing coords
Now remember the number of the row with your flight node name, you got in Strings. We're gonna use that now. Go back into Table (WITH cogwheel) and scroll down to your row. Edit coords, fitting your taxi node, and now edit the name ID to your new one.
Quick note:
Quote
The coordinates (in this row) is sort of like the last flight node, before reaching the location. Its also the location of the "boot" on the minimap, when talking to a flightmaster. When taking a trip to that specific location, you will get "teleported" (in this case, moved, since your so close to the coord), to the coords you've provided here, when there is no more flight coords.
So, here's my row:

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Step 7: Flying mount model
In the end of the row, you'll see 2 different numbers. First one represents the display ID of the mount horde players will ride on, when flying FROM this location. Second number, is the display ID of the mount alliance... -||-. Ill leave mine, because I copied from an alliance node already. But feel free to change yours, if you feel like it.
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Step 8: Moving onto TaxiPath.DBC
So, now we got the row for TaxiNodes.DBC done. Lets move on to TaxiPath.DBC. This is the easiest one. All we gotta do here is, pick a row, copy, edit the column #0 to one above the highest. Now go back to TaxiNodes.DBC and look for the first number on 2 flight nodes. one of them will be the new one you just made, and another will be maybe a current one, or a new one, if you've made 2 new nodes? Anyway, remember those, go back to TaxiPath.DBC, and put for column #1, the node from which you travel FROM, and in column #2, you put the ending location. column #3 is gold cost, in copper. This will lower, depending on your reputation ingame with the flight master. So, this is how my TaxiPath.DBC file looks now ;D

I've now linked the flight node Southshore (Thats the 14) to my node in Pyrewood Village, Silverpine Forest.
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Step 9: TaxiPathNode.DBC
Now, here's to the boring part. Remember the number from TaxiPath.DBC. The one from #0. Well, now you gotta find any row in TaxiPathNode.DBC and duplicate it, and for each turn you want on your flight route (usually you have quite a lot), you gotta add another one.
First row, make that a unique number. I'd suggest just keep moving upwards with the last number used.
Second row, here you put your number from TaxiPath.DBC. In my case 1979.
Third row, is the order of each flight point. Start with 0, and move upwards until you have all the points you want.
Fourth row, is pretty much just map ID. Edit that according to the place your making your flight node in. I make it 0, because Eastern Kingdoms (Azeroth) has the map ID 0.
Fifth, sixth and seventh row is coords.
The last 4 rows, you don't need to worry about.
This is how my DBC file ended up looking like.

Save all the DBC files, and lets continue
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Step 10: Finishing touches
This was the hard job. Now, go into your database, copy a flightmaster and possibly change the name of him. Go to your new flight node location, and spawn the flightmaster there. Doesn't have to be on the exact spot, but somewhere nearby. Now, go into your core folder, and where ever the extracted DBC files are, which the core's using, add these 3 new there (The one we've edited), and overwrite the existing ones.
Now, make a patch, containing these 3 files too. Now, restart the server, go in game, and try the flight path ^_^ If you did everything correct, it should show up, and work as intended ;D
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Keep in mind, you need to make another row in TaxiPath.DBC in order to make the flight route possible to fly, from both places, to the other :) Same counts for TaxiPathNode.DBC. Also needs to make another path.

No sound
[youtube:hlzpeuse]http://www.youtube.com/watch?v=t7h50lQL2z4[/youtube:hlzpeuse]

Thanks
Keta

PS. Not sure if I've missed anything regarding to the rules on the forum. Its 4 in the morning when I'm making this, so if a moderator spots something, feel free to edit it ;)

182
Serverside Modding / Re: [DBC] Making custom (new) taxies?
« on: June 24, 2011, 12:14:00 pm »
Yea, sure, Ill write it later on today when I get home. First I gotta go to the dentist, and then pick up my bro's, then take care of them for an hour or so, and first then Ill be home again xP But yes, when I get home, Ill make and post it ;D

Thanks
Keta

183
Serverside Modding / Re: [DBC] Making custom (new) taxies?
« on: June 23, 2011, 11:39:04 pm »
Yeah I figured it out ;D Seems to have to do with the 3 DBC files only. I dunno exactly what I did wrong before but... I'd assume it was my cache or something. Anyways, working now ;D

Thanks
Keta

184
Miscellaneous / Re: WorldChunkSounds.dbc
« on: June 14, 2011, 11:43:46 am »
Could you tell us from which expansion its from? Some people still look for Alpha wow content xP I mean, I assume its WoTLK, but... :P Anyways, here the result when I tried to open it in Taliis. I extracted it from locale-enGB.MPQ


(Nothing >.>)

I assume this is your problem too, so... Your not the only one with this issue then :o

Thanks
Keta

185
Serverside Modding / [DBC] Making custom (new) taxies?
« on: June 07, 2011, 10:03:54 pm »
Hello there Modcraft!
(Warning, wall of text)

So... I've been working a bit with the three taxi DBC files, TaxiPath.dbc, TaxiNodes.dbc and TaxiPathNodes.dbc. Its working all right, but when I want to add new flight paths to my server, its beginning to get buggy. You see, making them is no problem... Problem is, they don't show up in-game on the flightmasters minimap (the map where you choose the location you want to fly to). And I've been thinking, it could be due to 2 things. First one I've come to think, its not that likely. Anyway, here they are, nonetheless.

1) It might be due to the fact that, for example, when you fly from say Ironforge, to Westfall, you have to fly past Stormwind first. So I'm assuming it is because Westfall is linked to Stormwind, but not Ironforge, but it calculates the route from Ironforge to Westfall by including Stormwind as "checkpoint". I'm not sure how that makes sense, but it seemed to make sense inside my head x) Anyway, on to number 2.
2) I've also been thinking it might be because, as we all know, the world, and maps, isn't the same. They have 2 different coordinates. So I've been thinking, that each of those small boots, (), which represents a flight path, might have some different coords, than those displayed in the 3 DBC files I named above. This will then result in either, not displayed the flight location on the map, or displaying it in coord 0,0 (Which I assume is outside the map or something xP). Keep in mind, this is just my theory. A reason for why I  think so, is that even though I edited the coords of an already-made one (Northshire Abbey), it still showed the flightpath down at Northshire Valley on the flight master map.

So I'm thinking, (which is also very likely), that there are 2 sort of coordinates for one flight point. The location of the boot/flight point, (), and the actual end location when done with the flight route. Problem is just... I assume the location of the flight points are also somewhere in (apparently) some other DBC files, but I just haven't seem to been able to figure out the whole deal... So basically I'm asking all and any of you, to simply provide me with any knowledge about this custom taxi "mystery", and I shall try my utterly best to assemble and connect all of this, and hopefully be able to figure out the whole deal.


Thanks
Keta

186
Noggit / Re: Noggit rev 120 and Windows 7
« on: June 07, 2011, 01:23:23 am »
^^ What he said xD That's probably also what I'd done as the very first thing, but I'd say that's common knowledge. Every time a program doesn't work, run in other compatibility modes before reporting it as a problem x)
But yeah, if that doesn't work, try my suggestions :P

Thanks
Keta

187
Noggit / Re: BETA V 120 B 21 - changeset 184 (bfe4670eae1d)
« on: June 06, 2011, 11:06:10 am »
I'd just like to say, Steff (and other Noggit devs. if there are any? xD), its an epic program you have, and are, developing : D But erhm... Would there possibly be a chance for you to fix the thing that when you move 'inside' WMOs, the inside of them disappears? It happens to me a lot. The inside disappears, but its only from some angles. Other angles I can see it xP Makes it difficult to make sure that ground isn't peeking up inside the buildings :/
Oh yes, this does not happen to ALL WMOs. But so far, most of 'em except for human_farm.wmo. Maybe it also doesn't happen on other, but those which I'm working with right now, I've experienced it with xP

Thanks
Keta

188
Miscellaneous / Re: Arcemu dont want my custome map
« on: June 06, 2011, 10:54:58 am »
I'd suggest trying to edit the coords and other stuff on the row inside the world_info table. If not working, I'd assume you either have a bugged core, or corrupt DBC file :s

Thanks
Keta

189
Noggit / Re: Noggit rev 120 and Windows 7
« on: June 06, 2011, 10:51:47 am »
Try update your net.framework to 4.0, try install Visual C++ 2010, update any updates that Windows Update might have in store for you, possibly update graphics card and in general, update anything you'd think that has to do with how your computer runs stuff.
Oh yeah, and try move Noggit (and Noggit related files: DLLs, TXTs, EXEs, etc.) into a separate folder, instead of having them inside your World of Warcraft folder. Not sure, but Noggit might try to load from another DLL inside Wow's folder, which could make it crash. Not sure though, but just for safety reasons, move it into another folder x)

Thanks
Keta

190
Noggit / Re: BETA V 120 B 21 - changeset 184 (bfe4670eae1d)
« on: May 31, 2011, 12:47:42 pm »
Quote from: "frezer748"
Quote from: "Steff"
If you change an adt, save it and after reopening noggit you seee your changes... then noggit saved it.
So everything work right?

What do you meen with noggit do not save???


steff please fix the custom continend bug :( when i save the continent (custom) and pack it into a custom patch than i fall ingame (there are no terrain)

This sounds like you either forgot to add the Map.DBC file to your MPQ or server, or you forgot to add the WDT file xP
Check for those 3 :P Maybe you also need to add the world to your database. Depends on whether you use ArcEmu or other cores xP

Thanks
Keta

191
Random / Re: Gamemaster's thoughts on Modcraft (image)
« on: May 28, 2011, 03:04:14 pm »
I'm still interested in hearing 2 things.
1) Did the GM contact you later on? XD
2) How's it going with Blizzards opinion on your letter about model editing to them? :D

(Oh yeah Xel, is it possible that you could perhaps add a link to the picture instead/also? xD)

Thanks
Keta

192
Random / Re: Shame on Model Editing
« on: May 28, 2011, 02:57:16 pm »
Quote from: "schlumpf"
Quote from: "Hypnotoad"
However, a message to Schumpf, without Cryect, your program would be nowhere.
Without Cryect this whole community would not exist.
Without ObscuR, Z., DG., linghuye etc. this whole scene would not exist. Not at all.

Hm... Point taken Schlumpf...

@OnTopic: Yes, I agree with pretty much everyone here. It IS fcking annoying seeing your stuff being ripped by people who thinks they are "oh so good". And yes, I agree with TheBug regarding MMOwned's reputation system. I don't consider myself a 'good' Model Editor, I consider myself decent. And despite my continues sharing and releasing of world builds, treepath editings, reskins, model swapping, etc. I am still considered "not important" on MMOwned by some people. That is, partly, because people forget to rep when liking stuff, and partly just because they think they are god, because they are higher ranked than me. This is really pissing me off. I have pretty much left MMOwned too, and now sticks to this forum.
Last thing I have to say is, lets try and keep this forum on a low profile. I mean, try not to get too many none-ME'ers on it. Its just going to be another leeching-fest. That said, I believe I have expressed myself fully. And Franc? Keep the good work up, will ya? We all love you, don't let yourself go down because a few idiots can't make their own stuff x)

Thanks
Keta

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