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Messages - Mordred

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31
Modelling and Animation / Re: [QUESTION] Need Your Help
« on: July 24, 2012, 01:10:18 pm »
Wrong path to the background .m2
or the .m2 file is corrupted.

32
Hey Keta,
nice work
but wouldn't

RegisterUnitGossipEvent(NPCID, 1, NPC_GossipHello)
RegisterUnitGossipEvent(NPCID, 2, NPC_GossipSelect)

mean, that it only works for 1 npc?
So basically you have to create that lua script for every NPC :|

And you can't add an self made npc_text to the menu.
You also should make a type column to add a quest, miscaction or a POI.
and also what would come in handy:
a column for function name, so on menu point pressed a function is called
or maybe other things like spell cast

could be a lot more than just that :p

~Mordred

33
It looks really great, just like MoP down sized.

I just love these bushes on the hills, they give the whole scenery a better look, because it looks more natural with some wild growing bushes and flowers there.

34
I put in a download link in some comments below.

35
Tutorials / [TUTORIAL] [ArcEmu] Extended MoveMaps
« on: May 27, 2012, 02:40:34 pm »
Hey Modcraft,

once again a tutorial for ArcEmu :p

Today I wanna show you, how to activate and create movemaps, and also what you can do with movemaps.


Tools

At first you need the tools to extract the maps:
LINK

Now you have the
ad.exe - for creating maps and the
MoveMapGen.exe - for creating the movemaps out of your maps


Creating and Activating

At first we have to activate the mmaps in your core source:
- Go to your ArcEmu Source folder
- Now go to your directory srcarcemu-world  and find the file stdafx.h
- Open it and remove the double slash:
PICTURE

Now that you have enabled the movemaps your NPCs cannot move until you have the mmaps files in your core directory.

So we now extract the map files just like always (or use the already generated ones)

if you want to extract only the maps for your own map you have to edit your patch-xxXX-3.MPQ in your language folder in your data folder. Extract the Map.dbc and delete all the entrys except the ones you want to create maps from and put the dbc back in (save your patch-xxXX-3.MPQ file before you do that! Or just name it patch-xxXX-4.MPQ) and put the MPQ file in your language folder.

When we have the maps folder we create a mmaps folder in the same directory.
After that we start the MoveMapGen.exe and let the movemaps generate.
When it's done we just need to put the maps and mmaps folders in our core folders and recompile our edited core.


Extended use of MoveMaps

Now to the more interessting part of this tutorial.
In this tutorial I use the example of a city.

In a city we want NPCs walk on the street without creating a site of waypoints.
With movemaps it's not hard at all.
All we have to do is, create two versions of the map:
- one for the player which looks just normal
- and another one for NPCs, in which we set walls around the streets so they can't walk through them and from this 2nd map we generate our movemaps from:


~Mordred

36
Serverside Modding / [RELEASE] [Lua] [ArcEmu] Item.dbc creator
« on: May 13, 2012, 03:42:18 pm »
Hey Modcraft community ;)

recently I came across the bug with custom created weapons and armor, that they aren't real weapons / armors and that you have to enter the data of each item into the item.dbc.

So I created this little script to create an Item.txt which you can rename to Item.dbc.csv to convert it to a dbc with DBCUtil.

In this download link is everything you need to use it.
LINK

PS.: LSL2 is used in this script, for more information check out the documentary: LINK

How to:
-extract the downloaded .rar file into your scripts folder in your core directory
-restart/run your core and login
-ingame you have to say .idbc
-if everything worked this message should pop up in your chat:
Your Item.txt has been successfully created.
-go to your core directory (not to your scripts folder) and rename the Item.txt file to Item.dbc.csv
-now drag & drop the Item.dbc.csv file on the DBCUtil.exe and your Item.dbc should be created with every single item you have in your DB

~Mordred
(thx to Kenuvis & Memento for LSL2 :P)

37
Software Development / Re: Modcraft community launcher
« on: April 21, 2012, 11:27:48 am »
Wow this concept looks really nice,
but I think the Create Account button should be a little bit transparent if you already have an account on this server.

And maybe (if it's possible, because of different account creation pages) a feature to set a default account and with one click create this default account on the selected server, if it's not possible or an error occurred it leads you to the normal account creation.

38
Software Development / Re: Modcraft community launcher
« on: April 21, 2012, 10:33:15 am »
Wouldn't it be nice if we could host these files here on this forum in a sub-forum or so and with one click downloading this file (maybe in .html)

A feature to create an account via the launcher would destroy the necessity of an website for doing this, which would come in really handy in ways of usage and would provide a better overview of the servers without having to click thousands of links to get on the server.

I think the launcher also should be sortable by:
server with account active    (maybe with cache)
server without account
population (low - medium - high) -> low = < 50  medium = < 200 high = < & > 500
language(s)
type (PvP, PvE, RPvP, RPvE, CustomExpansion?) maybe also with PvP/E or PvP/E - CustomExpansion aso.

39
@Shadow
If it's green, it probably can't be used or with the file is something wrong


@phucko
it should work with a MPQ, maybe your path is wrong. Make sure it is Interface/GLUES and so on. Then it should work.
And yes, you can add other types of m2s portals, spells, creatures, whatever you like, but keep in mind that not every model works just fine.
And if you can't get them on the screen, try with the Z-axis, set it to +1 then +2 then +3 aso. if it won't show up try with Y-axis +1 aso. then X-axis and if nothing shows up... your fucked xD


@Steff
Use the Mod1:SetFacing(Mod1:GetFacing()+0); row.
You can multiply or add to the facing.
If it still shows the model still from the wrong direction, then you have to edit the camera :<


~Mordred

40
X Y Z is like

Y -> left and right
Z -> up and down
X -> forward and back (only a little bit or else the model disappears)


And yes, it's possible to make it as a patch
just put all the files into a MPQ with
Interface/...
and it should work.

~Mordred

41
It has a lot to do with testing and trying.

Some models don't work and some has no texture.

All I can say about it is:
try to get something on  your loginscreen,
if it's white, it has no texture,
if it's a blue-white checkered box, it has a wrong pathname.

try to set the z axis to +1 for testing, most of the time it will show a part of the model.

A little bit of Lua knowledge is needed for the model adding section :/

~Mordred

42
Random / Re: Show me your login screen.
« on: April 06, 2012, 10:12:48 pm »
Of course, Shadow

you can find the link in my tutorial thread:
Tut

link in Update post

you have to unzip the rar file and go to InterfaceGLUESCOMMON
there you can find the files required :)

~Mordred

43
Random / Re: Show me your login screen.
« on: April 06, 2012, 04:17:41 pm »
Here you go:

[youtube:kkmphtax]http://www.youtube.com/watch?v=PzxRd59HdOQ[/youtube:kkmphtax]

and my older one:

[youtube:kkmphtax]http://www.youtube.com/watch?v=CsuYjhf7fZk[/youtube:kkmphtax]


~Mordred ;-)

44
UPDATE:

added my Login screen for demonstration purposes:
LINK

~Mordred

45
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

!!!DON'T USE THIS ANYMORE!! THERE IS A NEW VERSION OF THE LOGINSCREEN!!!
Here is the link: Easy Loginscreen

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


Hey guys!

today I wanna show you how to make a Login screen by only editing the Glue Lua and XML files.

all you need for this tutorial you can find in this link:
filebeam
file-upload


Code: [Select]
1. Setting up your WoW
2. Customize your Loginscreen
2.1 Background
2.2 Music
2.3.1 Buttons
2.3.2 Positions
3. Add M2 models
4. Example


---------------------------------------------------------------------------------------------------




1. Setting up your WoW

At first extract the .rar file in your WoW-directory.
Congrats! First step done!






2. Customize your Loginscreen

2.1 Background

To set the background you just have to create a 1024x1024 .png file
which will have to be at least 75% of the 1024 pixels (768px height) to fill the entire screen.

Once you have finished editing your file save it in your directory:
WoWInterfaceLoginScreen

and name it:
Background.png

Now all you have to do is drag and drop the .png file onto your BLP Converter
and remove the .png file out of the directory.



2.2 Music

To set your background music all you have to do is find your music you like
and put it into the directory under:
WoWInterfaceLoginMusic

and name it:
LoginScreen.wav

After doing that open your music file with any musicplayer
and write down the length of the song (IN SECOUNDS!!!)
eg.: 2:25 -> 145

Now open the vx_vars_init.lua
(WoWInterfaceGlueXML)
press CTRL + F and search for:
VX_MUSICTIMER = GetTime() + <SECOUNDS>;

and remove the <SECOUNDS> with your song lenght.




2.3.1 Buttons

For the Buttons you have to create 5 files:

Code: [Select]
Glues-BigButton-Up   -> the normal button
Glues-BigButton-Down   -> the button pressed
Glues-BigButton-Highlight   -> the button while your mouse is over it
Glues-BigButton-Glow   -> the glow around the button
Glues-BigButton-Rays   -> the pulsing rays when your mouse is over it

You have to save these files as .png files in your directory:
WoWInterfaceGLUESCOMMON

with the names above and then just drag and drop then onto your BLP Converter.
Now remove the .png files out of your directory and your done.




2.3.2 Positions

Now to set up the positions of your buttons you have to open the AccountLogin.XML
in your directory:
WoWInterfaceGlueXML

Press CTRL + F to search for:

Code: [Select]
name="AccountLoginAccountEdit"          -> editbox for entering your accountname
name="AccountLoginPasswordEdit"         -> editbox for entering your password
name="AccountLoginLoginButton"          -> Login button
name="AccountLoginExitButton"           -> Quit button
name="OptionsButton"                    -> Options button
name="AccountLoginManageAccountButton"  -> Manage Account button
name="AccountLoginCommunityButton"      -> Official Site button
name="AccountLoginSaveAccountNameText"  -> Save Account name checkbox text + checkbox

Now to move these you have to look out for these eg.:

Code: [Select]
<Anchor point="BOTTOM">
       <Offset>
       <AbsDimension x="..." y="..."/>
       </Offset>
</Anchor>


with the Anchor point you can set the anchor to a specific destination
eg.: "TOP"  ;  "BOTTOMLEFT"  ;  "RIGHT";  "CENTER"  ;  ...

and with the AbsDimension x and y you can set the x & y - coords from this destination.






3. Add M2 models

At first open your vx_vars_init.lua...

The lines 4 - 9 lines are the definitions of the model.
The model gets added to the Modelframe at the last 3 lines.

In these lines you can change the lines 5 - 9 with the description behind
(SetHeight and SetWidth only if you want to stretch your model, or cut of a piece of the model)

If you want more than one model on your loginscreen, you have to copy the lines 4 - 9 and change every Mod1 in your copied block to Mod2 (if more than two then Mod3, ...)
also you have to add a new "table.insert" behind (with a space and ; between) or under the first "table.insert"
in there you have to write: table.insert(M , Mod<YOUR MODEL NUMBER!>);
eg.: table.insert(M, Mod2);
if you don't add the model to the table "M", the model will reset it's position on logout and returning to the AccountLogin screen.

Now to set the model you have to start your WoWModelViewer and find a model with only 1 skin (else they are white)
then enter your full path of the model into the 2nd last line with double \ and .m2 at the end


PS.: try to set the position of the model in Z+1, most of the time it helps to see the model.

PPS.: keep in mind that every model has different usage of the SetPosition command
     eg.: some use the x and y axes to move in a 2D field and some use the y and z axes to move in a 2D field






4. Example

Here is an example of how you can make your Loginscreen:
[youtube:3i9ibrmo]http://www.youtube.com/watch?v=PzxRd59HdOQ[/youtube:3i9ibrmo]

PS.: I used "World\Kalimdor\silithus\passivedoodads\ahnqirajglow\quirajglow.m2" to do the light effects.

[youtube:3i9ibrmo]http://www.youtube.com/watch?v=F-YwXsLiRmI[/youtube:3i9ibrmo]

[youtube:3i9ibrmo]http://www.youtube.com/watch?v=10m7XDuaMxI[/youtube:3i9ibrmo]


also you should check out alborq's amazing tool for placing models:

Quote
Hello,First of all I thank yours has to be Mordred fantastic job.From my side I studied a little code, then I develop a small application to simplify the placement of 3D model that can happen complicate

So I develop a small application that is used to position the models

Insights api: LINK

Little tutorial:
1) Set the path to your model in the EditBox
2) Click on Add
3) If you do not see your model then increase the size as needed, so you will be close to or one is your model (off-screen)
4) Change the position with XYZ button
5) change the scale with two button above to be more precise
6) meet the position indicate on a notepad
/!  They are not kept for the next time!
7) Completer position in the configuration file:
Mod1: SetPosition (pos_x, pos_y, pos_z);
Mod1: SetModelScale (scale);
Mod1: SetFacing (facing);

8) Enjoy

Download link: http://depositfiles.com/files/x085iqjpw

Special thanks to:
vxsw -> GlueXML AShell
(dunno if it's not his, so don't blame me.)
alborq -> for his tool to place 3D models more easily.


~Mordred

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