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Messages - Fidena

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1
Tutorials / Re: [TUTORIAL] Reskinning WMOs
« on: February 14, 2014, 08:00:13 pm »
How do I import my modded .wmo into noggit? I put in into the patch and put the path into the import text file in noggit but nothing happens when I click on it while running noggit. Other non-modded wmos work fine.

2
Tutorials / Re: [TUTORIAL] Custom NPC Creation
« on: February 14, 2014, 03:49:35 pm »
Quote from: "Ascathos"
Quote from: "Ilc"
Ive followed the guide but it does not seem to work for me, when I try to change myself or an NPC into the display ID nothing happens they stay the same and when I try to spawn the creature the skin is the same as before aswell.. as of now every NPC in-game has a white skin without any textures.. any idea what i could've done wrong?
Betting 90 out of 100 that you broke the creaturedisplayinfoextra, e.g. using Tallis.

Is Taliis known for that? I'm getting into wow modding again, and I remember that happening a lot when I was making custom NPCs.

3
This looks amazing. I'd like to get into this. Could somebody link me a guide to texturing for wow?

4
Miscellaneous / Custom ship?
« on: February 27, 2013, 12:21:12 am »
Has anybody ever done this successfully?

5
Tutorials / Re: [TUTORIAL] Custom Flying Mount (Can be ridden anywhere)
« on: February 25, 2013, 07:39:58 pm »
Quote from: "Ascathos"
For creating Mounts similar to the Havenshire Mare or Argentum Warsteed on Trinity, I'll briefly give the introduction. To do this (and have a base), do each step as I explain it:


  • Go into your world database, go into the creature_template table and look for the ID of the Havenshire Mare (Entry ID: 28606)
  • Duplicate the row and change the entry ID - customize as you prefer. The most important part is the vehicleid, which you have to leave intact as it is.
  • With your entry ID in mind, move over to the world database, go into the npc_spellcheck_spells table. Search for the entry 28606.
  • Duplicate that row (in this case: npc_entry 28606; spell_id 52263; cast_flags 1; user_type 0) and change the npc_entry to your "new" vehicle.
  • Save everything, restart your server, spawn the npc. Repeat as demanded.
  • Customize to your preferences.

Vehicle_id is corresponding to the Vehicle.dbc. Dependent on your original creature, you need to customize things accordingly (for example, standing on a vehicle instead of sitting might have a different SpellID).


I made a gryphon like this, but it goes really slow when it's flying.

6
Tutorials / Re: [TUTORIAL] Custom NPC Creation
« on: February 25, 2013, 06:11:49 pm »
Quote from: "Ascathos"
Quote from: "Fidena"
How come I can morph into my new NPC model fine, but when I try to make an NPC use it, it acts like it's an invalid model number?
If Trinitycore, make sure to include creature_model_info.

Alright, I'm going to try that out. Wish me luck, and thanks for the help dude.

Awesome avatar, by the way.

Edit - I got it to work, so thanks.

For some reason I can't get hair to work. I had to turn it off in model viewer to get it to export correctly, but for some reason I can't put it back in with the CreatureDisplayInfoExtra. Is there a trick to it?

7
Tutorials / Re: [TUTORIAL] Custom NPC Creation
« on: February 25, 2013, 10:19:09 am »
How come I can morph into my new NPC model fine, but when I try to make an NPC use it, it acts like it's an invalid model number?

8
Tutorials / Re: [TUTORIAL] Custom NPC
« on: February 24, 2013, 03:53:06 pm »
Well  I got it to work, which is progress, definitely.

However, I have this problem now:



I can't get the hair or tabard to work through CreatureDisplayInfoExtra.dbc

Edit: I got the tabard to work by switching the model, but I can't get the hair to work. I had to disable hair when I exported it, and when I try to enter the hair on the DBC, it has no effect in-game.

9
Tutorials / Re: [TUTORIAL] Custom NPC Creation
« on: February 24, 2013, 01:53:03 pm »
Quote from: "TheBuG"
Quote from: "Steff"
Could someone suply the R770 version of ModelViewer?

The one I have crash on 3ds export and the current once have no 3ds export.

http://code.google.com/p/wowmodelviewer ... nloadCount

That doesn't have R770. R770 doesn't even come up in a Google search.

10
Tutorials / Re: [TUTORIAL] Custom NPC
« on: February 24, 2013, 01:06:46 pm »
How come when I export the model from Model Viewer, it comes out as a .3ds file, not a .tga?

12
I changed it up a lot.
















13
Level Design / Re: Random crashes on edited ADT
« on: August 19, 2012, 05:06:08 am »
Moving the camera triggers it, going near the border of the ADT triggers it as well.


They're retail ADTs. The bordering ADTs have not been 'fixed'. Please tell me I'm not the only one thats getting affected by this.

14
Level Design / Random crashes on edited ADT
« on: August 19, 2012, 02:05:27 am »
Hey guys. I complained a few weeks ago at how I can't get the ground effect adder / fixer working.


The good news is that I did get it to work. However, now whenever I'm travelling on the ADT, I have a high chance of randomly crashing. Turning the ground effects density and radius seems to help some, but the crashing still occurs. What causes this, and can I fix it?

15
Noggit / Re: Noggit rev 120?
« on: August 06, 2012, 08:37:16 am »
I've done some playing around, and I've gotten it to work some. For some reason, when the game tries to load a chunk where I cleared its textures and replaced them, the game crashes. I don't know why this is.

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