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Messages - elarose

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1
Resources and Tools / Re: [TOOL] Spell Editor GUI V2
« on: July 28, 2016, 05:04:35 pm »
This is such a beast, well done.  This has taken so much of the pain away from dbc editing. =D

2
Resources and Tools / Re: [TOOL] 3ds to WMO
« on: April 14, 2013, 09:54:32 pm »
@ gamh.

Testing so far has revealed, its not the 'size' nor length' or even poly count. Its trying to use to many rounded  objects or with smoother groups on them, combined with normal boxy objects together.

Honestly i havent had any issue with it, ive handled models with 30K+ polys no problem. long models, large models, it just works totally fine. I think your right about the bsp, but on the other side of things, people also have to realise this is warcraft, and while its easier to make an object in max with tons of polys and it looks amazing, than it is to create something low poly that looks amazing, its not realistic. We arent modeling for f.e.a.r.3 or something here, and also thats the great thing about wow, its playability for older pc's due to the way its made.

(reminds me of call of duty mapping days, when a guy made a model..and didnt use texture as detail, but instead..modeled every single detail in 3d and wondered why his framerates were nearing zero)

If you want to test a rounded object smoothed collision error, create a spring, give it  many  turns, nurms smooth it. Enjoy the collision being really funky.

Dont even have to nurms smooth, just get a blizz model with lots of rounded objects, merge the mesh and voila. Again funky. Splitting it of course works.

^With this, you can create another model, same height. dimensions..poly count, just not a spring or smoothed object, and its perfectly fine.

If you want tests on any future releases of this tool  just message me by all means.  I have been a part of many total conversions in my ten years of game modifying, used 3dsmax extensively within that period, and would gladly perform mundane tasks of testing, for a tool that we so needed such as this.

Much respect.
                        -Elarose

3
Resources and Tools / Re: [RELEASE] MyDBCEditor Profiles (3.3.5)
« on: April 03, 2013, 12:30:56 pm »
Thankyou for this,  I have been wearing the wiki out. =P

4
Tutorials / [TUTORIAL] Graveyards For Custom Zones for Trinity.
« on: April 01, 2013, 02:27:29 pm »
This tutorial shall end in us having horde and alliance graveyard zones for our custom map.
Right lets get down to buisness.

Tools:
Dbc editor. (I used 'mydbceditor')
Sql editor.  (I used heidi)
Noggit.       (You guessed it, I used noggit!)

I will assume that if your reading this you have, a custom map.  :P Else, get outta here and go make one!!!

Below I shall quickly brush upon making an zoneid, just incase you havent done so for your custom map, if you have then skip on down to 'Worldsafelocs.dbc'.

Your custom map will have its own map id, we shall be using this.

Also if your using a dbc editor that is zero based. Simply reduce the 'columns' in this Tutorial by 1.


Areatable.dbc

1.In areatable.dbc we clone a line to a new entry. As you see I made mine 4999.
2.We put our custom map id into the 2nd column.
3.Then we change the 4th column to a unique id.(i went with 3899)
4.We name it what our zone shall be displayed as.
5.Save and done.

Map.dbc

1.We have our custom map entry, we go to column 23 and type in our 'areatable.dbc' entry we just made.
2.Save and done.

Mapdifficulty.dbc

1.We make a new line here and input our custom map ID into the 2nd column.  (Else being on this map and inviting another to group on the same map shall make our server crash!)
2.Save and done.

Noggit.

Paste your dbcs into your noggit dbfilesclient folder. Open your map, click on the areapaint tool and hit X.
If you managed the above steps correctly and have placed them into the dbfilesclient folder of noggit, your zone name should appear. It did? Great! Paint away. Finished? Awesome. Save it and put it into your patch and also server dbc folder.

If you did the above correct and go ingame to your custom map and type .gps it should be listing your zoneID.
It did? Incredible. Lets get down to the graveyard part.



Worldsafelocs.dbc



Open Worldsafelocs.dbc and make two new entrys, with obvious names for horde/alliance.
Change the 2nd column to your custom map id.

Go ingame and move to where you want the alliance players to 'be ported to'(the graveyard location) when they hit 'release'.  

Type .gps.

Enter the X Y Z numbers into worldsafelocs.dbc of your alliance entry  Columns 3, 4, 5  (3=x 4=y 5=z)
Now repeat the above but for the horde graveyard.
Write down the two Id numbers of the worldsafelocs.dbc entrys you made.
Again put into your patch and server dbc folder.

Almost there! (quite simple isnt it)

Now open your database, expand the 'world' category, browse on down to 'game_graveyard_zone'
Make two new lines.
Enter into the first field your 'worldsafelocs.dbc entry ID's you made.
Enter into the second field the zone id you made.
Enter into the last field the faction you want to go there. 469=alliance 67=horde 0=both

The test!



Congratulations.  :)

Note:For dungeons/raids just make the worldsafelocs.dbc entry the mapid and coordinates you shall be ported to upon death.

Explanation.
Worldsafelocs.dbc is where you will be ported to.
Game_graveyard_zone' db category is simply hooking up the zone you die in, to the worldsafelocs.dbc entry of where you shall end up after you hit release, the same zone can have multiples.

5
Resources and Tools / Re: [TOOL] 3ds to WMO
« on: April 01, 2013, 09:29:36 am »
@anyone with the above issue of having vertices together. Use the 'snaps toggle'. Default 3dsmax is world grid. Change to vertex.

Also @ Gamh.

Any slight possibility of in the future having the chance to put in a area id number?  :)

Off the dev wiki

Header for the map object. 64 bytes.
'0x20    uint32       WMO/v17 ID (column 2 in WMOAreaTable.dbc)'

MOGP chunk
0x38    uint32       WMO group ID (column 4 in WMOAreaTable.dbc)

A nice clean way of being able to enter our wmo dungeons/citys with multiple 'area display'

Yes..its like you gave us this amazingly huge pot of gold..and here i am asking 'do we get cookies with that?'

Just thought i would ask, maybe you seen  a way to do that in there. Either way with or without. this tool is incredible. Atm we can use the noggit areaid paint and placing our wmo's over it, still get a rough sort of radar map display of what we are in.

Again..incredible work. =)

6
Serverside Modding / Re: Trinity core gossip
« on: April 01, 2013, 08:06:44 am »
Yes, its fine to combine flags in the 'creature_template', having things such as a npc who trains, has a vendor option, and also gives you gossip.

Thats where the gossip_menu_option ties in, to give you the clickable options on your gossip menu. Hit trinity wiki and look for the gossip_menu_option. It will make things crystal clear.

There is a notable drawback -explains- Flagging for vendor, even if you have a gossip menu hooked up,with correct gossip_menu_option, and flagged correctly, your npc will just open vendor and bypass gossip.

(basically a vendor flagged as vendor + gossip will just be a vendor without gossip unless he has something else on its list)

 If you flag it to be a vendor and a quest giver, it will show your gossip and the quest+option to open vendor. BUT when you complete the quest, again the npc will railroad you..and just become a vendor with no gossip.

A workaround is adding a 'talk to me further' option as well as having the vendor option.

(i beleive there was a way to change the vendor issue in the core, moreso that its just default 3.3.5a behaviour)

Lastly im not sure your aware of this, and i have no idea how your giving out free npc id's for maruum, but if you want trainers to work, dont go high into the 6 figures. IE: npc id 800000, at that high of an id, flagging the npc to be a -trainer- will fail. At that point the npc will get upset saying things such as 'rack off' 'leave me be' as you click it wildly wanting it to teach you =P

7
Serverside Modding / Re: Trinity core gossip
« on: March 31, 2013, 04:28:01 pm »
Creature_template. the  'npc_flag' field of the npc you want the gossip on. =)

8
Serverside Modding / Re: Trinity core gossip
« on: March 29, 2013, 10:37:20 pm »
Which gossip do you mean steph? Simple click on npc and he has 'talk'? Thats simple. Go to 'gossip menu' in your database, put in a page text and coresponding id. (can be anything unused, aim higher with trinitys constant updates) =)

Now with those 2 little lines done. Go to 'npc_text' and put in whatever you want it to say on 'talking' to him.

Finally just go to creature_template entry and put the id you used in the first field of 'gossip_menu' into the 'gossip_menu_id' of the npc you want to display that.

Now want some 'click me ' options, leading to another page? Simple.

Enter the gossip_menu_option. Simply make the id the same as the above 'gossip_menu' id you made and point the 'action menu id' of it, to the next page you want displayed.

You can hook smart ai in using the 'on gossip function' here also.

Ie:if someone is bored enough to click thru all these options and hit the one I set smartai to summon the lich king upon them..they will die fast and not enjoy the gossip menu i just made




^Easy to just use the same id and text id numbers. (Gossip_menu)



^Here we use the same npc text id as the gossip menu field, and put in the text we want.(npc_text)



^Here we put the gossip menu to the npc. (creature_template)



^Here we use the gossip menu id so the option is on -that menu- but then we point it to the next menu we would want. (gossip menu option)



^sai in use. No need for c++ Sai is to make it so user friendly. Which is it. =)



^What it looks like on npc. And of course the sai options set are self explanatory.
(For those who havent done sai. Its set so when the option on the gossip menu is clicked it opens a door.)

=)

Tool in last screenshot is event horizon. A java sai tool which has alot of versatility.

Note:npc will have to be flagged at least 1 (gossip) or a combination of additional flags to display this.
And each additional page shall be handled the same way as the first. Using a gossip_menu entry.

Gossip_menu_option is merely the -link too- with of course the text, as to what the clickable option will say.

Also its all purely database.

Want to use this in one of your fab guides? go right on ahead.

Peace- Ela

9
Tutorials / Re: [TUTORIAL] Dungeon entry
« on: March 29, 2013, 09:40:11 pm »
Trinitycore wiki

Quote: This is the trigger identifier, it must match with the one from AreaTrigger.dbc

Trinity cores entry is merely the 'where do i go from this point' The reason why you see two is that it required both for exit and entry.

10
Noggit / Re: Noggit Area change
« on: March 29, 2013, 05:21:51 pm »
Use a Light/skybox editing tool. There will likely be many in the tools section. Fog/sky/time of day night looks etc are adjusted via the use of these. =)

11
Resources and Tools / Re: [TOOL] 3ds to WMO
« on: March 29, 2013, 11:20:08 am »
Today I had a play with this ..incredible tool.

No issues getting the model in and working with textures mapped.

Just now tested it with vmaps. Vmaps also work. Simply switched out a duskwood model with mine and after rebuilding vmaps it has full los.

Nice work.

I hope you realise just what this means to the community. Most of the tool builders just 'meh' like its nothing. =P


You dont just deserve a hooker..hell have the black temple instead..full of blood elf hookers ;)


@
Quote from: "Skullbot"
   Post subject:    Re: [TOOL] 3ds to WMO    
Hey thanks for that Steff, pretty useful !
But I still can't get it working, maybe I'm doing something wrong ? =/
Here da stuff : http://filebeam.com/54342a8a5b977b429da8b3054a8a934b
Includes .max, .png, .blp and .wmo

Likewise, i run max 2008, try giving us a 3ds file. Max files tend to be un-useable after 2 versions.

12
Modelling and Animation / Karazhan beta.
« on: June 07, 2012, 09:39:44 pm »
Hello all. :)

Firstly I speak of the karazhan beta, which is in the 1.12 files along with a ton of old beta models. In wmo and m2 format of course. I have used wow beta models in 1.12 building before (although they are tiny and lots have no collision)

However today upon wanting to go checkout old alpha kara in 1.12 client, i ran old noggit 1.12 used the file info and load info to add it, but get a safemap load error. Specifically that model karazhan wmo.

I tried with tallis and switched an existing wmo name with this, still the same thing.

I have never really 'messed' with wmo's besides adding them in. I can see the model in modelviewer 0.4 for vanilla. :)  Ive never had any issues with adding any old models in the 1.12 files.

Though the original aq40 model crashes when your very far in.

Anyone have any clues as to why it would totally crash without loading? I think the failure here might be me, its been awhile since I have played with 1.12 noggit and all that.

Or maybe it is just a model that will not ever run in 1.12, though it seems odd as beta sw gates, the westfall models etc all go in and run fine.

Anyhow any heads up on this would be good out of 'learning' sake. Im not that far off checking out the 2003 alpha..ive teased myself long enough wanting to but 'keeping it for a rainy day' :P

Thanks everyone.

13
Noggit / Re: [RELEASE]  Noggit3 SDL 1.1
« on: June 07, 2012, 07:23:46 pm »
A..a..anotherrr noggit so soon?! *looks at the calendar* nope it isnt december the 25th but sure seems like xmas around here  lately!

14
Love it. Saving this webpage. I had played briefly with it and go through the dbc part alone no issuem but was wondering at the tie in to the actual wmo ingame.

15
Well there may be errors but I havent got them. Though i was using an existing adt and switching up textures and the doodads (half of a warcraft state actually) This combined with the ground doodad fixing tool, worked perfect for me. :)  Instead of a barren wasteland i now have a grassland, and combining both tools also did update the texture doodad. (as in i painted in some new paths etc and this plus the other tool put on the paths the doodads i wanted) As for an adt that didnt have previous doodads, no go, it didnt add them, but an easy work around would be to just use an existing and make it yours.

Dont know how you guys make these things but keep it up!

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