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Messages - Scytheria23

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46
Modelling and Animation / Blank WMO
« on: July 04, 2015, 05:52:01 am »
Hi folks,

I wonder if anyone can help me by making (or explaining how to make) a blank WMO?  Essentially, one I can rename and use in a patch to easily remove unwanted WMOs from maps.  The idea is to replace an existing WMO file with one that has no mesh data.  I know noggit could remove them entirely, but I am editing some MOP maps which do not work in noggit.

I've tried creating a blank myself, but I'm lacking info on what to delete from a WMO file to leave just a header.  Everything I've tried just results in crashes.  I've used the same technique to remove unwanted M2s, which was easy, so I guess the same approach can work here.

Thanks in advance for your help/suggestions.
Scy

47
Level Design / Re: [QUESTION] Duplicate/Phasing of Outland
« on: July 03, 2015, 10:04:18 am »
Very easy to do.  You need to add a new line to the DBC file called WorldMapContinent.dbc that matches the original Outland one (except for the ID, which I think is 530).  Let's say your new continent's ID is 1530.

Next, do the same with Map.dbc, finding the entry for 530, copying it exactly and giving it the ID 1530 too.

As far as I know, that's it.  Go in-game and ".go xyz 0 0 0 1530".  Everything should be in the right place, including sound entries, music, area names, doodads, etc.  The only things that will be missing are the NPCs and any gameobjects (even those can be copied with a bit of SQL massage).

Scy

48
The project has been in progress for over a year, and there are three of us involved at this point (all based in Shanghai).  We are working to high standards - being very careful about the quality of what we include and vicious when it comes to rejecting or criticizing our own work.  The last 25% of the project is focused on the quest lines and story - in other words, we've got our engine doing what we what (in terms of game mechanics, graphics, items, etc), and we are now fleshing out the world that goes with them.  We have a skeleton of quest-lines which takes players to the right places and lets them meet the right people/mobs/bosses, but there needs to be a lot more meat around those bones.

49
BIG EDIT (12th March 2016):

Sorry to say that this project has bitten the dust following a schism between team members relating to tone and style.  One half wanted to get gritty and realistic, giving players a tougher journey through the game world, whilst the other half wanted more whizz-bang-sparkle and lots of easy-mode stuff.  Not unexpectedly, the content and technology we created has gone two different ways, with neither remotely resembling a complete package.  :(

The future of Burning Wrath, as originally conceived, seems grim.  I will, however, make an effort to get some of the best features from what I retained out as general releases for the benefit of all who would like to use them.  I think the rather special way we handled transmogrification will be of interest to many (and that was all my work), so I'll pack it up as a stand-alone package that can be inserted into any 3.3.5 server (and, maybe, with modification, other servers too).  It's entirely done with database edits and dbc massage and thus requires no coding modifications to the server, but it manages to create a transmog system that is far more flexible and simpler than Blizzard's own.  Watch this space.

To ease the pain of the break-up, I've commenced a personal project that I'll be announcing in the correct part of these forums shortly.  Thanks for all your interest and support in Burning Wrath, and sorry to be the bearer of bad news.

Scy

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Hi folks,

I'm starting this thread to prepare for the inevitable beta-phase of my project, Burning Wrath, and to post screens, discuss anything about the project and otherwise drum up interest.  Although I've never posted here, I've been a lurker for a long time and my project has been ongoing for over a year now.  I believe I am now at the 75% stage, and anticipate (after a lot of testing) getting a beta release out by the end of the year.

Burning Wrath - is a mod/repack for 3.3.5a clients that turns the game into a single-player experience.  This is not the same as a playerbot release (which aids a player by providing NPCs to adventure with) but a complete retuning of the game's content to suit a single player acting alone.  In Burning Wrath, all in-game features and references to other players have been carefully stripped away from quests, spells, the interface, etc.  The aim is for the finished repack to look and feel like a game that was always played offline and alone.  All dungeons and raids have been rescripted and retuned to suit solo play and battlegrounds have become exciting repeatable scenarios with challenging scripted enemy 'players' to outwit. World PVP zones (e.g. Wintergrasp and Tol Barad) have become quest hubs.

Burning Wrath - is complete up to the end of the WotLK expansion, but also includes a pre-cataclysm endgame in which players can attempt to foil Deathwing before he goes nuts (courtesy of the Keepers of Time).  This provides access to most of the Cataclysm content (zones, creatures and items), albeit in a very different storyline to the original (thus totally different quests).  The changed world of Cataclysm exists, in Burning Wrath, parallel to the old word - players can explore Uldum, Hyjal, Vash'jir, Gilneas, Twilight Highlands, Tol Barad, etc, but the old world remains as it was in pre-Cataclysm days.  In parts of the quest-line, however, the newer 'destroyed' world is visited.

Burning Wrath - has been designed to be challenging and slow-burning, offering players a chance to slowly develop characters and experience the entire world without the need to rush towards endgame. It's very much for those who prefer to spend a long time seeing and doing everything and enjoying the lore.

Burning Wrath - is based on the latest Trinity Core (modified to optimise the single-player experience) but includes some very special features.  The most exciting of which is our "Better than Blizzard" transmog system which offers far more realism and customization than the retail system.  You can keep your character's look indefinitely, without the need to revisit a transmogrifier every time you upgrade your gear.  You can even make armour items invisible, finally achieving the long-sought goal of hiding shoulders, boots, belts, etc.

Burning Wrath - cue controversy...  has removed Death Knights from the game.  Well, not NPC Death Knights, just players.  It is no longer possible to create or play this class, which has been stripped cleanly from the game files.  All items, glyphs, questlines, etc related to the class have been excised.  In their place, we offer many new race/class combinations (but not all those that current retail allows) and a wider range of character customization options.  A few DK abilities have managed to get redistributed to other classes that lacked a certain something.

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So, that's the basic idea.  I'll post screens of the ongoing work over the next few days, and if anyone has any comments, ideas or questions, do feel free to use this thread.

Scytheria

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