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 - amberwell

Pages: [1]
1
Resources and Tools / Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
« on: May 29, 2014, 05:41:45 pm »
I've noticed that the original lighting is restored under different weather conditions. The darkness clears up when it rains at night, for example. This is on 3.3.5a, btw.

2
Random / Re: [QUESTION] Most popular Expansion?
« on: March 01, 2014, 12:14:38 am »
Quote from: "Milly"
Quote from: "kojak488"
I'll excuse and look past the more than twenty reasons that definition doesn't define Northrend as a zone because WOW considers it a continent, not a zone.  And it was criticizing Genesis, not whoever called Northrend a zone.

Tip: If you know what someone means or is referring to then there is little point in criticising them. The same would apply for crticising someone who informally replied to an informal post. Sure, the post wasn't neccessarily 'well said'. However, it was an informal post. It doesn't need to be well written in order to convey its' message.

3
Tutorials / Re: [TUTORIAL] Truly Mandatory Custom Patches
« on: February 27, 2014, 05:27:02 pm »
Quote from: "deep6ixed"
This is pretty snazzy and simple, I like it.  

Sometimes the simplest things are the most powerful.

I couldn't agree more.  ;)

4
Tutorials / [TUTORIAL] Truly Mandatory Custom Patches
« on: February 27, 2014, 06:06:38 am »
Hello! Do you happen to be working on a project with a "mandatory" custom .MPQ patch? Do you worry that players will forget to download it and therefore log onto a server and see broken content? Well, fear no more!

This tutorial will instruct you on how to use custom timezones to ensure that players can only access your server if they have your custom patch. This involves editing your client-side DBC files as well as your server's configuration files. Of course, in order to do this you will need a decent DBC editor. (I strongly recommend MyDBCEditor.)

First and foremost, we will need to extract a DBC file called Cfg_Categories.dbc. Use an MPQEditor and navigate your way to your Data folder, and then into the locale folder (called enUS/enGB/enQQ etc), and open a file called patch-(locale)-2.MPQ. Within this file you should see Cfg_Categories.dbc. Extract this file and then proceed to open up your DBC Editor and open the file.

When you have opened up the file, you should see this:


Referring to the wiki, we can deduce what data the different columns represent and what to put in them.
Proceed to insert a new line and then insert a new ID. You may find it more organised to use the number directly after the last data entry. The last entry ID is 37, so I will have 38 as my ID.

    #1 - This is the ID you've just entered.
    #2 -
localeMask. This refers the general location of your realm and the language you want it to use. Enter '205' if you want your server to use an EU locale, '256' for a Russian locale and 0 for any other locale.
#3 - charsetMask. This refers directly to the language players on your realm will use and the characters they will use. Enter '0' for a 'Development' charset. This refers to all languages and allows for all languages. Enter '1' to use an Engish-speaking charset, '4' for a Russian charset, '10' for a Korean charset and '17' for a Chinese or Taiwanese charset.
#4 - flags. This is used for setting special rules for your server. At the moment, the only rules that exist concern Tournament servers and accounts. Leave this as '0' for a normal server, or if you want, set it as '1' if you want to set up a Tournament server.
#5 - Name. Simply put, the name of your custom timezone and realmlist. This may show up on the tabs at the bottom of the realm list when logging in, so ensure that your name is appropriatr.
#21 - NameFlags. Copy '16712190' into this column, as this is the same as the other timezones. This isn't documented in the wiki, and I have no idea of what it refers to.
[/list]

Once you have completed filling in your row, you should have some data that looks like this:


Now that you have your custom timezone, you should save your DBC file and pack it into a custom .MPQ patch and then place this patch within your Data folder. You should also move the edited DBC file into your server's 'dbc' directory, which should be found in the main folder where your compiled server is:





Now, at last, to the server-side part of this tutorial. In order to 'activate' your custom timezone, you must alter the configuration of your server. I am using TrinityCore, so the configuration file I would use is worldserver.conf, which is found in the main folder with the compiled server.



Open this file in Notepad or otherwise. In Trinity, the rule we are looking for is called 'RealmZone'. However, this may be different in the configuration of other servers. Use CTRL+F to find 'RealmZone' in your config file. Once you have found it, change the ID to the ID of your custom timezone. For example, I would change mine from 8 to 38:



Now that you have done this, all you need to do is save your config file and start up your server!  :lol:

<-- A video displaying how custom timezones can be used in order to prevent players without a custom patch from entering your server.

5
Resources and Tools / Re: [RELEASE] Darker Nights 4.3.4
« on: February 27, 2014, 05:02:56 am »
*explodes with gratitude* <3!

6
Random / Re: Beautiful pictures/screenshots of WoW
« on: February 25, 2014, 11:25:45 pm »






    [/list]

    7
    Random / Re: [QUESTION] Most popular Expansion?
    « on: February 25, 2014, 10:25:37 pm »
    I personally love the aesthetic and design philosophy behind the pre-WotLK versions. It felt like the game was still firmly rooted in the traditional 'Warcraft' appearance (WC III). They began to add HD textures and shadow effects in WotLK - I loved WotLK for everything else it offered, but I felt that the graphics began to detract from the original Warcraft appeal. Nevertheless, this is nothing compared to the lore and zones in WotLK. Northrend has to be one of my favourite zones simply because of how it was designed, the story behind it, and the questlines there.

    I enjoyed every expansion before Cataclysm in their own way. For example, Vanilla was challenging and had a great aesthetic and gameplay appeal. You were endowed with a real sense of 'achievement' when you leveled up or did a certain quest, because the gameplay was challenging yet enjoyable all at the same time.

    Cataclysm introduced a lot of interesting technical developments, such as quest phasing and advanced graphics. However, the game became adulterated for younger players who were not geared to the kind of difficult content that was seen in Classic and TBC. I felt the game, its' story and its' gameplay, became dumbed-down and childish and most importantly began to detract from the original 'Warcraft' aesthetic and design. Although, saying this, I can't argue that Cata and MoP look terrible at all. They look brilliant, and the level design is brilliant - but it doesn't look 'Warcraft'. The only thing I really enjoy about Cataclysm is the fact that they (finally) added foxes as creatures.. and Gil'neas.

    The latter of days of WotLK seemed like a huge let-down for me. The 'achievement' system and 'advanced' LFG system was enough to grind my gears when WotLK initially released, but when FotLK came out I felt like Blizzard had become a little out-of-touch.. or maybe, I became out of touch with the direction they were headed in. The Lich King's death was, imo, a terrible climax to a brilliant story. It would of been so much better if they had done more with FotLK - for example, an AQ-like event at the gates of Icecrown Citadel, where you must gather resources and whatnot in order to aid the Ashen Verdict in breaking down the door into the citadel. After all, Warcraft players had been waiting since 2003 to destroy the Lich King. It could've been much more than dungeons and dailies. I think the same can be said, in part, for the Black Temple. At least Sunwell Plateau had some kind of opening event.

    For these reasons, I'd have to say Vanilla is my favourite expansion in terms of aesthetic and gameplay, followed closely by TBC in gameplay and WotLK in aesthetic and I guess in lore too. Cataclysm and onwards may have looked great and made the game much more accessible, but I feel that they soiled it. /rantover

    8
    Resources and Tools / Re: [RELEASE] Alterac Reskin Pack
    « on: May 13, 2013, 04:08:08 am »
    Thank you for this. You are a saviour.

    9
    Random / A man and his music..
    « on: September 05, 2012, 04:48:19 am »
    Wow's music has been an inspiration to me for many years. And then, while browsing it on YouTube, I discover this masterpiece..




    10
    Miscellaneous / Re: how to remove shadows
    « on: September 05, 2012, 02:00:36 am »
    If you mean the baked shadows that appear on your map next to your objects, then you can use a tool called Taliis to remove them.
    If you mean the shadow that appear next to you when you turn Shadow Quality up, then you can turn it down.

    If you mean the shadows that appear while taking a solitary stroll through the forest at midnight, then I can't help you there. I'd suggest looking behind you and preparing to run like fuck away from some paranormal entity from this website, though.

    11
    Noggit / Re: Strange error while spawning WMOs
    « on: September 05, 2012, 01:34:15 am »
    Quote from: "schlumpf"
    Quote from: "amberwell"
    Quote from: "schlumpf"
    Which file are you trying to add?

    World/Azeroth/Collidable Doodads/allianceshrine/AllianceShrine.wmo
    Is it modified in any way?
    How does the "model" look, when moving the camera?
    Please provide more screenshots from different angles.
    Also, how does it look, when the model is selected?
    Have you tried adding any other wmo?

    The .wmo is not modified in any way at all. If it helps then I have a 4.0.6a client which I use a lot and have spawned this .wmo on but my Noggit is linked to my 3.3.5a client and I've moved that client out of my external hard drive. Also: none of my maps are modified. I'm doing this from a completely clean 3.3.5a client. All .wmos spawned by Blizzard appear without any errors.

    The model remains the same when the .wmo is selected, though I can't see any wireframes.

    I've tried adding every wmo in my import file, all of them provide the same result:
    this was done with World/Azeroth/Buildings/guardtower/guardtower.wmo



    - At a certain angle, the blue envelops the whole screen.

    I reset my laptop's OS to Windows 7 Ultimate 32-bit (from Windows 8 Enterprise) a while ago and had to reinstall lots of drivers and programs. All of my drivers are reinstalled now so I don't think it's a graphics error. I do have a feeling that it's an error on my part, but I'm not sure what it is. I haven't reinstalled Noggit since this error happened and Noggit is still being run from an external hard drive.

    UPDATE: I reinstalled Noggit and refreshed my import list. I tried spawning the AllianceShrine.wmo, and got the same error. Spawning .m2s works fine. Copying existing .wmos works fine. I have yet to see if my 3.3.5a client is completely free of errors. AND SPAWNING ON ANY OTHER MAP WORKS FINE FOR SOME REASON?! I don't know why the Azeroth map would be corrupted.

    12
    Noggit / Re: Strange error while spawning WMOs
    « on: September 04, 2012, 10:05:47 pm »
    Quote from: "schlumpf"
    Which file are you trying to add?

    World/Azeroth/Collidable Doodads/allianceshrine/AllianceShrine.wmo

    13
    Noggit / Re: Strange error while spawning WMOs
    « on: September 04, 2012, 06:04:34 pm »
    Edited my post. Any help?

    14
    Noggit / Re: Strange error while spawning WMOs
    « on: September 04, 2012, 02:05:18 am »
    If it helps at all: As you can see from the config: I am running Noggit, my WotLK client and WowModelViewer on an external hard drive. Should I not be doing this or does it even matter?

    15
    Noggit / Strange error while spawning WMOs
    « on: September 04, 2012, 02:03:36 am »
    Hey, I recently installed and configured Noggit SDL 1.1. I enter the program, open the map in Elwynn Forest and try to spawn AllianceShrine.wmo near Goldshire. This is my result:



    Whenever I try to spawn my WMO, this blue box appears. I can select it and delete it as a normal WMO, but I cannot see the model: only this box.

    Here is my config, import.txt and logt:

    Code: [Select]
    #This is a config file template. To use it rename into noggit.conf and set your options
    #Edit this to your WoWFile!!!
    Path = C:/Users/sacrament/Documents/Modcraft/

    #Edit this to your Project-Directory and uncomment if you want to use it!
    ProjectPath = C:/Users/sacrament/Documents/Modcraft/Project/

    #Set this to the file where you will import models from (the model viewer log for example :) )
    ImportFile  = H:/UD External 001/Documents/WoW Modding/Editing Tools/Noggit/Import.txt

    #The far clipping value. Set to 2048, 3072, 4096 etc. for a further look. Higher values need more 3d power.
    #1024 is the standard value and will be taken if you do not set this value.
    #FarZ=1024


    Log:
    http://pastebin.com/znmW90zh

    Pages: [1]