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Messages - Sprucey

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1
Tutorials / Re: [TUTORIAL] Converting Animated Models.
« on: March 09, 2015, 06:34:39 am »
Had some trouble with Milkshape, and I need to do the lengthier Blender route, as well as load and save the model in War3ModelEditor before MDLVIS will open it.

This is great, though. The link to the Ogre.m2 is bust, so I hosted another:

TBC- Ogre.m2

...and uploaded to Modcraft.

2
Are certain spells handled elsewhere?

I'm trying to get to grips with just removing/adding spells to default created characters but not having any luck at all.

My test at the moment is removing Sword Specialization from Humans, I'm altering the classmask value from 411 to 410, which should remove the it for human warriors, right? Having a similar issue with skills, where changing a value to remove or add a skill is simply doing after starting the worldserver and getting in-game.

3
Neo / Re: Neo - A WoW Development Suite
« on: March 08, 2015, 05:36:39 am »
This is absolutely incredible work, really.

4
Level Design / Re: Mirror like objects, or textures in WoW?
« on: March 08, 2015, 05:01:32 am »
As far as I'm aware, the water shaders are the only truly reflective portion of WoW.

The effect could be faked. Perhaps look at the model for Deeprun Tram, as they use environment mapping to simulate the reflection on the glass tunnel. I have no first hand experience with utilizing it on a server personally though.

5
Random / Re: An introduction... And questions!
« on: March 08, 2015, 03:40:45 am »
I wouldn't take it to heart RinLin  :)

People here get a lot of faces waltz in and ask silly questions, and in your defense it can be a rough to wade through all the posts on similar topics. I mostly lurk and ask these silly questions after a sleepless night of modding.

Here's a couple links that'll hopefully help you out:


Vesageough's M2mod Redux 4.6.1 does indeed work with WoD models, as I've tested the past couple nights. You'll be able to bring them into Blender, then rig, pose and render them.

Vesageough's tutorials are also helpful, directly related to his work on M2mod Redux and working with WoD models in Blender.

Welcome!

6
Random / Re: My Cooking... literally
« on: March 08, 2015, 01:46:37 am »
A man who's clearly broken a few eggs into noodles in his time! That one handed separation is the envy of aspiring chefs.

7
Spurred me to do some research into the differences and I see what you mean! Sorry for the confusion.

I dropped down to m2mod3 and 2.49b to import/export then work in my preferred version of Blender. Thanks a lot!

8
Getting an unhandled exception when I try convert any wotlk character model m2 to m2i.

I'm assuming it needs .net 4, would there be any other reason for the exception?

9
Thanks! It's a bit strange but I'm sure I'll adapt. It pointed me in the right direction and I somehow totally missed that the masks are multiple races.

I had just a couple more questions meanwhile: Is it still possible to assign custom races others racial spells and languages through SQL and SkillLineAbility.dbc? A fair bit's changed since I last did this and I'm wondering what's possible or not.

Before I could just copy spells off a race from playercreateinfo_spell and be done with it.

10
Hey, a bit of a weird or possibly stupid question.

I've just been trying to add spells to a custom race, but the playercreateinfo_spell table is missing from the latest Trinity database (335.57).

I wondered how I'd go about adding spells without it, or if I'd need to revert to an earlier revision of the core and DB to do it. I noticed playercreateinfo_spell_custom was there, but it doesn't seem as complete, and I can't query anything into it.

11
Serverside Modding / [QUESTION] Custom Entry/ModelID for Creatures
« on: September 26, 2014, 05:16:04 pm »
Hey guys,

I've been trying to create my own NPCs off the backs of the relatively old tutorials lay around. I've come fairly far on my own though hit a wall and not exactly sure what it is I'm missing.

I've created everything, made the changes to CreatureDisplayInfo.dbc and CreatureDisplayInfoExtra.dbc to correctly call the .blp texture, set the display ID and model ID within them. I've also used HeidiSQL to edit Creature_Template, duplicated an NPC and changed entry, modelid1 and the strings.

In testing, I can use .npc set model and .npc set entry to change an existing NPC, and get the results I want - displaying the new model, changing the entry and displaying the proper name. However if I try to use .npc add the server throws an error:

Creature <Entry: 50000> has no model defined in table 'creature_template', can't load.

The model obviously works, in this case modelID 33000, because I can use GM commands to assign it. Adding this number to creature_template doesn't seem to allow it to spawn though.

Am I missing something? Do I need to include the modelid elsewhere in the database?

Thanks.

12
Tutorials / Re: [TUTORIAL] Custom NPC Creation
« on: September 26, 2014, 11:52:04 am »
Is the Entry Creator hosted elsewhere?

Lack of images on both these tutorials have me struggling to add my own NPCs, was going to try Entry Creator next but it's no longer here.

13
Love the look and feel of Gehenna and the canyons!

Great work so far.

14
Sorry, I guess it'd help!

The top is what I'm trying to achieve, the bottom is what Blender will give you, and will appear as after export.

15
That's what I've been doing, though it gives me default Blender smoothing and not the auto-smoothing with defined angles.

Will I have to manually setup smoothing groups to achieve what I want?

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