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 - Crumpet

Pages: [1] 2 3
1
Miscellaneous / Re: ArcEmu 3.3.5 Restarter?
« on: December 27, 2014, 01:23:32 am »
Let me save harry bursting a blood vessel.
TrinityCore has a Lua engine now, see: https://github.com/ElunaLuaEngine/Eluna

Use that and you don't have to deal with the terrible-ness that is arcemu and you can still script in Lua.


Arcemu is harry's ex, and they didnt have a good breakup.

2
Modelling and Animation / Re: [QUESTION] I'm new with blender
« on: June 15, 2014, 05:38:07 pm »
ctrl+L will help to select linked vertices within the UV mapping interface. as will just holding ctrl and dragging to select within a custom shape.

3
I put it in the brackets ;)  Skype name: Crumpetts
yes the two "t"'s are deliberate

4
I haven't modded in a while I've been so busy. But if you add me on skype (crumpetts) I'll be happy to help

5
Resources and Tools / Re: [TOOL] Spell Editor GUI
« on: September 08, 2013, 07:44:01 pm »
ehhhhrrrrggg

6
Modelling and Animation / Re: [QUESTION] Spell visual scale
« on: August 07, 2013, 02:25:45 am »
Quote from: "stoneharry"
Spell scale is affected by NPC scale.
.
I had assumed he didn't want to scale the creature/player up ;)

7
Modelling and Animation / Re: [QUESTION] Spell visual scale
« on: August 07, 2013, 12:38:50 am »
I don't think you can change the scale of the model via dbc. You can change offsets etc, in spellvisualkitmodelattach but that isnt what you want. As a general rule this is the chain for spell visuals:
spell.dbc column 131 -> spellvisual.dbc -> spellvisualkit.dbc -> spellvisualeffectname.dbc

As for the change in size, your best bet is to make a duplicate of the model you want, scale it up (I think there's a m2 scaler tool somewhere) and add it back in under a different name, create a new entry in spellvisualeffectname.dbc then create the subsequent entries from then on

8
Noggit / Re: Development progress
« on: August 06, 2013, 05:06:08 pm »
It seems highly illogical that this is closed source with such a tiny team able to work on it. It doesn't need instructions on how to compile or anything else those who can contribute anything of use will be able to do this themselves. How on earth do you think this will progress if it's closed source?
Open up the source, open up the possibility of bug fixes, decent feature additions, code cleanup etc. etc.
I just don't understand. As schlumpf says, there is no reason to keep this private. Bah.

9
What programs did you use?

10
Resources and Tools / Re: [TOOL] 3ds to WMO
« on: May 20, 2013, 02:50:23 am »
Quote from: "LIMEEE"
Thanks Steff, Well you're model is bigger then mine but mine is more complex and i have about 9-14k polys and you're has 1,5k So i guess that is the problem the converter can't handle all the polys, hopefully Gamh can fix that as 9-14k polys are nothing compared to a full blizzard raid model ^^



EDIT, They can Steff i have imported plenty of blizz models to check my self some of them have over 20k depending on size, And like i said does not matter if i split the model up into parts there is still a collision issue, So it is the converter that can't handle it, Even Gmah said the "tree" is really bad and he was gonna fix it.

And if the converter can't handle more then 2k polys you can't make anything decent with it anyway, you're model is made up with squares and cylinders that works as a temp model but its not something i personally would use as a complete model.

Despite whether it's the converter's issue or not your model is a little ... urm... inefficient. Theres plenty of room for a good retopologizing there, you can probably reduce your poly count by at least a quarter without loss of detail. Models of that kind of poly count only started to be commonplace in MoP, and thats when the polycount is necessary. The current engine can probably handle it, but it isn't going to work as well as it will with a model which has less polygons.
I really like the model by the way, looking good :)

11
Miscellaneous / Re: [QUESTION] The sound of the spells
« on: April 21, 2013, 01:40:14 pm »
It's actually in SpellVisualKit.dbc column 16
heres a link to the wiki page : http://www.wowdev.wiki/index.php ... ualKit.dbc

You need to know the order of these things to modify spell visuals (and in this case sound), it goes as follows:
Spell.dbc - column 131 (http://www.wowdev.wiki/index.php?title=Spell.dbc)
v
SpellVisual.dbc - from here select the column that attains to the part of the spell you want to alter the sound for e.g. impact (http://www.wowdev.wiki/index.php?title=Spell.dbc)
v
SpellVisualKit.dbc - take the row id from the value in SpellVisual.dbc and column 16 is what value you alter in order to change the sound. (http://www.wowdev.wiki/index.php ... ualKit.dbc)
v
SoundEntries.dbc - the values in column 16 attain to the row ids in this dbc. (http://www.wowdev.wiki/index.php ... ntries.dbc)

12
Resources and Tools / Re: [TOOL] 3ds to WMO
« on: April 12, 2013, 09:55:10 pm »
I'm pretty sure uv mapping like this is universal. If it works like that in blender (which it does) then it's likely to work like that ingame. Only one way to find out definately...

13
Resources and Tools / Re: [TOOL] 3ds to WMO
« on: February 19, 2013, 12:30:17 pm »
Specularity (reflection...kindof) maps exist, bump maps do not. I have no-idea whether the converter handles them, I guess there's only one way to find out...

14
Recruitment / Re: [PROJECT] The survival games project.
« on: February 17, 2013, 06:26:11 pm »
Giving this a little bump since it was made at a time when no-one was on.

15
Recruitment / [PROJECT] The survival games project.
« on: February 09, 2013, 04:53:21 pm »
Hello modcraft.
This thread is both a recruitment thread and a thread to let you know of a relatively exciting project that's in the works.
So, it's likely most of you have seen or played some of the hunger games themed game mods (minecraft being the best example) and if you're like me, you think they're pretty cool and look like a lot of fun to play. As someone who's really interested in WoW modding I thought building and coding a similar kind of thing using WoW would be a fantastic project to work on.

The plan is to have two maps; one is a training village/area for players to wait in before / inbetween games. It will be full of little minigames, dueling areas, leaderboards ( who has won the most survival games etc.) all of which will be scripted in and be based around scenery specifically made for the purpose. This will also be an area to queue for the survival games and mingle with other competitors.
The rough concept map of this area is this:

Allifeur, from here has been working outstandingly, and for free, despite offer of payment, on this map. The style is meant to replicate that of grizzly hills and he has completely nailed it, these very much in progress screenshots illustrate my point:




The other map will be the map for the survival game itself. it will be an instanced map (allowing for multiple games to be in progress at the same time) and about 3x3 adts. The marrying of map design and scripting will allow for certain parts of the map to become inaccessible as players die off (parts will set on fire, avalanches etc.) so that when there are only two players left, they don't run around looking for each other for hours on end.
The rough concept for this map is here:

A map builder is still needed for this map. And evidently one of considerable talent. More info at the end of this post.

As for the rest of the plan. Well. 3 classes will be available, and one race. Hunter, Warrior and Rogue, and Humans. The core is scripted so that ~1 health is lost every 2 seconds with occasional variances, this is to replicate hunger. Food will be available via gameobjects (bushes etc.) and hidden chests in abandoned logging camps etc. Fires heal +1 every 1 second to counteract hunger as long as you aren't in combat, but point you out to nearby players. Armour will remain the same for all characters ->but can be modified with objects found throughout the map (e.g. thorny bush -> re-inforced armor -> deals 1-2 damage to melee attackers). Weapons can be crafted through materials gathered or found and modified using materials gathered (e.g. poisonous plant -> weapon poisons). The classes will obviously be heavily modified, with limited, custom abilities (a.k.a very little blizzard spells) and don't worry, obviously there will be no permanent stealth for rogues.
There is so much more detail but that just about covers the basics.

As for what people are needed and what the entry requirements are, here:

Map builder (the arena):
-Must be of considerable skill (screenshots of previous works would be nice)
-Speed is not necessary but is favorable (the quicker it's done the quicker we can populate and script things dependent on it)
-If your skill merits it, this will be a payed position (there is a limited budget as this is a small scale project)

XML/LUA interface modifier (character creation/login screen):
-Again, you must be skilled at this :
-There is no budget for a payed position here, you'd be helping out voluntarily :/

C++ developer (item and spell scripts):
-This would be solely to help me out as I am the only one scripting for this project
-Must be of considerable skill (past works would be nice to see)


That's pretty much it. The project is welcoming to anyone who wants to help in any other way voluntarily. If you wish to apply, shoot me a pm :)

Pages: [1] 2 3