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.


Messages - Morfium

Pages: 1 ... 5 6 [7]
91
Resources and Tools / Re: [TOOL] [Adt edit] AllWater
« on: September 18, 2011, 08:16:04 pm »
Hey this tool is awesome! :)
Makes changing water height super easy. Thanks! :D
If you ever feel like updating it, you could add a feature to save the height settings for the adt in a different file. That way you could change the adt in noggit and don't loose the height information. ;) But nontheless, epic tool.

92
Showoff - what you are working on / Re: [WIP]  Inkagula
« on: September 15, 2011, 12:10:27 pm »
It looks cool.
I really like the draenei ruin at the cliff. :)
The giant temple(?) looks awesome too.
The only odd thing is the harbor. It looks like the ships lie on the beach, but that might be a graphic glitch where the water is not shown.

93
Tutorials / Re: Custom Cinematics
« on: September 13, 2011, 08:35:50 pm »
You can watch the video here if you want to:
Hide my ass

Looks cool btw, I like your login screen. :)

94
Serverside Modding / Re: Whats the best way to star world edtis?
« on: September 08, 2011, 02:25:11 pm »
Quote from: "Steff"
I also think Trinity is better to start because of the direct use of more DBC.
As long you only whant to make some noggit builds your repack is ok.
Does that mean it uses more of the extracted DBC files than other emus, because they do those things hardcoded serverside without reading the actual dbc?
I ask because atm I'm using mangos and didn't run in a situation where the emulator overwrites my changed dbcs.
Just curious. :)

95
At first, how did you enable them?
You don't give much information so I can only guess.

If you want to add new skins you also need to add new faces textures and naked torso/pelvis textures. Let's say you have 13 skins instead of 12, with a 0 in the column #3. Then you also need to add this entry for 1/4.

This means if you wanted to add the human male skin HumanMaleSkin00_100.blp you would first need to allow it to display for characters.
This is done in column #7 (on zero based counting)
This is a bitmask. It's not really documented on the wiki, but I think 0x1 is playable, 0x4 marks a deathknight skin, 0x8 marks an npc skin.
Currently it is set to 8 so we need to atleast set it to 9 to show up on char selection.

Now you added the skin, but the game will crash if you don't at the fitting face texture and the pelvis/torso texture.

So now you need to at a face texture (number 1 in column #3) for every face that humanmale has with it's number from line #9.
So for 12 faces you need to make 12 entries.
So you either have your own blps or use already existing. Just make sure they have the same number in #9 as you skin has.
Next you need to add the Pevis/Torso (number 4 in column #3) texture.
This is done by adding one line per new skin, since torso and skin are a single matching pair and can not be mixed like face/skin.
Just make sure that column #9 are identical as above.

I hope this helps you fixing your problem. :)

96
Miscellaneous / [SOLVED] Need a little help with worgen to human transform
« on: September 02, 2011, 12:27:05 am »
Hi,

I'm currently working on worgen and goblins on my server.
Actually, I'm pretty much done with my female worgen now, and started making a spell that transforms her into a female human (visually).
For that I copied the existing spell Human Illusion from Caverns of Time 1.
I tweaked it a bit so that it'll break on combat.
Until here everything works like a charm.
My Worgen transforms into human form and the spell breaks as soon as I enter combat.
My only problem is, I want it to be abortable via the buff icon.
But I can only break it when I engange combat. :(
I looked into the AuraInterruptFlags and could not find anything that breaks on rightclicking the buff.
It would be even better if it was abortable via clicking the spell again.
That might be done in the SpellShapeshitForm.dbc.
The entry of this file is in column 110 of Spell.dbc, but there's also the id of my human illusion. Since I spent the last few days working on this I thought inventing the wheel everytime anew is rather inefficient and that someone here might already know about this or can give me a hint in the right direction. :)
Maybe there is a far better way to achieve what I want, which is basically transformation out of combat with the option to cancel it, that I didn't think of already. I'm open for any suggestion.

Thanks in advance! :3

Edit!
Ok, found it out myself... kinda. :)
I compared the spell to ghost wolf and my spell  had in column #4 -1996488704
and in column #7  7.175E-43. Ghost Wolf had 0 and 0.0. So I switched them and now it works.
Maybe someone encounters the same problem sometime and finds this useful.

Pages: 1 ... 5 6 [7]