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.


Topics - stan84

Pages: [1] 2
1
Random / 3ds max 4.26 update - where to find?
« on: February 20, 2016, 04:25:15 pm »
Hi
Im just found blizzard  Warcraft III Art Tools here http://classic.battle.net/war3/files/  described by the Blizzard: Comprising a set of plugins for Discreet®'s 3ds max®, these tools allow advanced users to create, modify, and quickly preview models and animations, including particle and ribbon effects, that can be used in custom maps created with Warcraft III's World Editor, im bit curious of this tool but 3ds max 4.26 is required. Already found plain 4.00 3ds max installer, but can't find update to 4.26. Gogle says says that update is free but cant find it anywhere, also checked autodesk website. So asking here, does anybody of you guys have this update ?

I know it is for w3 mdx but  models could be used to wow modding after conversion to m2.

Stan

2
follow this topic: viewtopic.php?f=26&t=181 it describes how to remove glue check. It works with classic client, so tbc should work too.

3
Resources and Tools / [TOOL] LK2BC m2 converter
« on: June 11, 2014, 09:45:48 pm »
Because i always wanted use some m2's from lk into tbc or classic clients i decided  write tool in C which can convert simply models to TBC 0x0401 m2 version.
still in early version supports:
simple animation supported
collision supported

to do:
external .anim files ( for character models)
multiple .skin files
light effects(particles- already done in separated converter, ribbons) .

could be useful for tbc moders who want use some doodad from LK, or cata/mop/wod m2's which are converted to lk version before.

to proper worh  2 parameters are required at  start: m2_filename and skin_filename.

step by step: :)
-extract desired LK m2 and skin files to new directory
-copy lk2bc.exe there too
-run console
-cd to directory with files
- type: lk2bc m2_filename.m2 m2_filename.skin

new file will be given on output.

4
Hi
Today i would like release a pack of wmo buildings ripped from other mmo game. They are close to wow looking models, only have bit poor quality textures. maybe someone skilled with UV mapping could thexture them better. Perfect for building towns or cities.  The patch-7.mpq contains also OBJ and MTL files. At this moment i have added over 20 buildings, going to add more if anybody interested.


coords to testing zone:
x 1756 y 2394 z 135

http://fbe.am/rPx

5
Modelling and Animation / [SOLVED] custom wmo adding doodads ?
« on: March 16, 2014, 10:20:07 am »
Hi

Because i'd like to use  deadmines enterance as separate building i decided to cut all tunnels and use barn and silo. After blender work i converted obj to wmo, and recevied 2 files, root and part wmo. It works in game, then time has come for adding the doodads. I've opened it with wmoeditr, flagged part wmo - HAS DOODADS and added some inside. But doodads not showing after saving and reloading. Tthey appears on the list but not showing. Is there any solutin for this?

If not i think to add all doodads in blender and make them as part of wmo while conversion in mirror_machine


found solution on the board, search option is sometimes useful :P

6
Resources and Tools / Re: Remove GlueXML Check from WoW.exe
« on: February 20, 2014, 08:59:11 pm »
here you have , check it out

7
Random / wow alpha sandbox needed
« on: February 04, 2014, 02:34:55 pm »
Hi
does anybody have or know where to download sandbox for alpha wow 0.7.x. ? Just curious how was wow in early stage.

Stan

8
Miscellaneous / [DBC]  question about spellfocusobjects
« on: August 29, 2013, 04:35:42 pm »
My custom spellfocusobjects added to spellfocusobject.dbc not working.

For example i have a spell in spell.dbc with parameter 1900 as spell focus object.
Id 1900 is added in spellfocusobject.dbc
The database  has spawned gameobject with flag 8 ( spellfocus object) and data 1900 and range 20yards

ingame when trying to cast spell near this gobject, appears "you have to be near bla bla 1900 name"  

switching 1900 with existing spell focus object ( 100 example) works fine.  

So here ismy question, does spell focus objects are limited like number o races, or areatriggers somhere in wow.exe ?

using mangos core

thanks Stan

9
Miscellaneous / how to find offset to animation block in m2 file?
« on: August 11, 2013, 03:57:23 pm »
how to find offset to animation block in m2 file?

The documetation at wowdev explains animation blocks, but there is no word where they are in file

10
pls delete this topic

11
Hi
i have problem with some spells which id like to add in my vanilla project.
for example i need add spell #30835, which summons an infernal at prince malchezar in karazhan.
the sd2 explanation says that SPELL_INFERNAL_RELAY_SUMMON = 30835,                    // triggers 30836, which summons an infernal. So i added to spell.dbc both spells 30835 and 30836, also core spelleffect.cpp has those lines:

  case 30835: // Infernal Relay
                {
                    if (!unitTarget)
                        return;

                    unitTarget->CastSpell(unitTarget, 30836, true, NULL, NULL, m_caster->GetObjectGuid());
                    break;

but in prince malhezzar fight infernals are not spawning. After casting those spells by command .cast 30835 - nothing happen, but .cast 30836 spawns infernals ok. Does anybody have idea whats is going on ?

 logs gives no errors with that, core and sd2 compiles smoothly...

same situation is with shade of aran's cirular blizzard.

need those spells worked to my vanilla karazhan raid, which is almost done.

thanks for help Stan

12
Hi,
once again i need your knowledge guys :)

I need to use some m2 models from BC in my vannilla world. I know that blizzz changed structure in 04 version. So i deecided hexedit them  that 1.12 client could use. Wiki says that TBC M2 version has extra 4 bytes in 0x0c bones record, so i moved data in bones record 4 bytes left since 0x0c . In effect noggit_0.6 can spawn this object and its visible, placable in editing adt. But ingame object is invisible, area where it should be is impassaable.  Spent all evening analysing and comparing with equal vanilla 00 v., model without success. You guys have great knowledge about m2 format. So maybe somebody remeber what's diifferent between tbc and vanilla verisons. I would be gratefull for any suggetions.


EDIT: 20:32 i think i found solution, model is wisible in the client,  next ill try other one, with more bones, and animations.

13
Miscellaneous / profession trainer and non-learning spell , ignore"
« on: February 12, 2013, 08:38:58 pm »
Hi

i created own profession, by this tutorial: viewtopic.php?f=26&t=2261&hilit=profession, it works, but only when i do command ".learn #spell". When i try add a new tranier in sql, core gives error: "Table `npc_trainer` for trainer (Entry: 1215) has non-learning spell 25229, ignore"

tried many ways, edit working trainers, switching spell #, adding new npc. Always same issuse.
Maybe you guys can suggest me how to fix it ?

here are stings from sql, and dbc:

spell.dbc v.1.12.1

25229,0,0,0,0,0,0x10010,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0,0,0,0x0,1,0,0,0,0,0,0x0,101,0,0,0,0,0,0,0,0,0,,1,0.0,0,0,0,,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0x0,0,-1,-1,0x0,47,118,0,0,1,0,0,0x1,0,0,,,0.0,0.0,0.0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0.0,0.0,0.0,0,0,0,0,0,0,0,755,0,0,0,0,0.0,,,0,0,1768,0,0x0,"new prof",,,,,,,,2031662,"Apprentice",,,,,,,,2031662,"Allows a bla bla bla.",,,,,,,,2031662,"",,,,,,,,2031628,0,0x0,0,0,0,0x0,0x0,0,0,0x0,-1,1.0,1.0,1.0,0,0x0,0,

sql table:
                 npc_trainer                      '1215', '25229', '10', '0', '0', '5'
                 creature_template         '1215', '0', '0', '3237', '0', 'trainer Mallory', 'Journeyman bla bla', '0', '26', '26', '1309', '1309', '0', '0', '0', '12', '12', '19', '1', '1.14286', '0', '0', '34', '43', '0', '18', '1', '1750', '1925', '0', '0', '0', '0', '2', '0', '0', '0', '40.04', '55.055', '100', '7', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '', '0', '3', '0', '0', '1', '22', '0', '0', '0', '2', ''

thanks Stan

14
Hi
Here is some of my work with rebuild original 1.12 world

at the beginning, westfal and sentinel hill become a major food supplier for kingdom of storrmwind.
Sentinel hill goes into keep with silos and farm around, defias threat was pushed back to southern part of westfall. Still lot of work ahead, but i like it :)

15
Level Design / [QUESTION] How to create hole ?
« on: January 18, 2013, 10:29:31 am »
I have problem with placing holes on map at place choosen by me.  For example, must have hole 4x4 tiles at chunk 10.1, beacuse there is bulding with cellar. At 1st time used Tigrius CreateHoles.exe  at chunk 161 - hole was created but on first tile chunk 161. Tried <value> parameter but always hole was created on 1 tile of chunk.
 my cmd was: createholes.exe azeroth_30_51.adt 161 8

Then i tried Tallis, checkboxed hole tiles on chunk -> saved adt but with no success, there was no holes in game.

what am doing wrong, i would be grateful for any suggestion.

Pages: [1] 2