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Topics - Ascathos

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1
Tools / [RELEASE] [WoD] WoTLK Displayinfo to WoD DisplayInfo
« on: May 23, 2016, 03:09:59 pm »
Heyho.

Why ?


Recent researches with WoD ItemDisplayInfo brought forth, that Blizzard split their itemdisplayinfo into four.

  • ItemDisplayInfo.dbc
  • ItemAppearance.dbc
  • FileData.dbc
  • TextureFileData.dbc

To be honest, editing all of them for 100+ values is a huge pain. So I took what I know of C++ and created a tool for this.

What is necessary ?


You require textfiles with ; as delimiter. I recommend Luzifix' converter for this..
You require all four before mentioned files.
This should work with the lastest WoD dbcs.

Hint


For best results, Reduce the input WotLK DisplayInfo to entries you want to add to WoD.

What does it actually do, though ?


It basically converts WotLK ItemDIsplayInfo entries to WoD.
It searches for existing textures and automatically appends them to the row.
It adds every required file to FileData, appends it into TextureFileData and adds them to the WoDIDI. If an Icon is detected, it also appends it into ItemAppearance.

If it tries to convert entries already existing in wod, it changes their id and generates a SQL that changes the item_sparse. If anything else is necessary, I can add it.

Dependencies:


This requires boost::algorithm::string, boost::integer and boost::range::algorithm::remove_if to work.
Compiled with msvs 2015 to Release x86 and boost 1.61.0.

If you run TrinityCore 6.x, you should have that anyway.

What else ? And Notes!


The tool should be relatively self explainatory. Ask away if you have questions.
Source is not included until further notice. If I deem it necessary, I'll give it. Trust me, it's dirty and flithy and makes children and seasoned programmers cry.

Thanks to scott07 for testing. He helps me with developing this tool further.
I appreciate every type of feedback. Bear with me, this is my first tool created and released.

Changelog and Download



Version 1.2
>> Allow to choose delimiter in config.
>> If any " is detected in strings, it automatically applies them to ALL of them. This results from the idea that if you use one converter for a tool, you use it for all.
>>> Both changes enable most common converter to be used.
>> Include redis required for this to run.
[attachment=0:1q6fxr4a]WoDSplitter v1.2.rar[/attachment:1q6fxr4a]


Old Versions with Changelogl


Version 1.1
- Changed relative path to boost library to use system variable $BOOST_ROOT.
Version 1.0
- Release.

2
Serverside Modding / Race can no longer change hairstyles ?
« on: July 19, 2013, 01:27:51 pm »
After some modifications, I found my undead race to be unable to change their hairstyles with the barbier. However, there are no problems whatsoever with other races or the barbier itself. Any ideas what I could possibly look for that might cause this ?

I modified some HairGeosets and changed barbier accordingly. I also changed the barbierprice file, which shouldn't affect it much, if at all. No client side modifications. All hair models are accessable to their respective races. No Interface changes. Only the undeads can not change their hairstyle. Any pointers ?

3
Level Design / [SOLVED] Specular Lightning
« on: February 03, 2013, 05:14:27 pm »
So, I'm trying to change some values, e.g. reduce the specular lightning intensity in the Eastern Plaguelands. As it is right now, I've tested varieties within the Light.dbcs, so I came to the conclusion that this is somehow area-table related (moving from Undercity AreaID to Tirisfal AreaID changing in intensity brought me this conclusion, despite being on the same light id) or light id-related. Of course, I also looked within the ADTs themselves, but Mjol said in a different thread that the mtxf (also some sort of reflection) is not related to this. Anyone else confronted this particular topic already ?

4
Serverside Modding / Discourse: Creating a custom Class in Trinity Core
« on: January 09, 2013, 04:19:57 pm »

Introduction


In the following, I want to explain how to create a custom Class and make it work on Trinity Core. That being said, it's relatively simple in creation, but requires quite a bit of foresight, imagination and planning. This tutorial is created with a 3.3.5a Trinity Core version, that may change in the future. If this happens, it's the obligatory of the user to find solutions and post them. That being said, I am not going into details of how to do anything. That should be "common knowledge". A lot of the here shown content is a contribution of several people, namely "schlumpf", "XxXGenesisXxX", "Khira", "stoneharry" and many others - some of which I forgot. A huge thank you to the TrinityCore staff, which helped and still helps me learn more about the world of coding beyond world of warcraft (gives me a good glimpse, though). Still, I am thankful for their contributions that enabled this.

Due the length of this topic, I shall divide the topic in several posts to make it clearer and better to look over. I'm not going in depth about indentions. Please do that yourself.

What to expect/Index


Within this discourse, I want to mention following things:

Definition


In World of Warcraft, a class defines a type and field of specialization a character obtains. Divided in different classes, each has numerous "Archetypes" to the common roleplay genre. The most common archetypes are the Warrior, the Archer, the Magician and other, "finer" ones. World of Warcraft is blurring the lines of these archetypes. For example, the Hunter has aspects of a warrior, an archer and also to a beastmaster - each representing common aspects mixed into an unique character. The Deathknight mixes magical aspects with warrior aspects, for example. Once you go finer into the definition, you quickly see that "stereotypes" are not subject to discussion here.

How could you want to create your own class ? In the end, it all comes down to what you want. Do you want your own game and remove the old ones ? Or do you feel like there is something missing that may be enormous ? The good thing about modding is the imagination. You can do whatever you want. The bad thing is how it's done, because horrible applications may be a waste of time and effort.

(Permission by Steff to post in here. Work in progress)

5
Modelling and Animation / Understanding Animations
« on: December 27, 2012, 01:32:27 am »
So I try to copy Animations from one model to another. I know that mdlvis can do that, but I am not able to do that (MoP Animation to LK Animation). So I try to understand the system, so maybe I can replicate.

I understand that Animation is basically "a long sequence of different actions"  from the model. Wow just selects and interprets the required animation according to it's needs.

E.g. A character has a "stand" animation - no movement whatsoever. The part of the sequence displays no movement and is selected for stand, so "Wow plays this animation". This repeats for everything else.

The animation has informations on "how it moves something" - how is it determining what it is moving ? I've seen some references work on first try, but others do not work as smoothly.

6
Tutorials / [Tutorial] How to activate flying on Azer. without coremod
« on: December 11, 2012, 03:12:39 pm »
Difficulty: Easy to Hard

This does not require any changes to the core. This has been tested on Trinity Core. It should not be limited to other systems, though. If it is, the difficulty turns to hard, because the other systems would require changes to core.

Two files to edit:


How to ? Simple.
  • Enter your Map.dbc. Go to the ID of your map. Look for column 64 (ExpansionID). Change the "Expansion" Number for the continent to at least 1 - better 2. Save. Include on serverside and clientside.
  • Enter your Areatable.dbc. Go to the ID of your area. Make sure you take the region, not subregion flag (e.g. Barrens). Look for column 5 (Flag). Add 0x00004400 to the area you want to enable flying at. Save. Include on serverside and clientside.

Necessarities:
  • Players and server have the .dbc file with changed flag.
  • The Map.dbc must have an updated expansion value for the area you want ot fly in.
  • If you want to limit areas people can fly in, set restrictions (either in Noggit or some other way). You do not dismount when leaving for an area you can not fly in. You just can not re-mount again.
  • Despite items saying something about "works in area only", you can freely use and activate every mount not restricted to a specific area (example: Item ID 40600 for Bone Gryphon)
  • May or may not cause issues with custom continents (.wdt may crash).
  • Players must have expansion 2 enabled to access Azeroth after that - else it may lead to weird errors.

7
Modelling and Animation / [SOLVED] Basics of Model editing: Blizz model ?
« on: November 15, 2012, 10:33:29 pm »
Hello everyone,
so here is what I am trying to do. I want to remove the sword guard from the "sword_1h_katana_b_01"
This weapon:


And I want to remove the black area:


Obviously, I want to re-attach the blade to the hilt.

I followed Jack's Tutorial (Click me) regarding custom models. I extracted the weapon as milkshape model (.ms3d) with WMV (7.0.1 r640), converted it with Milkshape to .3ds and started to do just that (remove the verticles from the guard and fit it onto the hilt). No issues until this point. Not perfect, but decent enough imo. Starting to get the hang with 3ds studio max.

Note that when I exported the weapon, it gave a warning about the texture on the hilt, which didn't seem crucial to me. Still exported as expected and gave no further error.

Now, I saved it as .3ds again (new file), used the "3dstom2.exe" converter and tried to convert it to .m2. It crashes on the bones, which obviously have not been extracted.


Earlier, I used the WMV to export it to 3ds immediately. I had bones there and could still edit it, but it had several geosets (they were duplicates). Removing them and trying the same procedure led to the same error.


My question is more for the "advanced" users, but how would you go along this ? Tried to edit an 1.1.x version of the blade on mdlvis, but geosets were also messed up and editing with MDLvis is... terrible in my opinion. So this is

8
So, I've got an analysis concerning trying to log onto a 3.3.5a server and he suddenly wanting to patch. Somehow, he tries to patch if you enter an email. That is fine and reasonable. However, some clients try to patch when entering a account name. After some  tests, I found out that he somehow always refers to the email whenever the WTF-folder is deleted, indicating that it is saving that function somewhere. Setting the patchlist to something local, set realmlist differently, etc. doesn't work - we found that out already.

So, to narrowing it down;
  • Set patchlist, realmlist and the "saved" accountname in the config.wtf to an actual accountname, but it still wants to patch
  • Found out that it sets the email on default, somehow saving it somewhere
  • Checked the registry for some kind of reference, like an update entry or similar.

Anyone any pointers I might be able to follow ?

9
Random / [QUESTION] GamesCom '12
« on: August 12, 2012, 08:02:22 pm »
Who is coming to GamesCom '12 in Germany this year ? I am.

You can find me as "D3Reap3R" there. I'll be relatively "easy" to spot at the League of Legends booth.

10
Serverside Modding / Error after editing CharSection.dbc
« on: August 01, 2012, 01:45:17 pm »
Hi everyone,
I changed some things in the CharSection, namely I added another hair style for a race and added some to them as well. They seem to be properly done, as the game can read them out and use them, but if I end the game, I get a Wow Error, namely "0xC0000005 (ACCESS_VIOLATION) at 0023:76FB43D0" (0x76FB43D0). Does anyone have an idea how to fix it ?

EDIT:
I assume I should edit CharHairTexture as well..

EDIT2: No, that can not be it. I'll continue test stuff.

11
Hi everyone,
I'd like to know if anyone can tell me where the Geosets are provided for the game. Basically, I want to implement different hairstyles for different races, but I can not find the source of the hairstyles apart from the .dbc itself. If anyone could tell me where I can find the STYLES (not the colors!), I'd appreciate it.

12
Noggit / Re: [Suggestion] Auto-save/Timed save
« on: July 06, 2012, 04:50:25 pm »
Auto-save implies that changes get saved that might or might not cause issues afterwards. If it gets implemented, it should be optional at best.

13
"Retro-Porting" / The shaders for cataclysm water
« on: June 18, 2012, 03:58:42 pm »
Hello, I'd like to try around and implement the Cataclysm water in WotLK. Searching around, I found out (through schlumpf, such a surprise really :p) the engine is already implemented with LK, but not activated - I'd like to do that. So I'd require to know where I can find them, because I am unable to just yet.

14
Noggit / Analysis on a common Noggit error
« on: June 05, 2012, 04:48:01 pm »
Code: [Select]
ERROR #132 (0x85100084) Fatal Exception
Program: D:GamesworldofwarcraftWow.exe
Exception: 0xC0000005 (ACCESS_VIOLATION) at 0023:007B31F8

The instruction at "0x007B31F8" referenced memory at "0x00000010".
The memory could not be "read".

I try to understand this error, for the simple reason that it comes with many ADT no matter if I fixed it's doodads with the fixer, removed it's doodads with the doodad changer or leave it as it is.

To see if this is the case, I tried the following:

I used the "raw" ADT:
->
Code: [Select]
ERROR #132 (0x85100084) Fatal Exception
Program: D:GamesworldofwarcraftWow.exe
Exception: 0xC0000005 (ACCESS_VIOLATION) at 0023:007B31F8

The instruction at "0x007B31F8" referenced memory at "0x00000010".
The memory could not be "read".

Fixing the ADT with the "Doodad Fix" on here:
->
Code: [Select]
ERROR #132 (0x85100084) Fatal Exception
Program: D:GamesworldofwarcraftWow.exe
Exception: 0xC0000005 (ACCESS_VIOLATION) at 0023:007B31F8

The instruction at "0x007B31F8" referenced memory at "0x00000010".
The memory could not be "read".

Removing all Doodads from the ADT without Fix:
->
Code: [Select]
ERROR #132 (0x85100084) Fatal Exception
Program: D:GamesworldofwarcraftWow.exe
Exception: 0xC0000005 (ACCESS_VIOLATION) at 0023:007B31F8

The instruction at "0x007B31F8" referenced memory at "0x00000010".
The memory could not be "read".

ADT with all Doodads removed with the "doodad adder" and with the fix applied.
->
Code: [Select]
ERROR #132 (0x85100084) Fatal Exception
Program: D:GamesworldofwarcraftWow.exe
Exception: 0xC0000005 (ACCESS_VIOLATION) at 0023:007B31F8

The instruction at "0x007B31F8" referenced memory at "0x00000010".
The memory could not be "read".

So basically, it can not be related to the doodads - it's always related to something else - can it ? Unfortunately, and that is simply my initial issue - this error is somehow "always" appearing. From previous edits, I know that the exact same error is applying to ADTs which do not have the doodad fix ran yet - after I am running it though, they work completely fine.

So, my question would be - what is it ?
It says that it can not access an area or a part from the ADT, which leads to a corrupted, missing or broken part, but how can it show such an error if the exact same error applies to "somehow working" ADTs after doodad changes ?


Additional: I use the Wow.exe with the md5 change, which doesn't require a new MPQ but loads from the immediate world folder.
I have no Custom MPQ or additional custom changes applied, so I am solely trying to run the "ADT" changes.
Same applies for the times I edited with Noggit; I use the newest SDL version.
Noggit is applied to a clean 3.3.5a version with the reggedit always pointing to the folder (checked it several times). No config file is ran.

15
First of all, I hope I got the proper area for this. It's related to level design, so I assumed it belongs in here - "Miscellaneous" might also be a possiblity.

Hello all, I've been in progress off understand the whole concept of the ADTs. Recently, I came across the issue of ADTs done inheriting the function "to reflect" light (or rather the skybox - new to WoTLK, as far as I read). If the client has this option activated, it'll try to read the instructions and display the reflection accordingly - as the ADT itself is missing the instructions however, it'll show the familiar "green" for "Missing or failed textures". After some research, I came across the option of just setting the "Light reflection" option to off - it disables the reflection and displays the texture properly.

However, I think that is solveable. I downloaded the 010 editor and the 010 templates by schlumpf and tried around a little. My efforts were meaningless yet, so I try to get some help.

Basically, I have to set the MTXF chunk (displayed as MTFX in the template ?) to an array of 1 and 0 that makes sense for the engine. However, I also have to set the MCLY chunk(s) to the 0x400 flag - does that mean I have to set the flag for every single chunk ? Or am I completely mistaken ?


Please mind, I am fairly new and I've been reading the hexediting and bitmasking introduction: the wiki is great, but I am not fully capable of doing it on my own. Maybe I am just doing something critically wrong ?

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