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Messages - Landira

Pages: [1] 2 3 ... 5
1
Noggit / Re: WMOs Doods Flicker When You Stand In Them
« on: August 21, 2014, 09:47:54 pm »
Sometimes two or more of the same WMO ist on the same point... delete all, only one can stand.

This problem is often across 2 ADTs... in each of the two ADT the WMO is on the same point.

2
Modelling and Animation / Re: [HELP]WMO Water
« on: June 08, 2014, 11:16:50 am »
like Supora said, you can Change it in the Liquidtype.DBC there are all Information with Water, Slime and so on are used in WMO´s Ocean or normal Sea Water

3
Works perfectly also the link too.

Mybe you make a little mistake in your Hexedits

4
Very nice work!

5
"Retro-Porting" / Re: [RELEASE] [SHOWOFF] Gilneas map for 3.3.5
« on: November 07, 2013, 08:21:36 pm »
oh ok thats the point why my own converted ADTs crashing all time or I have Texture problems :)

I found a rift in your ADT´s but Noggit crashs when I open your Gilneas :(

6
"Retro-Porting" / Re: [RELEASE] [SHOWOFF] Gilneas map for 3.3.5
« on: October 24, 2013, 02:19:10 pm »
have you tried to put it directly on the right place in the Silverwood Forest?

7
Noggit / Re: [RELEASE] Latest Version: SDL 1.3
« on: October 24, 2013, 02:16:09 pm »
mhm... Chunk Whater is way better to flood the complete ADT, when you building a Town with a Like and an Cellar in that Town, than you are under water. which Chunk Water its very very better for this.

But... when there comes a better Water option than it´s ok but ADT flooding only is not really the best wy

8
"Retro-Porting" / Re: [RELEASE] [SHOWOFF] Gilneas map for 3.3.5
« on: October 24, 2013, 11:17:33 am »
The ADTs and object works perfect, but really ALL Textures are complete on the wrong place oO looking strange.

EDIT:
Bitchslap to my self... has my old converted Gilneas ADTs in the map folder, now it works great!

9
Noggit / Re: [RELEASE] Latest Version: SDL 1.3
« on: October 24, 2013, 10:47:09 am »
K we can creat Water now but only for the complete ADT I see?!

Will we in the next Version an Option to add Water in the chunks or better in the Hole square like Blizzard did?
That´s would be nice.
Otherwise the Create Water option is not usefull to me and I take the allwater tool with the chunksfiles temporary.

10
Modelling and Animation / Re: Fog in WMO
« on: October 06, 2013, 03:14:35 pm »
seems to be working, thank you Schlumpf!

11
Modelling and Animation / Fog in WMO
« on: October 06, 2013, 12:32:21 pm »
Hey Guys!

I´m trying out tou convert an Cata Instance wmo to 3.3.5a
It works, but with a little problem, when I going inside this wmo (Ingame) I can´t watch far away because there is ja blue Fog Inside like the Watch distance in the World.
I´m trying out to deaktivate this via 010 Hex editor, but all I change don´t work.
Have somebody the same problem and can help me a little bit?

12
Tutorials / Re: [TUTORIAL] Custom Flying Mount (Can be ridden anywhere)
« on: February 01, 2013, 07:12:22 pm »
Same Problem as LordAres !

the problem is in database table npc_spellclick_spells

we need a spell_id that give us the way to flight, thats all but i don´t find the right spell_id.

In Eye (Malygos) there are Hoverdiscs that do this, but on my Server this Discs has noch spell_id -.-

also the same problem with the Drake in Oculus :

13
Serverside Modding / Re: Teleport objects via GUID
« on: November 14, 2012, 09:37:38 pm »
After a long time I think I found the problem.

The Server Error log say:

SmartAIMgr::LoadSmartAIFromDB: Creature guid (228821) does not exist, skipped loading.
SmartAIMgr::LoadSmartAIFromDB: Creature guid (228795) does not exist, skipped loading.

I think the Server is dearching fpr CREATURE guid´s not for OBEJCTS.

But the source_type in the Smart script section is on "1" that means he must use the GUID for GAMEOBJECTS.

The source_type for Creature is "0" .
It is correct set on 1 and I don´t know why the Server already searching for CREATURE GUID -.-
It´s a TrinityCore

14
Serverside Modding / Re: Teleport objects via GUID
« on: September 18, 2012, 10:20:10 am »
It´s very easy but somewhere must be an Entry failure...

The same object and the script when I´m using the ID works perfectly. I´m right clicking the Object and I teleport.
When I do it with the GUID it does nothing when I´m right click on the object.

I wish to do it with the GUID because I can use ONE Object for many many Portals like the Translocation Orb of Silvermoon.

Is it possible i have to change something on the Object himself when I wish to do this with GUID IDs?

15
Serverside Modding / Re: Teleport objects via GUID
« on: September 17, 2012, 11:49:59 pm »
ok i can insert an Teleportscript wie the - fpr the GUiD but the Teleport don´t work.
I insert the same script as the other working Teleportscripts.

Same script with the ID works fine.

Must i edit the Object himself on an other way?

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