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 - aerizanthar

Pages: [1]
1
Miscellaneous / Re: [QUESTION] 3rd spec
« on: July 07, 2016, 03:50:27 pm »
Quote from: "Amaroth"
I don't know, are you sure that problem is in UI? Can't it be in DBCs? Talent spells are in skills and skills can be nasty thing when not properly done. A lot of people forget to edit SkillRaceClassInfo.dbc, for example, and thus don't set their skills as "learnable" for their characters.


Thats a very good point, i actually ran into that problem once myself when working with adding shields to death knights (my server is a bit weird, designed for low amount of more overpowered players) and since i didnt set it up in the dbc, the ability was lost each time a character logged out!

2
Miscellaneous / Re: [QUESTION] 3rd spec
« on: July 07, 2016, 04:48:24 am »
I am VERY interested in this! The modification you are trying to create is to allow a third talent specialization correct? I do not know much but if there is any way I can help, I will gladly test any part of this for you. I would very much like to add this to my own server as well, as to allow characters to make use of all three talent specializations wherever they are. :shock:  :D

3
Modelling and Animation / [QUESTION] [WotLk] Black Custom Wmo?
« on: July 04, 2016, 04:16:16 am »
So i am working on a small project for my personal 3.3.5a server. I have had no problems adding wmos produced by other folk (I made use of some of the Gilneas Sliced stuff from over on model-changing.net) but when i attempted to make my own, something went wrong. I suspect I missed a step or something.

I loaded darnassus into blender and deleted everything but the main temple of the moon, its interiors, two lights which were inside, and the respective portals for the three rooms. When i exported it, it shows up no problems in wowmodelviewer, and noggit has no issues placing it or showing it.

The problem comes in when i go into the game. I walk up to the building, and the entire exterior is solid black. I go to where the entrance to the interior is, and instead of seeing the interior, i see what the inside would be like if there was nothing there. Walking into the interior through the portal reveals from the inside a perfectlynrendered interior, all textures where they need to be inside, but turning around and facing the entrance portal shows a gray solid wall. No collision, just as if you could actually see the portal plane.

So to recap, the outside is solid black, the portal planes dont display the interior from the exterior, and from the interior are just solid gray.

Any ideas what I did wrong/missed/should do to fix this? I am guessing its pr9bably just a setting I didnt apply before exporting..

I would love to fix this ASAP because if I can, I can chop up a bunch of the larger wmos into smaller modular ones and release them for general public use, which i am sure is something many folk would love to have.

Here's a link to my file in blender format. It looks fine in blender, noggit, and wowmodelviewer, but in game its black. No idea why.

[attachment=0:3gmdtixh]Darnassus01.zip[/attachment:3gmdtixh]

If you can fix it, please let me know what on earth i did wrong lol.

4
Quote from: "Gurluas"
I've already done this so I'll be nice and give this to you

http://www.mediafire.com/download/yg4e4 ... ldings.rar


thank you VERY much for that!! i will definitely share back my work when I am finished with it so you can see what you've helped me create!!

EDIT
I spent the better part of the last two hours looking over your custom wmos, and I have to say this.

This may be the single greatest conversion i've seen! Windrunner Spire with no webbing/broken glass, damage to buildings fixed, its absolutely EXACTLY what i needed for the Silver Covenant themed city section I am creating. I can't thank you enough!!

5
Quote from: "Steff"
1. Copy the wmos into a new path.
2. Copy the depending textures into this or an other new path.
3. Change the models with 010 edit to use the new textures instead the old.

If you have the same length of path plus filename in step 2 it is easyer. You can just change the folder where the texture ist in the path string in 010.

Thanks very much for that bit of info! There are a few WMOs i was wanting to change, pull some of the cobwebs down so to speak, so this will work great for those as well.

6
Here's what I am doing:

I am making an island continent with various buildings and a small city, and so far I am using blood elf architecture. What I want to do is have this same architecture, but where the glass and some paint is blood red, I would prefer blue.

In wowmodelviewer, you can actually find two models already skinned in this manner:
Wmo>Lordaeron>buildings>Silvermoon>bloodelf_guardtower>highelf_guardtower.wmo
Wmo>Lordaeron>buildings>silvermoon>bloodelf_smallhouse>highelf_smallhouse.wmo

I have a patch that reskins all blood elf buildings in this manner, but this isn't what I really want, as this would also effect buildings in silvermoon city and the surrounding blood elven buildings.

Here is what I would like help with, either someone who can do it for me, or someone to explain what I can do to set this up:

I would like to make an MPQ file that adds a copy of all (or most) blood elf buildings etc. as a separate set, all reskinned using the blue colored skins I have in this patch.

Like i said earlier I have no problems doing it myself, I just don't actually know what all I would have to do to accomplish this. Any help is greatly appreciated.

I will be providing the patch I mentioned as well. Basically, if a model (except silvermoon city and all the stuff in character and creatures: i am only concerned with buildings) would be effected by these files normally, i'd like a duplicate of them made using these files as their textures, and these textures renamed (example bloodelf to highelf) so they dont overwrite the existing files that effect original blood elven buildings.

I fumbled my way thru blender and had no luck even getting the new .wmo to show up (I think its because I packed it while it was still a .obj now that I think about it. going to try to fix that)

7
Noggit / Re: [Release] Noggit SDL 3.1021 BETA
« on: May 29, 2016, 04:54:20 am »
This fixed the bugs i was dealing with involving disappearing models when saving so I am VERY happy! unfortunately now there's landscape issues with mine (may be something i've done) where some of the adts have black ground instead of the textures they previously had (again pretty sure its on my end, gonna do some more testing to find out)

UPDATE
No idea what I did still but I "Cured" two of the adts in question. still trying to figure out exactly what i did.

SOLVED sorta
I decided to load it up in an older version of noggit, so i found the oldest one i used mainly for landscaping and loaded it up, changed a few features on all the effected adts, and saved it. Loaded up in this version, PERFECTO!! everything was as it should be! no idea why it changed or what was so special about that version, its the SDL 1.1 from Apr 30, 2012, and I can provide a copy of it if needed for further research. My landscape is back to normal so my concern with it is over!

All in all a wonderful release, I had no trouble adding and modifying water to exactly what I wanted, I'm not losing any more wmos when I save it, no random holes are appearing in the landscape, its just wonderful. Thank you all so much for your hard work in this release!

8
SO as it turns out I apparently can't compile a server. My PC complains about it every time I try, errors out when going thru compiling the code built by cmake, but i have no problems up to that point... Really annoying since i'm very nubbish at this.

9
Quote from: "Makpptfox"
I use the very last Trinity core with a ton shit of custom change but I haven't touched this part, I did nothing more than you to activate some combo r/c and it's work. (In fact there is some additional change for the spells etc but you shouldn't have the core error at this point, try with your own compiled core.)

This confirms my fear that there's something in my repack that i didnt want. I'm going to compile my own now.

10
I edited the charbasinfo.dbc adding a line with 4 for race (nightelf) and 9 for class (warlock) using taliis, saved it and since i've had some issues with taliis before i reopened it to make sure the changes stuck (they stayed) then entered the two database sections you listed and duplicated the the standard stuff for night elves to test if it would work, but the worldserver.exe still won't let the character load, which doesnt make sense to me. its almost like there's something else entirely blocking it. I may just compile my own core to avoid all this with the repack (never compiled my own core before but it cant be that hard....... right?)

11
To clarify, I use Jeuties blizzlike repack. I started a new server with his newest release, and cannot for the life of me get any ARAC packs working. My main desire for these is mainly mught wlf mages and warlocks, blood elf warriors, human hunters, and a few others. It is usually sompler to just aplly the ARAC fix i used previously. His older revisions (revision 0.9 and older methinks) seemed to have no trouble using it. I fear something has changed since then and now it doesn't work. Applying the ARAC patch causes the world.exe to crash at loading player spell data. I tried enabling the class race combos i wanted by editing the dbc files but i am doing something wrong. I dont plan on allowing these custom classes to be made outside of sql database modifications (example replacing 1 for human with 4 for might elf on a single warlock) so i dont plan on needing client side modifications, but i cannot seem to get the server to agree with me. What have i missed?

If there is any additional info you need please let me know, and how to get that info. I'm fairly intelligent but also oblivious half the time.

Finally i appreciate any and all help. Thanks!

Pages: [1]