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Topics - Eatos

Pages: [1]
1
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?

2
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


3
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?

4
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.
 
?

5
Serverside Modding / Item Balancer
« on: March 09, 2012, 01:44:30 am »
Ok...Currently i have been programming a tool that would help me to create a perfectly balanced items..
Now you say that depends on so many things and yes i do agree it depends really...
What i have so far working good?!

Well i have managed to get scaling of items and calculating dps from itemlevel 251 until x.x.x + 13
which means 264/277/290/303/316....

Also for this kind of itemlevel i have managed to get perfectly calculated armor for material types so far: Leather,Cloth and Mail...
Plate still have to do...

Now i have found my self in a trap doing calculations for item stats...What i want to do is to create a formula that is calculating how much per stat you can put.And this depends on soo many things
So far i have managed only to calculate maximum stat points for item level 251/264/277 and to find a rations so i can use it for other itemlevels...
And to find out what is the max of some stats for some type of item.For example
Stamina for Cloth Shoulders:
ilevel 277: max 103+
ilevel 264: max 92+
ilevel 251: max 81+

Which means for each 13ilevels it scales by +11....
If i continue doing this i might end up in the hospital XD
 Joking...I mean seriously the best why i have found doing this and making program fast calculating is by using recursively functions and it is going well just...It is taking me a huge amount of time to find all damn formulas...
For item stats what i have is (calculated how much each stat give stat points)

1 Agility = 1 Stat Point
1 Intellect = 1 Stat Point
1 Strength = 1 Stat Point
6 Stamina = 2 Stat Point
2 Attack Power = 1 Stat Point
(Normal Gems : Blue,Red,Yellow) = 16 Stat Points
Prismatic Shard = 32 Stat Point
Meta = 32 or 64 in some cases :S

If you have some formulas post it here and i will see it how i can implement them :)

6
Currently for sometime now i have been working on project whose name is Exodus.Exodus is based on mythology , ancient mythology.Now i have managed to create map and i know how to get it into game.But the problem is it doesnt want to show it.

7
Tutorials / [TUTORIAL] Custom Titles
« on: September 13, 2011, 10:44:07 pm »
Here is one quick and easy tutorial how to edit dbc files.In this lesson you will learn how to make custom titles.Max time needed for this operation is 2-5 mins.Well sometimes more if you dont have inspiration for titles names.

What we will need to modify is CharTitles.dbc fpr arcemu core/Trinity or MaNGOS

Now some cores different handles titles it.In ascent based cores it is located in player.h and in Trinity and MaNGOS it is in player.h but for some cores you dont need to modify that .

We are going to use only Tallis for this edit.

Lets start by opening CharTitles.dbc in Tallis
You should see something like this


Now lets define some things.
in field one is id of title
field 2 - Unknow pointing somewhere serverside
field 3-36 Title name
Here will stop a little.
If you want to have title name like Eatos the invincible i mean name then title you should write this
%s the name of title,
If you want to have title name like Keeper of the Night Dreams, Eatos
you should write here
the name of title %s.
field 37 is drop by name id.
When you press on your characters to see what titles do you have.
You can write here next number after the last blizzlike title id

No in Taliis editing is a bit different and what we are going first to do is to press right click then clone selected raw?
And you will have 2 same titles with same id 177 Wrathful Gladiator.....
Now change the new created raw first column to 178 and last column to 143 like this



Now go into strings column and add your title name.. like this then press on green square + and remember id of your title name..


Now back to table 2 where we are going to edit our title name
Go to 3rd column and change number of your title name in my case 2491.And to the same procedure for column 19.



Now save that on desktop as CharTitles.dbc and then open Ladik MPQ press on new archive, name it as patch-4.MPQ or any other number
then press on new folder
name it as DBFilesClient and put your newest created CharTitles.dbc in it.Also Copy CharTitles.dbc into your server dbc folder.

Now go to core and open player.h
Scroll down until you find Titles then do this like me


For MaNGOS and Trinity this is done through bit values so you will need to use math and you will need to do math for all titles then your last one like 2^178-1.

Lets now edit the core for this title open player.h and look for titles.
Write here like this

Compile core and you are done.

8
Tutorials / Custom Cinematics
« on: September 12, 2011, 03:29:49 am »
Ok so few days ago i have made this to work and available and now i will share with you.The complete process is easy and it shouldn't take you too much time, well it will take you if you have slow pc like mine :( for rendering videos.

Ok so lets start.The things we will need to edit to make this custom cinematics to work are following dbc files and yes core :
 FileData.dbc ,Movie.dbc, MovieFileData.dbc MovieVariations.dbc and CharacterHandler.cpp (on some cores ) + Extended Script or just change packet

Now i keep using Taliis for this kind of job so i would suggestion you too to use it.Open all dbc into it and have targeted FileData.dbc
As you can see there are 3 columns
0: Id -> which point to third column in MovieVariation.dbc
1: Name of the avi
2: Expansion flags if we can say like that
Now edit it and insert your own .avi informations
Like me
id for 1 higher
name as you can see it is Preview.avi
and in third column leave it as 14.


Now open Movie.dbc
first column is id of your movie, pick any number i have 20 and 21
second column is full path to your movie *Notice you can store it anywhere as long you include it into patch*
third column volume of the movie  i guess? for each record is 100 so i have left that at 100



Now open MovieVariation.dbc
As you can see there are 3 columns but what do they mean? o.O
first is random number pic any number that you want
second column is ID-(First Column of Movie.dbc)
and last says if movieid for moviefiledata-> which points to resolutions and location of the movie.Put here 1 higher number or two.



Now last Open MovieFileData.dbc
 Here we have 2 columns
First Represent ID ->(MovieVariation.dbc column 3)
second resolution of the movie it self 800 or 1024 so if your video is rendered in 800x600 then put it 800 if it is 1024x720 then put 1024.



Now we have finished editing of dbc files, but how we are going to see that movie in game? For that we need first to remove Cinematic Sequence check in core.For this most cores have this implemented in CharaterHandler.cpp
so go there and search for something like this
if(plr->m_FirstLogin or  search for SMSG_TRIGGER_CINEMATIC

For TrinityCore replace this in CharacterHandler.cpp
Code: [Select]
   //Show cinematic at the first time that player login
    if (!pCurrChar->getCinematic())
    {
        pCurrChar->setCinematic(1);

        if (ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(pCurrChar->getClass()))
        {
            if (cEntry->CinematicSequence)
                pCurrChar->SendCinematicStart(cEntry->CinematicSequence);
            else if (ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(pCurrChar->getRace()))
                pCurrChar->SendCinematicStart(rEntry->CinematicSequence);

            // send new char string if not empty
            if (!sWorld.GetNewCharString().empty())
                chH.PSendSysMessage(sWorld.GetNewCharString().c_str());
        }
    }

with this
Code: [Select]
if (!pCurrChar->getCinematic())
            pCurrChar->setCinematic(1);

Then search for
Code: [Select]
 if (pCurrChar->HasAtLoginFlag(AT_LOGIN_FIRST))
        pCurrChar->RemoveAtLoginFlag(AT_LOGIN_FIRST);
and replace it with this

Code: [Select]
if (pCurrChar->HasAtLoginFlag(AT_LOGIN_FIRST))
    {
        pCurrChar->SendMovieStart(put here id of your movie or any other movie in wow :D);
        pCurrChar->RemoveAtLoginFlag(AT_LOGIN_FIRST);
    }

And Also for Trinity and MaNGOS you will need to remove cinematic.cpp from project and from scriptloader

Now for Arcemu and ascent based emulators you will only need to do one thing
go to CharacterHandler.cpp and search for
Code: [Select]
if(plr->m_FirstLogin)
{
uint32 introid = plr->info->introid;

OutPacket(SMSG_TRIGGER_CINEMATIC, 4, &introid);

and replace it with this
Code: [Select]
if(plr->m_FirstLogin)
{
/*uint32 introid = plr->info->introid;

OutPacket(SMSG_TRIGGER_CINEMATIC, 4, &introid);*/

Now we will create a one easy script just to send a SMSG_TRIGGER_MOVIE packet and using hook it will trigger it on character creation :) Dont forget also to put all cinematic sequences in db as 1
so here is a little command for that too

Code: [Select]
Update playercreateinfo set introid =1;
Now for Script you can use this
Code: [Select]
#include "StdAfx.h"
#include "Setup.h"

void OnEnterWorld(Player* pPlayer) //when player enters zone
{
    uint32 movieid = 20;
pPlayer->GetSession()->OutPacket(SMSG_TRIGGER_MOVIE, 4, &movieid);

}

void SetupOnEnter(ScriptMgr * mgr)
{
mgr->register_hook(SERVER_HOOK_EVENT_ON_FIRST_ENTER_WORLD, OnEnterWorld);
}

Add it and compile it inside the core :)

And after all of this you should have something like this just your video playing in game :D

[youtube:3s7i3krv]http://www.youtube.com/watch?v=93lolWafx6g[/youtube:3s7i3krv]


Some people are having troubles getting right codec for video.In that case i will add additional information how to convert it.
First download newest ffddshow and xvid codec pack.Then download total video converter.I can not post here a tpb link but i am sure you can find it ;)
Then start it and drag your video on it, or press on new task.


Then once you have selected it select a format you want to convert in.In our case avi, using XVID AVI.


Then press on advanced and go to profile ->settings
Then go to Video Option and make sure xvid is selected for codec


And after that press ok, apply all settings and press convert Now. Wait until it is finished and you are done ;)
Make sure it is in right location
Interface/Cinematics/yourvideoname.avi


Oh :D Dont worry i havent forgot about rendering and using proper codec for this video. For your video to be played in wow you will need to convert it using xvid codec.Now idk too much what program to use but i have used Total Video Converted and it worked fine as you can see.Dont forget to install lastest codec packs from ffddshow and just in case install xvid codec too :)



-Eatos-

9
Development and Presentation / Exodus - Myths and Legends
« on: September 12, 2011, 02:14:12 am »
For some time now i have been building my realm which is completely based on mythology.I notice that wow lore is not the thing that i would like to play and i have notice that many people around the world have a great interest in ancient mythology.
First i used to play with dbc files and enjoy it.Watching as new content rises from nothing.Now i want to do more in game building and possible soon to import my own models into wow.Currently i have been building this for like 5-6months and focusing everything to be fixed.On other forums i am quite known and maybe i will get known here too.So enjoy in few videos previews.
           
[center:2zxgxji2][/center:2zxgxji2]

[youtube:2zxgxji2]http://www.youtube.com/watch?v=93lolWafx6g[/youtube:2zxgxji2]

[youtube:2zxgxji2]http://www.youtube.com/watch?v=wy0X3UAuneI[/youtube:2zxgxji2]

[youtube:2zxgxji2]http://www.youtube.com/watch?v=Pf3gR0sQKqU[/youtube:2zxgxji2]

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