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Messages - Amaroth

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1171
Noggit / Re: Please help me! i can't get Noggit to work.
« on: August 29, 2014, 02:19:38 pm »
Just don't tease that guy :D.

If you really have right path to the data folder selected (it seems you do), check your acces rights. Right-click on your WoW (or at elast on your Data) folder, select Properties and make sure there is not Read-only. If you have deactivated Read-only and it simply went there back, I suppose Steff can help you.

Or you can "hack" it a bit by running Noggit as an administrator, however, its just way around which can cause some bugs that could not be there if everything was set right.

1172
Noggit / Re: WMOs Doods Flicker When You Stand In Them
« on: August 29, 2014, 02:10:57 pm »
If you have custom/modified WMO, I can't help you, try what dahaga wrote.

If you are using blizzlike WMO:
1) Make sure you don't have 2 WMOs spawned at same coords (duplicated object, made by 2 presses of ctrl+v, import from txt or just bug of saving ADTs).
2) Don't spawn M2s inside of WMOs with indoor spaces (especially buildings and caves). Use only gameobjects and doodad sets for spawning interiors, otherwise follow dahaga's advice.
3) Make sure you have flattened terrain under building and that you have holes on right places. Objects can flicker even when you are running on floor which is too near to the ground texture, so also make sure your building isn't too "deep" in the terrain texture.
4) In cellars and caves make sure that you have terrain texture everywhere enough high above the ceiling.



1173
Quote from: "Skitis"
Huge +1 from me bro, this is what was needed. In general, capital cities have a lot of great building models and I always quite missed opurtunity to spawn them alone.

1174
Level Design / Re: [Question] Watertransition
« on: August 29, 2014, 03:49:56 am »
Water and Ocean have different "waves" on their textures and different sounds, but there difference between them ends.

There is no tool to create water exactly as Blizzzard does. Yes, SDL 1.3 has Auto Opacity funkcion, but its far from the one which is used by Blizzard. Don't expect miracles.

1175
Serverside Modding / Re: [issue] Custom armor error/texture
« on: August 29, 2014, 03:06:50 am »
I think that you just entered wrong texture names, I did the same mistake first time. For instance, full name of used texture file is "Robe_RaidMage_E_01Orange_Sleeve_AU_U.BLP", however, you have to enter only "Robe_RaidMage_E_01Orange_Sleeve_AU" into ItemDisplayInfo.dbc.

".BLP" part doesnť have to do anything there, thats obvious, but that "_U" (might by also "_F" or "_M") also has to NOT be placed into DBC. These endings of file names mean if texture should be used only for male, only for female or for both characters. If you place them into DBC, client isn't actually looking for "Robe_RaidMage_E_01Orange_Sleeve_AU_U.BLP", but for "Robe_RaidMage_E_01Orange_Sleeve_AU_U_U.BLP" (or "..._U_F.BLP"/"..._U_M.BLP"), which doesn't exist. You can encounter somehting similiar in model columns while making custom displayIDs for head items. They have different models for each combination of race and sex, but you enter only pure name of model, no "_orm" or "_hum" endings into DBC.

1176
Serverside Modding / Re: [QUESTION] Creature waypoints
« on: August 29, 2014, 02:54:19 am »
Ah, seems you are not familiar with game_events. Game_events have 2 base funkcions (when refering only to NPCs) - they hide NPCs which are marked to not be spawned during them, and unhide NPCs which are marked to be spawned during them.

For instance, you will create game_event with ID 5 which will occur once per day for 8 hours, meaning it will  be active only, lets say from 8 AM to 4 PM every day (this is done in game_event table). Then, you can add creature into game_event_creature and link it with event.

For instance, you want creature with GUID 654 to NOT be spawned during event (it is lets say blacksmith who is sleeping at home, but during this event he's working at smithy, so you will want to have sleeping blacksmith hidden) and creature with GUI 721 to BE spawned, because thats the blacksmith, who is at smithy, going around, working there and so on.

So all you will need to do is to add 2 rows into game_event_creature, one will have eventEntry 5 and GUID 721 (NPC 721 will BE spawned during event with ID 5), while the second row will have eventEntry -5 and GUID 654 (NPC 654 will NOT be spawned during event with ID 5).

Now, you have 2 blacksmiths, one spawned at forge only during the event, one despawned during the event, meaning whenever there will be no blacksmith at forge, he will be spawned at home. Then you can just create two waypoint paths with scripts, emotes and such stuff, one for man resting at home and one for our heroic worker and... you are done.

1177
I never tryed to do what you did, however, I know CreatureDisplayInfoExtra.dbc very well, so I can help you at least with this. NPC (or character morph) using character model with equipable items uses CreatureDisplayInfoExtra.dbc for selecting shapes of hands, legs, hair... and for selecting textures used on such things like hair, piercings, horns. But it does not work for body skin. Body skin is always used from the last column of CreatureDisplayInfoExtra.dbc for every DisplayID, which is linked to any row of this DBC (no matter which skin color you placed into 4rd column).

This is how body texture for displayIDs using character models is selected and where it is stored. Create naked body texture of your worgen, place "1" into 23rd column, leave all item displayIDs 0 and choose your IDs of skin color, face, hair, hair color and facial feature. Thats all you need to do in this DBC.

(full: https://imagizer.imageshack.us/v2/1680x ... zG1stT.png)

1178
Encountered similiar problem with Titan's Grip, while I wasn't able to force NPC carry 2 two-handed weapons at once/two-handed weapon with shield. Learning a spel, adding an aura and so on didn't help at all and I don't know if it actually can be done without some coding in core.

The easiest idea which comes to my mind is creating custom spell, which causes caster to attack for weapon damage with off-hand weapon while playing emote for off-hand attack and placing this spell to event/smartAI with about 2-3s cooldown.

1179
Serverside Modding / Re: Truice quest making
« on: August 29, 2014, 02:00:14 am »
Make sure your version of Tuice is "made" for your version of TDB. Lol, what am I saying, its outdated like hell for all TDB versions, but nvm. Your error (in general) means that Truice didn't find column in some table you were trying to work with, which means that that table has different structure than it "should" have for your version of Truice. If you don't have any really old DB (and core) version (a +- year and half old or newer), just download Truice 1.3.9 or 2.0.0 and try it again with them.

However, the first REAL advice I'm going to give you - learn with SQL Yog/Heidy SQL or "awesome" Navicat for MySQL an throw Truice into trash bin, as long as you are not too lazy to calculate things like masks on PC calculator.

1180
Serverside Modding / Re: [QUESTION] Creature waypoints
« on: August 29, 2014, 01:52:55 am »
Problem is that server work with most of funkcions related to spawned NPCs and GOBs only when they are loaded, which means that some player is (or recently, a few minutes ago was) on sight distance from them (which can be modified in config, however, it is limited to 533yd, basic is (I think) 150yd). I don't know how many things would need to be changed to achieve what you want, but I fear it would turn your server into happy laggy land.

I would rather think about using of game_events. Just spawn more creatures, give each one of them another waypoint path ofr another daytime and then add every one of them to different game_event. Probably the easiest and the fastest way how to make this work.

1181
Resources and Tools / Re: [TOOL] Wmo Editor - All versions
« on: August 27, 2014, 02:17:57 am »
Any ideas what to do with... this?

1182
Another piece of my level design. Hope you'll like it. Caelarovy kameny (Caelar's stones/Stones of Caelar).:



1183
Noggit / Re: wow.exe crash after editing my custom map with noggit
« on: July 02, 2014, 12:13:18 am »
Quote from: "MR. Farrare"
is corrupted and give crash
Nearly the same like "It is broken!". I don't think anyone can help you with such ifnormation. Post WoW Error you get. It really doesn't have to be 1.3 SDLs fault.

1184
Noggit / Re: Noggit - Missing msvcp100.dll error
« on: July 02, 2014, 12:07:33 am »
Just google name of .dll file and MAKE SURE that you are downloading latest version for your OS version. Put it into C:WindowsSystem32 or into Noggit folder. Thats all. You will be most likely forced to download more .dll files, don't be afraid, jsut get them all until Noggit is satisfied :P.

1185
Noggit / Re: [SOLVED] WoW crashing...
« on: June 20, 2014, 05:00:10 pm »
Quote from: "Ascathos"
This is one of the more hairy topics to approach. However, I have a failsafe way to handle it. Basically, each chunk can contain 4 textures (each on a layer), which each can have a specific applied groundeffect ID. The ID is further defined within the .dbc, however, this is not important. The most important thing is simple; Wow tries to visual a groundeffect for a texture that is not existing. On a chunk with 3 layers, but 4 ground effects noted, it is bound to lead to a "false", leading to a crash.
A simple fix is easy; simply use the texture painter, apply some texture, set it to some size but the lowest speed and apply it onto the adt, until every chunk has 4 layers. The crashes stop.
Another possibility is to remove all the groundeffects IDs (MCLY) for every chunk, or even specific chunks, to avoid the problem. Refer to the 010 Editor for that.
The last one is to completely change the groundeffects according to needs. Either by hex, or getting a tool (post it once you have it.)

- If you don't get this, I will make it more simple for you.:
1) Try to localize which ADT does this to you (if you edited more of them and you just can't find out which does this, simply do this with all ADTs in that area).
2) Open it in Noggit
3) Use texturing tool, set Pressure to 0,01 and make sure that every chunk on that ADT/those ADTs have 4 textures. Just add some random new textures wherever are less than 4 (you can whenever change them with texture swapper).
4) Save it, test ingame, if you really "fixed" all chunks in ADT/ADTs causing error, its done. Its not fix, its just way around this error, but thats not important.

In general, this sometimes happens on ADTs with activated ground effects which were edited with Noggit and blizzlike ADTs ofc already have ground effects everywhere.

BTW, Mjollna's script doesn't work for this, not everytime, at least not for me.

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