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Messages - Eatos

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1
@Krang Stonehoof
Since CMSG_CHAR_CREATE will be sent to server once character has been created it will receive following parameters:
name, race, class

Now for subclass you could try to play with name property and send with it subclass param like this:
name:subclassid
Then on server side you would split this string and from this string read subclass.

2
Serverside Modding / Re: [HELP] Player Housing
« on: December 16, 2015, 02:08:54 pm »
Quote from: "Kaev"
Quote from: "Eatos"
Quote from: "Valkryst"
Quote from: "Nupper"
Don't listen to them Ascemu is the successor of Arcemu and they are very helpful. the amount of times i have been told to go to trinitycore....why ascemu has fixed many issues that Arcemu never did...i even consider it on par with trinitycores 3.3.5a line...

The main reason to use TrinityCore over the others is for the amount of core-mods (see Rochet2's github.io site) and that the majority use TrinityCore, so support will be a bit easier to find if he runs into a problem.

This is such a lame excuse. A good programmer doesn't mind  emulator (technology )  on which is working on.
As for mods it is pretty much easy to port it to any core ;)
That's not true at all. That's like you would say: A web developer shouldn't mind with which CMS he's working. He has to know Wordpress AND Joomla perfectly.

How should someone create a player housing script, when he doesn't know how all the stuff on ArcEmu works? He would have to relearn all the functions and such things that ArcEmu has, but TC hasn't and vice versa. Also some things could work completely different.
Example:
If i remember right the phasing system on ArcEmu and TC are kinda different:
ArcEmu: Every NPC has a phase id - If i'm in the same phase id, the NPC is shown.
TrinityCore: TC has phasing flags, which means with phase flag 3 i can see the NPC in phase 1 and 2.
I'm not 100% sure, because i haven't used ArcEmu for like 2 years now anymore, but this are important little differences that you really need to know, when you want to develope stuff like that.
Also TC has a kinda easy C++ script system, which is again completely different than doing something on ArcEmu.
And the biggest difference: ArcEmu is based on Antrix, TC is based on MaNGOS. Two entire different worlds.

Noone told him that he has to pick TC, but if he actually wants to get support, he should pick TC, because most of the people work with TC and/or MaNGOS.

Again for good programmer it is irrelevant on what he works on, but for script-er it  is different.
Just to be on the same page what you have described above it is concerned for scripter not programmer. For both emulators API is pretty much straight forward and quite easy to learn. Indeed it is true that most people use Trinity due "support" they gain and that is why because very little % of people who use Trinity are programmers, mostly are wanna be or scripters. So since they dont  do much on technology it self they rather choose to get free support :D

On your next statement keep in mind what is programmer and what is scripter.

3
Serverside Modding / Re: [HELP] Player Housing
« on: December 15, 2015, 09:41:11 pm »
Quote from: "Valkryst"
Quote from: "Nupper"
Don't listen to them Ascemu is the successor of Arcemu and they are very helpful. the amount of times i have been told to go to trinitycore....why ascemu has fixed many issues that Arcemu never did...i even consider it on par with trinitycores 3.3.5a line...

The main reason to use TrinityCore over the others is for the amount of core-mods (see Rochet2's github.io site) and that the majority use TrinityCore, so support will be a bit easier to find if he runs into a problem.

This is such a lame excuse. A good programmer doesn't mind  emulator (technology )  on which is working on.
As for mods it is pretty much easy to port it to any core ;)

4
Miscellaneous / Re: Morph while keeping armor?
« on: July 03, 2015, 03:47:38 pm »
Quote from: "GanjaNoodle"
Quote from: "Alastor"
Create skin files fo him and throw it to charsection
Yeah, that's the thing.. I don't want it at character create. Just to make it more special I suppose. I don't think there's an easy way, could it be changed server sided maybe?

If you do it this way you can also set if this type of characters can appear on character create.
Maybe try to experiment with Mirror Image Packet

5
Level Design / Re: [QUESTION] Duplicate/Phasing of Outland
« on: July 03, 2015, 03:46:09 pm »
If you wanna do it through phasing you just need to adjust phase of your new spawned creature to 2^n where n is number...
for example 2048 or 512.

6
Serverside Modding / Re: [Question] Time multiplicator
« on: December 06, 2014, 12:39:14 pm »
SMSG_LOGIN_SETTIMESPEED - controls timespeed of game, server time.
See where it is handled in emulator and add value to it
WorldPacket data(SMSG_LOGIN_SETTIMESPEED, 4+4+4);
data << uint32( MAKE_GAME_TIME() );
data << float(0.0166666669777748f) * 2.0f   // Makes Normal Game Speed x2 faster
data << uint32(0);   // 3.1.2

7
Serverside Modding / Re: [C++] Database query
« on: December 14, 2012, 09:19:50 am »
CharacterDatabase.PQuery("INSERT INTO player_shop  VALUES ( '%u', '%u')", plr->GetGUID(), pCreature->GetEntry());

You can also try with PExecute.
CharacterDatabase.PExecute("INSERT INTO player_shop  VALUES ( '%u', '%u')", plr->GetGUID(), pCreature->GetEntry());

8
Resources and Tools / Re: [TOOL] [MPQ] FuckItUp
« on: December 02, 2012, 10:07:56 pm »
Well depends what are you looking for in that patch.If is something very rare and hard to find, then all effort is worthed :)

9
Resources and Tools / Re: [TOOL] [MPQ] FuckItUp
« on: December 02, 2012, 08:47:36 pm »
Someone asked how to decrypt it.
Atm there is no program for it, but you can decrypt it by self.
You see even tho this tool masks the files and its path, it does not  change their structure at all.
So for example
There is file like this
File0018025.m2 You know it is .m2 file model of something but still dont know which one.Open it in hex 010 editor apply m2 template and then watch the magic in struct filename_ModelName will appear Model name, then again just save it like that.
Currently with this method what is hard to guess are .anim files rest can be decrypted easly with some work :)

So tool is not useless , it does protect your files, but not for people that do have experience with cracking it.
And yes once you have all files decrypted it is easy then to reconstruct whole patch :)

10
Texturing and 2D Art / Re: [QUESTION] Model Fuc* up!
« on: December 02, 2012, 12:25:23 am »
Quote from: "ZxOxZ21"
Try the latest World of Warcraft Model Viewer.

The problem is not in Model Viewer.Probably in model or in skin or something...still working on it.

11
Texturing and 2D Art / [QUESTION] Model Fuc* up!
« on: December 01, 2012, 09:38:40 pm »
Today i decided to convert Pandarens and try to implement them in 3.3.5a.At first it went well, and everything was working fine until i didnt notice a slight visual annoying bug.
All players with pandaren models
will have messed up textures like this


But if creature has display of pandaren model it shows up fine:


So the last 12h i was trying to figure out where the problem comes?
Any suggestions or ideas?

12
Tutorials / [TUTORIAL] Custom NPC
« on: October 25, 2012, 03:40:26 pm »
Since the old guide is a bit broken and kinda useless i decided to write my own guide for this.The things we need for this task are:
   * WoW Model Viewer any version :)
   * Photoshop editor
   * Tallis
   * Blp to Png converter

First we will start by opening WoW Model viewer and creating our creature :)
Go to Characters->The Pick the race you want for your own creature
Next thing we gonna do is add equipment to it or well we can set his appearance: skin, hair, facial features and so on.
In this example i have chosen worgen male.

And chose all equipments what do you want him/her to have.

Now before i export it I usually make a list and write displayids of the items i have chosen for his/her's equipment.
Next thing we need to do is to export a texture for our creature but before that write in a notepad displayids of the following items type: Shoulder,Cloak ,Weapons,Helm.
And Set them to none.


Now go to File->Export Model -> 3DS
and save it.You will see a .tga file open it in photoshop.Sometimes Model Viewer bugs when you export certain races but i have found a solution for it.

If you want to export or to create for example BloodElf but model viewer is not exporting it right. simple export any other race then search in bakednpctextures for a texture of already existing bloodelf and change heads! (Will explain this method later)
Then save it as .png


Now start Tallis and open CreatureDisplayInfo.dbc and CreatureDisplayInfoExtra.dbc
Those 2 we will need to edit.
In CreatureDisplayInfo.dbc you are interested only in 4 fields.
field #0 - DisplayId
field #1 - Modelid
field #2 - Soundid
field #3 - ExtraDisplayInfo

-In field1 you need to add exact modelid of your creature: If you have chosen Human for your base your modelid would be either 49 or 50 depending on the gender.
In my case i have chosen Worgens which are custom therefor my modelid is also custom.If you dont know what modelid is for your creature you can always find it out by going to CreatureModelData.dbc and first field represent your modeldid
So for my worgen modelid is 5005(male), 5006(female)
Moving on.
In field#2 i leave it blank and in filed#3 i put a unique number such as for example 21407.
And this is how should it look when you first edit CreatureDisplayInfo.dbc


Now lets start editing CreatureDisplayInfoExtra.dbc
But first to define fields:
field0 - id ( The number from field3 in CreatureDisplayInfo - in our example 21407)
field1 - race id of your creature in our example again it is my custom value and it is 26
field2 - gender 0 male , 1 female
filed3 - Skin Color
field4 - Face Type
field5 - Hair Type
field6 - Hair Style
filed7 - Beard Style
field8 - Helm (displayid)
field9 - Shoulder (displayid)
field10 - Shirt (displayid)
filed11 - Chest(displayid)
field12 - Belt (displayid)
field13 - Legs (displayid)
field14 - Boots( displayid)
filed15 - Rings (displayid)
field16 - Gloves (displayid)
field17 - Wrist (displayid)
field18 - Cape (displayid)
field19 - CanEquip ( 1 - if you do .morph in this creature you will be able to see all other of your equipments , or 0- for not)
field20 - Texturename

Now all these informations you can gain from Model Viewer.
Skin as you can see is 0
Face type  = 1
Gender = 0
Hair color = 3
Hair style = 1
facial feature = 4
Helm - 59184
Shoulder - 60505
Shirt - 0
Chest - 59128
Belt - 0
Legs - 0
Boots - 0
Braces - 0
Gloves - 39644
Wrist - 0
Cloak - 58988



Now save those .dbc files and close Tallis.
Now drag your saved .png files onto blp converter and convert it to .blp

Now it is time to patch it all.
Download Ladik MPQ
and create new patch
we will need first to create new folder call it DBFilesClient and put in there CreatureDisplayInfo.dbc and CreatureDisplayInfoExtra.dbc
Then Create another folder name it Textures-> Inside it create new folder name it BakedNpcTextures and in that folder place your converted .blp file.



Now On TC there are sometimes problems when you are creating new creatures especially with new models, keep that in mind you need to fill 2 tables creature_template and creature_model_data

Now place CreatureDisplayInfo.dbc and CreatureDisplayInfoExtra.dbc in your server dbc folder too and if you have done everything right your creature should appear fine


13
Level Design / Re: Vashjir Converting Problems
« on: September 01, 2012, 03:06:01 pm »
Quote from: "Mjollna"
Hi Eatos,

Saw your bip on chatbox...

I don't really get which screenshot is what... Is it Cataclysm screens ? Lk screens ? One Cata and one Lk (and if yes, which one is which version ?) ?

Do you mean the coral sort of clips and disappears when you move the camera ? Does it slowly fades when you go farther in distance ? Does it have collisions ?

For the blurriness problem I don't understand how it's supposed to be... ?

Both screens are from WoTLK...And this is all in WoTlk.
And yeah this coral simple disappear when i move a bit of it. And atm as far as  i know it doesn't have collision.
And about blurriness problem here is example how Vashjir looks underwater in Cata
Not blurry but clear
and you see how does it look on WoTLK atm in my screens

14
Level Design / Vashjir Converting Problems
« on: September 01, 2012, 01:20:09 pm »
Recently i have started to convert Vashjir from cata to WoTLK and i came up with some problems.
First Problem is this:
1)In this picture you dont see an coral

And in second it is there


2)Second problem it seams that when you are in the water, diving it is all a bit blurry well not blurry but like not clearly seen


Can anything from above be fixed? changed?

15
Serverside Modding / Custom Vehicle
« on: August 22, 2012, 06:32:22 pm »
Recently i have been amazed with some of the Vehicles scripts in cataclysm and decided to port them.Now i have managed to port them correctly just with some extras.
Currently Goblin Hot Rod supports 1 seat, i have made it 3.
Now i dont know if anyone have experimented with Vehicles Seat UI indicator but i have tried and obviously for some reason it still doesn't work.
 
?

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