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Messages - drood182

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1
"Retro-Porting" / Re: [RELEASE] [Classic] Imroved Models for 1.12
« on: April 02, 2018, 02:59:58 pm »
Hello again, man. I think I noticed at some point that the mechanical dragon whelp texture was off. Has this been fixed?

Have you worked on the weapons and gear since? It's been a long time since I touched the MPQs; I've been playing with lua mostly so I barely remember what's where :)

2
I have a copy of creature_template.sql from the mangos website. Another way is to go to a private server website that has a model viewer, e.g. http://db.vanillagaming.org/?npc=6393 and then find "displayId" in the source of the webpage.

3
Not sure this is a part of the patch, tho:


May as well post this here too:
If you haven't already, could you please check CreatureDisplayInfoExtra.dbc and check the textures for entries 3525 and 3527?
3525 is Henen.

4
"Retro-Porting" / Re: [RELEASE CL] CL Mod Merge
« on: March 28, 2017, 03:45:35 pm »
I haven't downloaded it yet, but I was just about to suggest.. maybe it would be a good idea to make a new thread for mod merging and sticky it and then maybe it would be a good idea that each published patch has *only one* version available - the main one (assuming only necessary requirements to run as intended) and everything else that is a fix or a merge is released as a separate link in this thread, as a mini patch that contains the correct dbc's, and few other files with the "fixes". I fear there are too many versions sometimes, and I am not a big fan of this sort of thing:
Quote
How to install mykewlpatch.mpq:
if you have patch X, click here,
if you have patch Y or Z, click here
if you have patches X and Z, but not Y, click here,
if you play on server S, and have patch W, click here,
etc..
It makes more sense to me to install "Elyisium_druid_fix.mpq" on top of "patch-X.mpq", resulting in two files, than to have a separate version of patch-X for every circumstance.

5
"Retro-Porting" / Re: [RELEASE CL] TBC Blood/High Elf NPCs
« on: March 25, 2017, 05:47:11 pm »
Ok, so at least I can keep appending the changes, nice. What I meant with SoundEntries is that both SoundEntries.dbc AND SoundEntries.dbc.csv are included and I assume the game doesn't care about the .csv one. (unless I did this by mistake.. but somehow I don't remember it :)) Thanks alot for providing the list! I wish every release had one like that.

6
So the upper and lower part share the texture.. damn :(

7
Are the "boneless" undead already in balsh's patch? (the link in the OP is broken)

By the way, instead of redoing all the models just to fix how the tabard texture is mapped to the model, couldn't you instead do an inverse transformation to the few tabard textures that need fixing? (some of the textures are atrocious anyway and could use an upgrade, e.g. alliance pvp tabard). I haven't seen the original BLP of the texture and it's not obvious to me how exactly it is transformed but maybe with some experimentation..?

8
"Retro-Porting" / Re: [RELEASE CL] TBC Blood/High Elf NPCs
« on: March 24, 2017, 08:55:24 pm »
By the way, is there a tool for editing .dbc that won't make me hate my life? Something that allows entire cells to be copied at once? Or even better, a tool that can merge databases?

Also, if you could explain, how does the game load these? If a patch contains a particular dbc file, does the file completely replace the original, or is it line by line only? (In other words, will this work if you make a dbc file that contains only your changes, or it must replace absolutely every line?) Since you guys keep adding small fixes to these patches, it would be absolutely horrible to have to merge the dbc's manually each time.

P.S. Ok, I just found out about DBCUtil. It should be able to convert back and forth between dbc and text format. So it won't be too bad at all. (But it's hard to keep track of what's what :))

P.S. You have also included SoundEntries.dbc.csv. Was this by mistake?

9
"Retro-Porting" / Re: [RELEASE CL] TBC Blood/High Elf NPCs
« on: March 24, 2017, 03:14:49 pm »
Finally someone made it. THANK YOU SO MUCH! :D

And the detail with the eye colour... I am speechless.

10
"Retro-Porting" / Re: [RELEASE CL, BC, LK] Cohesive Druid Forms
« on: January 24, 2016, 11:22:48 pm »
Surely, I am not the only one noticing this? This is on 1.12.1. The weapon appears when bear starts hitting in combat.

11
"Retro-Porting" / Re: [1.12] Improved Models Patch: With Wolves!
« on: January 13, 2016, 08:41:32 pm »
I'm eager to hear how that goes. Do you know if there's a DBC file that contains the information about which NPC has which model or is this on the server side? Or is it a combination of both i.e. the server tells you that the NPC is say "high elf male mage" and then the game looks in a DBC to check which model will be displayed for "high elf male mage"? If it's possible to change individual NPC's and one can port elves from TBC, then I'd like to play with the hair styles and gear etc. As it is, high elves have little variation.

I'm completely new to this, maybe I am asking silly things :)

BTW, I also checked leeviathan's druid forms patch, the bear also wields the weapon.

P.S.
Actually, all these NPCs were changed in later versions so whichever files decide which gear they wear and what hairstyle they have can just be copied.

12
"Retro-Porting" / Re: [1.12] Improved Models Patch: With Wolves!
« on: January 11, 2016, 02:53:09 pm »
Koward, any news on the bear thing? :)

Few other things you might consider:
- There is a separate model file for ghost wolves, I have no idea why. If I remember right, there are some rares with this model and there are definitely some ghost wolves in SFK. If it's not too much work, you could make a ghost version of the new model too.

- The elf (high elf) models in Vanilla are absolute garbage:


This annoyed me to no end back in Vanilla. They are not actually wearing any items, they have different skins for the same model. Do you think it is feasible to replace them with TBC models? I am not sure how one could change this. Somehow merging the TBC models with the models of some particular items, perhaps?

And do you have any idea why the camera for the male model is not focused on the face? Same thing happens with bats, btw.

There are 8 models in total now: mage, priest, hunter and warrior, one for each gender. The NPC Garek uses the mage texture but the model of a warrior, for some reason. There should be a way to fix this. I know people have changed their gnomes to undead and other such stupid nonsense, so this should be possible too. Any ideas?

P.S.
This is what Garek should look like:


Except maybe the texture should be the blue one, though red makes more sense for Badlands. However, in my modelviewer, the male priest and male mage do not have any additional textures to choose from. The mage has this red skin, and that is that. If perhaps changing the whole models is too much work, maybe it would make sense to change the textures a bit and fix this sort of thing? Maybe even add new textures for some NPCs?

13
"Retro-Porting" / Re: [1.12] Improved Models Patch: With Wolves!
« on: December 19, 2015, 03:24:57 pm »
The druid bear form wields the weapon when attacking, when it should be hidden. At least the staff is visible, haven't tested other weapons and haven't tested cat. It's a small thing but very off-putting for me. Perhaps there are extra animations in the new model file that shouldn't be there?

Nice work, though! Keep it up.

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