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Messages - Morfium

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31
"Retro-Porting" / Re: Adding Vashj'ir?
« on: August 21, 2015, 12:36:42 am »
Vashj'ir probably uses big alpha while Easter Kingdoms does not.
So if you add this to Eastern Kingdoms, you'll have to redraw the ground textures. At least that's the problem I had with Gilneas. That was quite some time ago. Maybe there's a converter now that can shrink alphamaps too. But you should watch out for that. :)
See here for details:
http://www.wowdev.wiki/index.php ... _sub-chunk

32
"Retro-Porting" / Re: [1.12] Improved Models Patch: With Wolves!
« on: August 21, 2015, 12:17:41 am »
Nice work with your path. :)
Just found it while searching for the same thing for tbc. :D
As you stated this won't work for other patches than 1.12, could you explain why?
I always thought m2 format in tbc is the same as vanilla. Even if that's not the case, tbc should be able to read vanilla m2s. I'd love to use all the updated models from 3.x upwards while leveling.

33
"Retro-Porting" / Re: [REQUEST] Worgen Racials to Wotlk
« on: March 02, 2015, 09:58:41 pm »
You could always do something easier as a quick fix...
When i did mine quite some time ago I just copied the caverns of time spell that morphs all races to humans to fit the timeline.
And then made it a shapeshift spell. It wasn't that hard and worked quite ok for my purpose. Iircc you can change stuff like "breaks on combat" etc. with flags in spell.dbc.
It's not a complete port of that spell, but it transforms you into worgen/human form.
The only bad part of it is, that you can not control how your human form looks, it just takes the settings of your worgen and then applies those to the human race.

Edit:
In those shots it's my test char who has the male and female spell. You should obviously only use one for your chars. :)

34
Thanks for the info. I was using the adts converted by him.
Sadly I had very mixed results while editing those adt files in noggit. :(
In the end I layed my work on the adts down until I have more time at my hands for further study.

35
Hi,

I'm currently trying to get cata adts integrated into my old 3.3.5.
My goal is to port maps like Gilneas/Uldum to the corresponing areas they would belong. I don't want to replace the whole world with cataclyms adts and I think noggit can not edit big alpha adts anyway.

I had success getting the adts back to the old format with saving them in noggit. Not sure here, but I think noggit just falgs it as old alpha when it saves. The problem is, that this way seems to corrupt the alphamaps.

Maybe a compression problem? The maps are mostly fine, they just have some squares that are ... weird.
What I tred to accomplish was to export the alphas from cata and shrink them myself in e.g. gimp, then reimport them. But FuTa doesn't seem to be able to export them from the cata maps (I use those Anthony converted, thanks a bunch btw!) It does however export them from the maps saved in Noggit. But they are already corrupted.

So the question I got now is:
Is there a way/tool to get the cata alphamaps from the adts or maybe a neater way to shrink alphamaps besides saving in noggit? :)
Or maybe someone has a way better idea and understanding of this than me and wants to share her/his wisdom with me. Any help is appreaciated.

36
Level Design / Re: [QUESTION] Adding a MPQ to a server.
« on: June 26, 2014, 10:25:06 pm »
In your case I think you just have to drop the files into the client folder and you are good to go.
The gilneas patch replaced the development map or something I think. So the dbc stuff is there and you just override an existing (unused) map.
In the video it is stated to just  go xyz -1823 2295 42 map 451.
On mangos/trinity (not 100% sure if both) you just need to be a gm and type
Code: [Select]
.go xyz -1823 2295 42 451If this does not work, check the ingame help for commands.
If you want to really use the map with vmaps, zone names, etc. Then you'd have to also extract them with the tools for your emu and make entries in the dbcs. But for just running around and checking the map out, dropping it into your client folder should do the trick.

For more detailed info it might be a good start to read the tutorials for creating a custom map, because that's almost what you want, except you already have the map.

37
Random / Re: [QUESTION] Most popular Expansion?
« on: February 27, 2014, 01:53:51 pm »
My fav was TBC then vanilla.
My favorite dungeon was always vanilla scarlet monastery and after that kara.
SM had this super cool event at the cathedral end and seeing both as children playing this scene in the caverns of time was priceless! Kara was super fun because it had so many different things in it. :)

The coolest new stuff was flying (druid flight form was so great) and the awesomely torn apart Outland. And I love Illidan. :D A shame he had to die though. :/

I kinda liked cata for the whole cataclysm part and the new terrain phasing, but after tbc I lost touch with the game so I never really played it much.

Based on armor... I think either Vanilla or TBC too. I really liked the death and cold themed wrath stuff, but it was a little too much. And maybe tier sets lost it's epicnes when everybody had one. Loved the Shaman set with wolf heads and the druid sets with antlers, and of course the warlock head on spikes set. xD
Oh before I forget. The coolest item in the whole game was vanilla. This super cool hat you get in tanaris with... 23 intelligence or something like that. The one that covered your eyes and made you look totally badass. xD Wore it with all my characters regardless of class. :D

NPC-wise... Well they obviously look better in mop/cata than in tbc/vanilla... And I liked the hair styling stuff in wrath and most new haircuts npcs and players could get that way. But I never really cared for how they look. Lore-wise people felt more grounded and believable at the beginning. Ok in TBC a bunch of the best and strongest stormed Outland... So it kinda explains why all people there are tough guys... But I liked the game more when not the whole universe was at stake. xD Later it felt like you were a super hero who killed like every major threat to the whole world. I liked mobs like van cleef or hogger more than arthas or deathwing.

Yeah... sorry for the wall of text, memories took over. :)

38
Level Design / Re: [QUESTION] How can I make my map edit set to instance?
« on: December 12, 2013, 03:44:43 pm »
You can however copy the needed adt files for hyjal from the kalimdor map, rename them to e.g. Hyjal_Instance_XX_YY and then create a fitting wdt/wdl file those adts and create entries for this in your map.dbc and database. This way you would have a copy of that area only as an instancable map.

As for a guide:
Use Taliis to create the wdt/wdl. Set the used adt files for Hyjal there.
You can easily read the adt positions in noggits map overview before opening the kalimdor map.
Search the needed adts in your common2.mpq (not sure if it's this one really) under world/maps/kalmidor/
then follow the guide on how to add your own custom maps and just use the copied adts as base.
If you did everything correctly you should be able to open hyjal in noggit like any other map and port there ingame.
If you didn't change the position on the wdt/wdl then you can use the same coords you would for kalimdors hyjal, just on the new defined map id.

39
Miscellaneous / Re: [HELP] Third Side( Scourge faction) for WoW
« on: December 12, 2013, 03:33:06 pm »
Hey since nobody answered you I'll give it a shot. :)
Your code looks right, except that the default value is horde in the initial code and alliance in yours, but that shouldn't really matter.

It might be the case, that visual studio is unable to to understand the needed order to compile.
That means: If you rightclick your sollution and just create the whole sollution it will try to create each subporject at a time. If your changes to m_team are in a subproject that is compiled after your posted code, then this error might pop up.
So the best way would be to compile the subprojects in order, or at least the one with your enum at first and then the whole sollution afterwards.

I hope that was understandable. >_<
Intellisense might have been updated even if  the binaries are still the old uncompiled ones. :)

40
Noggit / Re: [QUESTION] Noggit's not gonna let me use it.
« on: August 25, 2013, 10:19:38 pm »
I have to always start noggit as admin for it to work properly...
But just in case, if you have wow or (some versions of) wow model viewer running, they open files exclusively and noggit can not open them.
Same goes for most mpq editors I know. You should make sure all other programs that use the mpq files are closed when you start noggit, to rule this out.

41
Hey guys,

the title pretty much says it.
Is it possible to switch facial features from one race to another?
I read tons of topics about geosets, because I thought the horns are geoset. Sorry if that's wrong, I really have no clue. :/
I just want to create a human with female draenei horns.
As someone with absolutly no idea about model editing I thought... since they can be changed at char creation, maybe they can be attached to other models and I just have to tinker with the dbc files. :)
Although I think this might be just my naive wish and they are probably included in the m2 files, since I was unable to find other models except the main humanfemale.m2.

It would be ok if I could only choose one horn style and "glue" it on the head thought. :) I don't necessarily need it to replace e.g. piercings, if that would make things easier.

Thanks in advance. :D

42
Well, that's not really what you want but the outcome is the same.
Can't you just take all blp, convert them to png, and then use something like batch taks in photoshop to do what you want with the png files.
I'm not sure if other free programs like gimp support batch processing, as I'm not an artist and just happen to know photoshop from a collegue at work.
After you're done you can convert them back to blp and use them ingame.
I'm pretty sure there was a programm that was able to convert complete folders via batch script between blp and png.

43
General / Re: DBC editor features.
« on: September 27, 2012, 10:47:02 am »
A reminder if you enter duplicate entries. Or an auto increment. Because that's what I always foregt. :)
The already mentioned things like an sql like query language and cross references with easy switching between liked dbcs would be awesome.
Maybe the possibility to see images as a preview. For example the spell icons in spell dbc or skin files. But that would be nice to have and not a must.

44
Miscellaneous / Re: Need Some spell dbc help
« on: August 11, 2012, 04:32:11 pm »
You could also create an invisible npc that buffs the players on engaging the boss. But I think it should even work if you force the boss to cast the beneficial spell.

45
Random / Re: can i make wow with UDK engine
« on: August 07, 2012, 01:11:21 am »
I for my part stayed in wow because of the people that played it. I even liked the old graphics, because they look cute. :)
It always reminded me of playing wc3 just... nearer to the ground. Well maybe my taste in graphics is odd... ^^
I left wow because most of the people I liked to play with went away and only the idiots seemed to stay.
Also the constant nerfing of everything made it worse. When I started an epic item was ... well epic. When I quit everybody bought their epics from vendors like I bought water in vanilla.
And the story of warcraft in general is pretty awesome. :) I loved the novels and how everything is intertwined. Now blizz seems to just slay every single villain (which most had a tragic and long past which I loved to read and mostly could unerstand) there is. When they announced Illidan would be a killable Boss I thought the lore would die. And well... for me it kinda did. I always felt the alliance and horde where the bad guys. XD

That's because I liked the idea of maruum. I never had a problem with the old wrath graphics. But the idea of a fantasy world created by nice community was (andstill is) very appealing. And of cause the story telling and the masses of possibilities that come with all warcraft lore being deleted (As much as I love that lore).
I would even love the idea if it was with super nintendo graphics. ;) Preferably secret of mana 3. ;P

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