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Messages - detonatorss

Pages: [1] 2 3 ... 16
1
Texturing and 2D Art / Re: [HELP] UV Maping a character
« on: July 25, 2018, 10:06:54 pm »
How it's done the UV



When i try to export it to m2 i am having this trouble

2
Texturing and 2D Art / Re: [HELP] UV Maping a character
« on: July 25, 2018, 10:04:50 pm »
i've made with inicos tool the 00_00_extra image but...
i am having problems cause the rear head has to be at that file but i don't know how to it but the tail is done


3
Texturing and 2D Art / [HELP] UV Maping a character
« on: July 25, 2018, 06:55:22 pm »
Hey guys i am having troubles uvmapping a character and i need help.
As far as i know i did my UV mapping but i am having problems with extra textures that i don't have and i don't know how to add the extra skin.

UV Wrapped by me and the bug in the tail and rear head



how it has to be

4
Modelling and Animation / Re: UV Map a new race
« on: March 11, 2018, 05:19:57 am »
then how you can put in a "Wotlk Style" the extra visuals from "Wod or Pandaria?"

Put the extra stuff inside a new texture and use it as a "skin extra" slot tied to the skin color. It's the same method taurens use for their fur and female pandaren use for their hair.
For example, you can put the undead bones in the extra texture since they don't fit anywhere in the character texture. Same goes for the Pandaren tail and sandals.
Since the "skin extra" texture doesn't have a size restriction and doesn't need to be indexed, you can add a lot of details.

Sample:


(Done with my Photoshop action pack)

But... How i can add an extra texture in blender and in the m2?

5
Modelling and Animation / Re: UV Map a new race
« on: February 01, 2018, 09:15:52 am »
The UV must look like this if you want to equip items:

(512x512)

For MoP pandaren and WoD character models:

(512x1024)

You must create a second UV channel with the playable character layout. Once finished, render the texture with the new UV layout:

(In Blender: Render-> Bake-> Textures)

Then, convert the UV channel with the character layout in the main one and apply the texture you just rendered.

then how you can put in a "Wotlk Style" the extra visuals from "Wod or Pandaria?"

6
Neo / Re: Neo - A WoW Development Suite
« on: January 12, 2016, 02:27:58 am »
Quote from: "Steff"
i will try but i think i will need help for this.
also serverside editing is planed.  like nocs,  quests and also pathes.

but it will be a client to if you have to add the animations and rendering of it own paths of npc it's very difficult, like to ad a good dbc parser and editor

7
Tools / Re: [TOOL] DB2/DBC <-> CSV convert
« on: January 11, 2016, 06:39:27 pm »
Quote from: "Luzifix"
which is a bit complicated, dbc dont have a version in the header. db2 have a build in the header this i can used but currently you most rename your dbc/db2 line Spell335.dbc and create a map for Spell335 in the map.xml

but you can tag it in the xml, in the parser you culd add a function to parse the type for example

8
Neo / Re: Neo - A WoW Development Suite
« on: January 10, 2016, 04:35:04 pm »
Quote from: "Steff"
During the last 3 weeks I had no time to do stuff.

Done is the full swap to a dark theme. Next will be the implementation of saved settings for the user and the depending UI dialogs. Then I will start to move the settings for the different edit modes from the fling tabs over to the editor window and bound shortcut keys to them. I all existing features are moved over the implementation of new one can start.

so one simple question:

you will add a function to setup movement paths for npc?

9
Tools / Re: [TOOL] DB2/DBC <-> CSV convert
« on: January 10, 2016, 08:22:40 am »
Quote from: "Luzifix"
@Serendipity with the 0.0.4 Update i add the uint64 & int64 support for Spell.dbc

// UPDATE


So how you will make the structure for more than one version of wow for example in the xml you can use

<wotlk></wotlk>
<cata></cata>
<mop></mop>

or

<spell type=wotlk></spell>

10
Software Development / c# doubt
« on: November 05, 2015, 10:14:51 pm »
si hey people, i am doing a wow editor gui, but i am new in c#, how i can recursively get my dbc and convert it with dbcutil i know how to call the process but i don't know how to csll it for the dbc, what i can do?

11
Serverside Modding / Re: [Question] Transport object
« on: October 14, 2015, 12:08:08 am »
Quote from: "ladiszlai"
If the people want , i can make a tutorial for how can make a new transporter.

Can you make it? i want to try it hahaha

12
Neo / Re: Neo - A WoW Development Suite
« on: September 12, 2015, 02:38:38 pm »
@Kaev

You will made a wdt and map adder into neo?

13
Recruitment / Re: [NOT PAID] BLP editing
« on: September 05, 2015, 04:02:34 am »
Quote from: "Смердокрыл"
Quote from: "Amaroth"
I don't think this is just about BLP editing friend, this would quite likely need 3d model editing in Blender as well. Just saying.
A full copy of what I linked - yes, but I am only looking for someone who would make a recolour.

P.S.Still, if someone is willing to even edit the model (again, not paid), contact me)

Contact vaanel...

14
Miscellaneous / Re: Slight problem editing class level stats.
« on: September 04, 2015, 03:23:03 am »
Quote from: "Tompoolk"
Quote from: "Kaev"
'root"@localhost using password NO

This means that you're trying to connect to your MySQL server with a password, but actually it doesn't have a password. Set a password and connect with it or connect without a password.


How exactly would I go about resetting or adding a password to the mysql given to me by the tutorial? I have changed a password for my old mysql before the wipe but now I cant seem to change this password. Also will I have to change anything in the trinity server for it to work with a password? Thanks for the help.

You have to change all the database acces examples authserver.con and worldserver.conf
The port, the user and password

15
Resources and Tools / Re: [TOOL] Spell Editor GUI V2
« on: August 16, 2015, 10:54:36 pm »
Quote from: "Vildez"
I'm assuming that the error on spell 8939 hasn't been fixed yet or was there a work around that I'm not seeing?

I reported the bug but it's not fixed by the moment

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