This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - NewGotham

Pages: [1]
1
Modelling and Animation / Re: [RELEASE] Gnome Male HD (WOD)
« on: April 30, 2014, 06:50:53 am »
Quote from: "Rangorn"
If you have problem with this release, you can post here, i will help you, (with my bad english  :lol: )

The only problem I've got is, I can't figure out how or what to edit in the DBCs so the NPCs don't look like their skin and textures have melted over their heads. The players look FANTASTIC (what they show on the official website doesn't do the models justice) and I haven't had any problems with my characters.

Thanks, Rangorn! You da' man.

Edit: Here, have some example pictures. :D

2
Modelling and Animation / [Request/Help] Editing Nozdormu
« on: April 27, 2014, 04:00:43 am »
I downloaded Anthony's swag forever ago. I'm going through CreatureDisplayInfo.DBC, messing around with .modify morph and I stumble upon Nozdormu's human form and I wanted to add it as a separate creature but I'd like to remove the thing on his shoulder.

I have no IDEA where to start, though. I know I'm supposed to convert the M2 to something Blender can read to start. I've got Blender 2.62 and Python 2.6.6 installed but I'm still at a loss about why I can't import it into Blender.

I do have WotLK, Cata *and* MoP installed so I've got pretty much every model I could need to make it happen, it's just the execution I'm having problems with.

Anyone able to walk me through this?

3
Tutorials / Re: [TUTORIAL] Custom NPC
« on: April 24, 2014, 06:15:01 am »
It's worth keeping this handy:

In the creature_template database, ModelID refers to creaturedisplayinfo.dbc
Column 3 in CreatureDisplayInfo.DBC is the entry in CreatureDisplayInfoExtra.DBC.
The entry in CreatureDisplayInfoExtra.DBC determines clothing, geosets and skin/textures.

That means every unique combination you make is going to require two DBC edits and two database entries (creature_template and creature_model_info for the bounding box).

However, if you're making custom textures (and really, who isn't?), it's infinitely worth it to have a few dozen (if not hundreds of) custom NPCs with unique textures on unique combinations instead of just making copies under creature_template and renaming them.

4
Serverside Modding / Re: [QUESTION] how to remove fatigue?
« on: April 24, 2014, 03:12:51 am »
It'd require a new compile of the core.

In src/game/entities/player/player.h

Change this:
Code: [Select]
enum MirrorTimerType
{
    FATIGUE_TIMER      = 0,
... to this:
Code: [Select]
enum MirrorTimerType
{
    FATIGUE_TIMER      = -1,
That should do it... but then again, I haven't compiled a core since early LAST year and I could be off.

EDIT: Trinitycore doesn't include it in the config by default, they try to stay "Blizzlike" - you can enable .gm on for everyone, though, which would basically be godmode (and that includes no more drowning).

5
Miscellaneous / Re: (Workaround) That stupid portal problem I had?
« on: April 14, 2014, 11:38:26 pm »
Quote from: "kojak488"
Area triggers are hard coded into the client?  I'm almost certain I've used areatrigger teleport in the db with the areatrigger.dbc to create area trigger portals.  They were buggy with the box sizes, but it worked.

There's a few "blank" ones coded into the client that the core can use but after that, you're kinda hosed. Adding portals to all the custom content (and we should ALL have CONTINENTS worth of places) would burn through several times what's available.

Quote from: "Laduguer"
This sounds very useful, thanks for sharing. Is the process as straight forward as this, or do I need to do any additional scripting?

It really is that simple - just change the coordinates (and the model, if you'd like) and you're set.

Keeping it at level 1 means it won't be aggro'd by EVERYTHING. You may need to change the faction but that's iffy - the important thing is that you can "aggro" it and any nearby NPCs DON'T aggro it. Most of them will be a certain faction template so you can use the nearby faction template to make it "friendly" to them but not to you (so it'll "aggro" and teleport you). That's essentially all it is - an aggro-based creature that teleports you instead of attacks.

6
Miscellaneous / (Workaround) That stupid portal problem I had?
« on: April 14, 2014, 12:53:18 am »
Since Area Triggers are hard-coded into the client (f**k off, Blizztards), instead of hunting for unused area triggers for custom teleports, I decided to create an area-based NPC that looks and functions like a portal using SmartAI scripts.

First, the SQL code for the creature itself. Once it's in the SQL database, you can (of course) change the model.

Code: [Select]
INSERT INTO `creature_template` (`entry`, `modelid1`, `modelid2`, `modelid3`, `modelid4`, `name`, `faction_A`, `faction_H`, `speed_walk`, `speed_run`, `unit_class`, `unit_flags`, `AIName`) VALUES (5551218, 26496, 26496, 26496, 26496, 'Portal to Stormwind', 1, 1, 0.000001, 0.000001, 1, 6, 'SmartAI');
SELECT `entry`, `difficulty_entry_1`, `difficulty_entry_2`, `difficulty_entry_3`, `KillCredit1`, `KillCredit2`, `modelid1`, `modelid2`, `modelid3`, `modelid4`, `name`, `subname`, `IconName`, `gossip_menu_id`, `minlevel`, `maxlevel`, `exp`, `faction_A`, `faction_H`, `npcflag`, `speed_walk`, `speed_run`, `scale`, `rank`, `mindmg`, `maxdmg`, `dmgschool`, `attackpower`, `dmg_multiplier`, `baseattacktime`, `rangeattacktime`, `unit_class`, `unit_flags`, `dynamicflags`, `family`, `trainer_type`, `trainer_spell`, `trainer_class`, `trainer_race`, `minrangedmg`, `maxrangedmg`, `rangedattackpower`, `type`, `type_flags`, `lootid`, `pickpocketloot`, `skinloot`, `resistance1`, `resistance2`, `resistance3`, `resistance4`, `resistance5`, `resistance6`, `spell1`, `spell2`, `spell3`, `spell4`, `spell5`, `spell6`, `spell7`, `spell8`, `PetSpellDataId`, `VehicleId`, `mingold`, `maxgold`, `AIName`, `MovementType`, `InhabitType`, `Health_mod`, `Mana_mod`, `Armor_mod`, `RacialLeader`, `questItem1`, `questItem2`, `questItem3`, `questItem4`, `questItem5`, `questItem6`, `movementId`, `RegenHealth`, `equipment_id`, `mechanic_immune_mask`, `flags_extra`, `ScriptName`, `WDBVerified` FROM `creature_template` WHERE  `entry`=5551218;
The second SQL code was the pain to figure out. It had to auto-trigger when the NPC came within a certain distance, not move and always work.

Code: [Select]
INSERT INTO `smart_scripts` (`entryorguid`, `event_type`, `event_param1`, `event_param2`, `event_param3`, `event_param4`, `action_type`, `target_param1`, `target_x`, `target_y`, `target_z`, `target_o`, `comment`) VALUES (5551218, 10, 1, 2, 2, 2, 62, 8, -8474.02, 1345.12, 5.3701, 4.73895, 'Portal NPC to Stormwind Harbor');
SELECT `entryorguid`, `source_type`, `id`, `link`, `event_type`, `event_phase_mask`, `event_chance`, `event_flags`, `event_param1`, `event_param2`, `event_param3`, `event_param4`, `action_type`, `action_param1`, `action_param2`, `action_param3`, `action_param4`, `action_param5`, `action_param6`, `target_type`, `target_param1`, `target_param2`, `target_param3`, `target_x`, `target_y`, `target_z`, `target_o`, `comment` FROM `smart_scripts` WHERE  `entryorguid`=5551218 AND `source_type`=0 AND `id`=0 AND `link`=0;
The only things that would need to be changed for each new "portal" are the entry ID (which has to ALWAYS be the same as the character entry), the distance the character has to be from the "portal"/NPC (which is, in meters, 2, 2, 2), the coordinates including orientation (-8474.02, 1345.12, 5.3701, 4.73895 will put you on Stormwind Harbor on one of the docks facing Stormwind) and, if you'd like, the comments.

Once the "portal" NPC is placed, you can change the Unit Flags in character_template to 33554432 (which makes it untargetable), .reload character_template and .respawn (or restart the server if you want to play it safe). This should work for any recent TrinityCore release (possibly MaNGOS but I haven't used them since about 2009).

Enjoy! ^_^

7
Miscellaneous / Re: [Question] Adding an instance portal?
« on: September 12, 2013, 05:45:38 pm »
Quote from: "Dracbane"
Quote from: "NewGotham"
Done. If it's any consolation, I've managed to get ONE of the two working and am completely confused by why only one is working.

Edit: The portal going from map 750 to map 44 (custom continent to old Scarlet Monastery) works fine. The portal going from map 44 to map 750 doesn't work at all. I've added the areatrigger.dbc to the client and the server, and I've added the areatrigger_teleport to the database but... nothing.

Anyone got any ideas?
I have been having the same problem for weeks on my custom Karazhan raid.

It isn't a fix for the portals but it's a functioning work-around for them... Teleport NPCs! I've got one at the entry and end of the instance that'll teleport you to just outside the entrance. Best part is, it's not too difficult to add. Project Code

I spoke with fearless_wind yesterday on Skype (thank you, fearless!) and he doesn't know why we're having the problems. I think it's because we're adding portals to custom instances, though. Since they aren't official instances, the server doesn't recognize the Map ID so the portal may be there, it just isn't recognized... I think I phrased that correctly.

8
Miscellaneous / Re: [Question] Adding an instance portal?
« on: September 11, 2013, 09:33:10 pm »
Done. If it's any consolation, I've managed to get ONE of the two working and am completely confused by why only one is working.

Edit: The portal going from map 750 to map 44 (custom continent to old Scarlet Monastery) works fine. The portal going from map 44 to map 750 doesn't work at all. I've added the areatrigger.dbc to the client and the server, and I've added the areatrigger_teleport to the database but... nothing.

Anyone got any ideas?

9
Miscellaneous / Re: [Question] Adding an instance portal?
« on: September 11, 2013, 07:51:14 pm »
I know how to get to the location with .tele. That isn't the problem. I've already created and imported the content (both dungeon and continent). They work fine in-game. The problem is adding a portal to get from one to the other so other people don't have to use GM spells. That's why I asked if there was a tutorial to add portals. The tutorial you linked to doesn't explain what any of the DBC contents actually are, what numbering to use or what exactly to edit (aside from areatrigger_teleport in the DB and the area_trigger.dbc).

10
Miscellaneous / Re: [Question] Adding an instance portal?
« on: September 11, 2013, 06:32:25 pm »
Quote from: "fearless_wind"
Search for a tut - Dungeon Entry

I did. That was for ArcEmu and the detail it gave on Trinity (actually, MaNGOS, but same difference) was pretty sketchy. I've edited the Area_Trigger DBC and added two entries for the entry and exit and added the entries into the areatrigger_teleport but... nothing.

11
Miscellaneous / [Question] Adding an instance portal?
« on: September 11, 2013, 05:18:31 pm »
For starters, I'm using TrinityCore version 2011-08-20 06:47:35 (080c420).

I've made a custom continent easily enough, I've edited it with Noggit and I've added some buildings (and allow me to say the progress Noggit has made since I started using it back during 2.3 is absolutely amazing). I actually copied Scarlet Monastery and it's sitting on some land. Great, huh?

I've also edited the database to "reactivate" the original, one-instance version of Scarlet Monastery (on map 44 if that helps anyone figure out what I'm talking about). I can .tele to the continent and to the instance but I don't know what DBCs to edit or what database edits to make. Are there any guides out there to tell me how, or can someone fill me in on what I'm supposed to do?

12
Random / Hi, folks!
« on: September 11, 2013, 01:21:14 pm »
I think I've made a whopping two posts (this being my third) and I dislike lurking so I figured I should at least try to be part of the community I've lurked on for a while (off and on). I remember seeing links for Modcraft on ownedcore (and even back when it was mmowned before that) and ended up migrating here. Sadly, I think a large part of Ownedcore has "sold out" for lack of a better term; they want to do nothing but exploit.

While that isn't my cup of tea, I can't really look down on it. It just isn't something I'm fond of.

I set up a Cata server a few weeks ago and found it's pretty difficult to mod so I downgraded the server to Wrath. It's a vanilla server except I've removed Fatigue... and then I remembered Modcraft. AnthonysToolbox has released some amazing stuff and the guides that Eluo has provided have helped me a ton. I don't plan on being too active and releasing too much stuff all at once (mostly world edits, new continents, things like that) but I do plan on trying to give back every once in a while.

Thanks for all the help from the US!

13
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: September 06, 2013, 05:31:33 am »
Please no. The odds of anyone needing this on live servers for anything not malicious is slim which is why people like me can't get an answer on how to edit and patch Cata clients. All anyone expects is cheating for malicious reasons...

I just want to add the old removed content back, get rid of invisible walls and add some new zones.

14
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: September 05, 2013, 10:03:58 pm »
*casts Thread Necromancy*

I'm pretty curious about this too. I'm using a 4.3.4 client and haven't figured out how to do anything and get it to actually work (even things as simple as removing the invisible walls).

Pages: [1]