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Messages - frezer748
16
« on: December 07, 2012, 02:58:38 pm »
17
« on: December 07, 2012, 02:50:25 pm »
you can equip own axe? if yes - then check position of the axe handle. Must be XYZ 0 0 0 In which tool I set the XYZ Coordinates to 0 0 0? You mean in Mdlvis or a other special tool.
18
« on: December 07, 2012, 02:39:53 pm »
in the stats - your "axe" no have: Weapon 2h axe Weapon speed Weapon DPS Well you know how I can give the axe the right position that the character can hold the weapon at the right place? Right now she fly's far away from the character. (human model) http://minus.com/lb1P5KiYQMHzKi
19
« on: December 07, 2012, 09:37:28 am »
ok works now, little stupid mistake.
Thread can be close.
21
« on: December 05, 2012, 10:56:39 pm »
Have fun trying to convert custom maps to vmaps if the custom patch files are not even read out. Modify your vmapsextractor and assembler to read custom patchs out.
Solid folders are not taken into considering. Well the vmap converter, converted already my custom maps. So this wasn't the problem, the problem is that the objects are still buggy on the custom maps, so that I can still cast through them.
22
« on: December 05, 2012, 07:40:53 pm »
Good Evening modcraft,
Well I tried now many times to get new vmaps which work with my custom maps. So that I can't cast anymore through walls or other objects. But it still not work. Well...
1. I created "maps" 2. After the created maps, I ran "makevmaps_simple.bat" and he also created me "vmaps".
After the convert I added the "maps" and the "vmaps" into my core folder. But I can still cast through Walls on my custom maps. So anyone know how to fix it?
Well I use Trinity.
23
« on: November 18, 2012, 04:50:37 pm »
reupload please
24
« on: November 11, 2012, 09:43:44 pm »
Well it works now, Did it by my own.
25
« on: November 11, 2012, 07:42:38 pm »
Pro tip: look in the wiki and search for dbcs containing your own keywords. WorldMap* would be a fine start. NO really?.... I already look at the .dbc files, but I don't know in which Worldmap dbc I bind the dbc entry to the path of the Continent BLP files. And I don't know from what the coodinates are (which are entered in the other entrys).
26
« on: November 11, 2012, 04:46:50 pm »
Hello Modcraft,
Well how I already said in the Topic name, I want to make that the player is located on my custom Continent ( on the World map, where you also can see Azeroth) like If I stay on Kalimdor and the Player is showing on the World map, exactly this I also want on my custom continent, which .dbc I have to change, and what I have to do.
27
« on: November 02, 2012, 06:22:06 pm »
Model works now perfect!
28
« on: October 31, 2012, 02:53:19 pm »
it is highly desirable This don't help me really with my Problem Well, the game don't crash anymore, but the weird thing is the model still doing the stand animation, even I entered the correct id for walk... yeah the model have 2 Animations in mdlvis. In modelviewer he shows me the walk animation and the stand animation, for the correct Animation, the stand animation is show in "stand" and the walk animation is show me in "walk" .but ingame it's only the stand animation. What's the Problem?
29
« on: October 30, 2012, 07:35:32 pm »
Well, the game don't crash anymore, but the weird thing is the model still doing the stand animation, even I entered the correct id for walk... yeah the model have 2 Animations in mdlvis. In modelviewer he shows me the walk animation and the stand animation, for the correct Animation, the stand animation is show in "stand" and the walk animation is show me in "walk" .but ingame it's only the stand animation. What's the Problem?
30
« on: October 30, 2012, 12:13:14 am »
event objects loop flags anim flags attachment IDs bone lookups bone lookup tables light particles camera -- and abount 100-300 bugs. And all this things must be done? Those things are only for fine edit, aren't they?
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