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Topics - Tidus

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1
Modelling and Animation / [SOLVED] Speeding up a model's animation
« on: December 28, 2014, 04:52:18 pm »
Does anyone know of a way to increase a model's animation speed?  For instance, say I wanted to make an animated model move twice as fast (complete it's animation cycle twice as fast).

2
"Retro-Porting" / Skins Messing Up
« on: November 23, 2014, 01:22:17 am »
Hey!  I was playing around with altering models today and ran into a weird issue that I was hoping someone had an idea what's going on.

I was toying around with the PandarenYeti model.  I used the CatatoLKM2 tool on the original model to verify that it works fine.  And it does.  The model has 3 meshes with mesh 1 and 3 using the first skin texture and mesh 2 (the horns and teeth) using a different texture.

I modified the teeth a bit.  Converted the model.  And it was still fine.  So I continued.

Next I modified the horns.  I lowered their size, moved them forward, and moved them down (basically just resized and repositioned on the head).  I converted the model and suddenly all the meshes are using the first texture.  I didn't do any DBC edits or anything.  All I did was resize and reposition...

In toying around I backed up a few steps to where the model was working (after modifying the teeth).  I moved the horns to the 3rd mesh (as I wasn't actually using the 3rd mesh since I removed the eyebrow fluff).  I tried it this way and, weirdly, the 2nd mesh for teeth was using the first skin.  But the 3rd mesh, which is supposed to use the 1st skin (the primary model texture), it was actually using the 2nd texture... which is the one for the horns.  It's not supposed to use that one!

I did some more toying around and it gets really buggy with what mesh is using what texture.  Anyone have an idea what's causing that or how to stop it?

3
Level Design / [Question] View Distance of WMO
« on: June 29, 2014, 11:14:57 pm »
I'm in the process of designing a new Troll city.  Something I've ran into is that the wall surrounding the city is one object and its anchor is basically in the center of the city.  So if I'm running towards the city from the outside I'll start to see buildings that should be in inside the city's wall before the wall suddenly displays.

Now I can combat this by using the higher view distance settings, but that's not ideal.  Is there a way to basically force a specific object on the ADT to display all the time, independent of the view distance I'm using?

4
Miscellaneous / Default Factions
« on: May 18, 2014, 02:06:49 am »
Does anyone know how to modify the default factions your face starts with?  What I mean is that when I make a Tauren I start with Darkspeare, Orgrimmar, Silvermoon, Thunderbluff, and Undercity by default.  Is it possible to remove some of those from your default faction, but not the Horde group?

For example, I create a Tauren and start with Thunderbluff only.  I then go out to Orgrimmar and discover that faction rather than start with it immediately.

If it's possible, how is it done?  Thanks!

[Edit] Nevermind I figured it out!

5
Texturing and 2D Art / [QUESTION] Additional character hair colors
« on: April 27, 2014, 10:47:41 pm »
Does anyone know how to enable the additional hair colors for character models?  For example, blood elves have 13 hair colors (00 through 12); however, only 10 of these are used for PCs (00 through 09 as best I can tell).  I know obviously I can alter the .blp files on the 10 used colors to change them.  It'd be nice to use those 3 extra colors though.  I can't seem to find any dbc that defines which ones are used for PCs.

6
Noggit / [SOLVED] [QUESTION] Load Textures not loading
« on: April 05, 2014, 05:34:57 am »
When I hit "Load Textures" this is all that shows up.  Does anyone know why I can't load all the textures?  They're in the game client and not missing, but I can't search through to use any other than what's available in the zone I'm currently in.

http://i.imgur.com/xUxKF9L.png

7
Serverside Modding / Talents updating spells
« on: October 05, 2013, 09:07:54 pm »
I've run into an issue and I'm hoping someone here has an idea of what's going on.  Here's the issue.  When using a talent, like Improved Fireball (12341), it lowers the cast time of the Fireball spell (133), but when you hover over the spell in-game it doesn't show the correct cast time.  For example, Fireball has a cast time of 1.5 seconds.  If I change the value of the talent from 500 to 1500, it becomes instant cast.  And it functions as an instant cast in-game.  So I know the talent is applied properly.  But hovering over the spell still says it's a 1.5 second cast time.

Any clue?

8
Level Design / Leftover Shadows
« on: September 17, 2013, 09:20:20 pm »
Does anyone know how to fix this?  The whole leveling terrain thing doesn't do anything and I can't find anything else regarding these leftover shadows when deleting an object in Noggit.

9
Level Design / WMO causing lag
« on: August 27, 2013, 02:16:13 pm »
Has anyone else ran into an issue where you're doing some Noggit work and finish doing your terrain and texture edits.  The new ADTs load just fine in-game.  You go back to Noggit to add and position a (rather large) WMO.  When you load the new ADTs in-game with the wmo, it lags you A LOT.

Anyone have an idea what that might be?  I hope it's an easy fix.  :?

10
Miscellaneous / removing a race at character select
« on: August 21, 2013, 11:54:55 pm »
I've been trying to remove a few classes (I know I know unusual) by using the two class and one race tutorials as a kind of guide.  I would've thought it'd be fairly simple lua and xml editing and it might be.  I just can't get it to work.

Using Khira's tutorial as a guide (since it's closest) here's what I've done.  I'm using the existing player races.  I still haven't decided which ones will be used in the final edit.  For now I just want 4.  Two horde and two alliance.  Let's say human, night elf, orc, and tauren.  They're all playable races already so no need to edit the chrRaces.dbc or the charBaseInfo.dbc as I'm fine with the class combinations for now.  Hence why it should all be lua/xml editing.

Don't need to worry about the gluestrings.lua since it's already filled in.  Only the charactercreate lua and xml should need editing according to the tutorial.

So first is charactercreate.lua.  Made the max_races = 4.  The portraits are fine so that should be all the editing necessary there.

Now on to the charactercreate.xml.  I want humans (#1), night elves (#3), orcs (#6), and tauren (#8).  So those are the buttons I'd still want to keep I presume.  So my charactercreateracebuttons are as follows:

<CheckButton name="CharacterCreateRaceButton1" inherits="CharacterCreateRaceButtonTemplate" id="1">
                        <Anchors>
                           <Anchor point="TOP" relativePoint="TOP" x="-50" y="-61"/>
                        </Anchors>
                     </CheckButton>
                     <CheckButton name="CharacterCreateRaceButton3" inherits="CharacterCreateRaceButtonTemplate" id="3">
                        <Anchors>
                           <Anchor point="TOPLEFT" relativeTo="CharacterCreateRaceButton1" relativePoint="BOTTOMLEFT" x="0" y="-21"/>
                        </Anchors>
                     </CheckButton>
                     <CheckButton name="CharacterCreateRaceButton6" inherits="CharacterCreateRaceButtonTemplate" id="6">
                        <Anchors>
                           <Anchor point="TOP" relativePoint="TOP" x="50" y="-61"/>
                        </Anchors>
                     </CheckButton>
                     <CheckButton name="CharacterCreateRaceButton8" inherits="CharacterCreateRaceButtonTemplate" id="8">
                        <Anchors>
                           <Anchor point="TOPLEFT" relativeTo="CharacterCreateRaceButton6" relativePoint="BOTTOMLEFT" x="0" y="-21"/>
                        </Anchors>
                     </CheckButton>

The result:

There's only the two race buttons, which is good.  I guess from the error that there's an issue with the other race buttons still being referenced, but I don't have a clue where that might be in the lua or xml to edit out.  Hope someone can help.  Thanks!

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