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Topics - Kiun

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1
What I mean with Chain Spells:
Casting a spell, then the icon of that spell changes into another e.g. for 2 seconds. After using this new spell or waiting the 2 seconds the icon changes again to the first spell. You can't use the second spell unless you use the first spell first. When the first spell is used and the icon changes, it is highlighted like Cataclysm spells (Overpower, Execute, Hammer of Wrath...).

So my first question is, has anybody investigate about how to make this highlight spell feature in 3.3.5?

And my second question, would be possible to do the Chain spell system I described above? It's easy to do with macros so maybe a better question is, is possible make spells that run macros?

2
For what I know, WoW only recognize patches called 'patch.mpq', 'patch-2.mpq', 'patch-A.mpq' ...

Would be possible to make WoW recognize a patch called for example 'MyCustomPatch.mpq'?

3
Modelling and Animation / [QUESTION][M2] LKtoTBC & LKtoCATA/MOP
« on: July 02, 2014, 07:42:36 pm »
I'm looking a way to convert Lich King m2 models to TBC and Lich King to Cata/MoP with animations.
Is this possible?

4
Modelling and Animation / [QUESTION] Similar program to MDLVIS?
« on: June 26, 2014, 05:37:53 pm »
I'm wondering if there is other program like MDLVIS or other way to make custom animations to m2?

For me, MDLVIS is very hard to use and only works with TBC models.

Would be amazing to create m2 animations with Blender but maybe I'm dreaming too much, is that possible?

5
I'm looking for someone who can help me to figure out how Light.dbc works. Specifically columns 3-5 which are float values of position.

I want different entries in Light.dbc for the same map but with different coordinates so the sky/light/fog would change depending of the zone.
E.g. Outland map (entry 530 in Map.dbc) have multiple entries in Light.dbc to use different skies in its different zones (Hellfire Peninsula, Shadowmoon Valley...)

The problem is that I can't figure out how coordinates work, those columns 3-5 maybe are a bounding box? Are the coordinates the same as in ingame? :?

At Light.dbc wiki (http://www.wowdev.wiki/index.php?title=Light.dbc) I can see a footer: 'LightRec::ConvertDBToGameCoords()'
but I don't understand what means '36.0f;'.  :?

Thanks in advance.

6
I created a map with noggit, changed the dbcs and AreaID so it doens't says it's 'Duskwood The Cemetary' at least ingame BUT in character selection still says 'Duskwood'.



So I'm wondering if the map name in character selection is server side, or I'm missing something in the dbcs?
No clue at all. Can anyone help me?

7
"Retro-Porting" / [RELEASE] Draenor Ancient Tree Models 3.3.5
« on: June 10, 2014, 02:30:07 pm »
Ancient Trees from WoD converted to 3.3.5

There are 5 types, one of them with 4 different textures.

 

Download MEGA

8
Level Design / [QUESTION] Add Doodads/Doodads Set to custom wmo
« on: June 07, 2014, 09:43:18 pm »
I'm looking a way to add doodads to my custom wmos.
The programs for adding doodads that I've found doesn't support custom wmos so I tried to add it manually editing hex code but I can't get it working.
For what I know, I have to edit MODS, MODN, MODD chunks + nDoodads, nSets and nModels in header.
I'm just adding 1 simple doodad and everything looks how they are supposed to look for working:



However, when I enter in the map where the wmo is, WoW crashes giving the next error:



I don't know what I'm missing, maybe bad code writing with 010 editor though running the template gives no errors.

If anyone knows how to add doodads to custom wmos or can enlighten me with manually adding through hex edit would help me a lot!

Thanks.

9
I'm trying to change hardcoded texture path of a M2 but I'm not having success.

All I can do is edit the path text with 010 editor but this only allows me to set a path with lesser or equal lenght as the original path.

E. g.
   Standard texture path: WORLDGENERICORCPASSIVE DOODADSBRAZIERSTALLBRAZIER01.BLP
   Desired texture path (1): MyCustomObjectsCustomTexturesCustomDoodadsCustomMaterialsCustomTexture.blp <- Longer than standard texture path - will mess up the m2

  Desired texture path (2): MyCustomTexturesCustomTexture.blp <- Shorter than standard texture path - will work BUT I want longer custom paths in some m2 that have short standard paths

I'm asking if there is a way to change texture path with no restrictions. I hope you understand me.
Thank you.

10
Hey!

This is my first release. I didn't like the standard gnome model so I edited it to make more my likeness.

I want to share it with you, basically I just made it slightly taller, reduced waist and increased feet.

This is the result:

https://mega.co.nz/#!BopnlZTS!sZ8SLlJGE ... 3FDR995ft4

Thanks to Mjollna's converter and Skarn's M2Mod4.5 Blender 2.62 plugin.

If you find any bug or any odd-looking thing report.

11
Hi!

I have edited gnome male character to make it a little bit taller but now helmets aren't displaying at the correct height.

Do I need to edit other file aside of .m2i?

EDIT:

I was missing one attachment in the .m2i file, the one that assigns helmet coordinates (attachment 11), problem SOLVED!

12
Modelling and Animation / [QUESTION] Custom weapons animations
« on: May 13, 2014, 04:10:52 pm »
Hi!

Is it possible to make custom animations for weapons like Ahn'qiraj 2h axe that has a moving eye? If so,  I use OBJtoM2 and 010 Editor, do I need other tool?

13
Hi!

I'm trying to replace the blood elf model for a FF7 Cloud model. So I downloaded it from The Models Resourse website
and I converted it to .m2 using the OBJtoM2 tool and added the BloodElfMale.m2 and .skin files in my custom MPQ. The problem is that the texture looks misplaced in game while in blender fits perfectly before converting to .m2.

What am I doing wrong? Am I missing some hex edit stuff?

Also, if you have any clue of how to load characters animation in new models I would appreciate it a lot.

Thanks!

14
Level Design / [SOLVED] NPCs falling from WMOs
« on: January 17, 2014, 08:41:19 pm »
Hi!
I've been looking similar threads but none of them gives me a clear solution.
I'm using TrinityCore from Jeutie's Blizzlike Repack (for WOTLK 3.3.5a 12340)

My problem is that NPCs I set in WMOs added with Noggit fall down and walk through walls (when I spawn them they stay on the floor of the wmo but when aggroed they fall). They can't turn back to their spawn position either when combat ends, they return to their respective position in the ground out of the wmo.
   - This only happens with custom WMOs
   - I've extracted maps and vmaps after setting the new WMOs (which solved cast through walls issue in NO-custom maps, in my custom maps the WMOs have both problems npc falling and cast through walls)

Any clue of what I'm doing wrong or something I'm missing?

Thanks for your attention,
Kiun

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