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Topics - kojak488

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Noggit / [Start-up Error] Microsoft Visual Studio Runtime
« on: January 01, 2014, 12:14:30 am »
I have a working install of Noggit 1.2 and wanted to try Noggit 1.3.  I downloaded the latest CI and went to run it.  It came back with a missing .dll, msvcp110.dll.  So I got that .dll and put it in Noggit 1.3's folder.  The error then changed to:



I re-read the FAQ and searched on here.  According to the FAQs the msvc is an issue with Microsoft Visual Studio Runtime.  I followed the link in the FAQ to install it, but I apparently had a newer version.  So I re-installed it:



Same error as the first screenshot still.

o.O
O.o

2
Modelling and Animation / Disappearing Item
« on: August 11, 2013, 09:54:25 pm »
I'm completely stumped.  I managed to get the head model in game, but when it was moved too close to the center of the axis, then the item wouldn't dispaly in-game (whereas it would display above the head before it got too close, then it'd disappear completely).

To troubleshoot my export options I made a totally new object in 3DSM and placed it near the center axis where the item should be.  I exported it as a .obj, converted it to a .m2 in Glitchy's, and then was able to load it in-game just fine.  No issues.  It appeared exactly where it should.

So then I added another random new object into the first model.  Suddenly I can move one of the two objects in the model to the center axis and it'll display both.  However, if both models are too close to the center axis, then neither displays in-game.  I even put the object I want on the center axis, got it to display in game (by having the other object further away), then deleted the other object... and the one that was displaying just fine then doesn't display.

Does anyone have a clue why it'd do that?  My solution right now is to just have another object further away and scaled so small that it isn't visible in game, which is working but is a ghetto-ass fix.



In the thumbnail you can barely see where the second object is further away from the center axis.  It displays in-game.  If I move it too close to the bigger object or even delete it, then the bigger object won't display in-game.

3
Does anyone have a working download for (preferably) Glitchy's MES that has the OBJ to M2 converter?  I lost mine after a re-install of Windows and all the ones on here I can't get to work due to errors in Glitchy's MES, possibly due to the lack of an installer for it.  Additionally, I can't find a working download for the 3dstom2.exe either.

4
Serverside Modding / Spells - Dummy Aura
« on: July 31, 2013, 08:58:22 pm »
I'm on TrinityCore rev. 2012-06-28 22:37:43 -0700 (799b2c146ba5) (Win32, Release).

I'm interested in trying to edit a spell to show a visual around the face.  I found two good candidates.  First is the Tiki Mask 03 (or 01 or 02) spell ID 75230.  The second is the Gnomish Mind Control Cap spell ID 67840.

I've figured out how to edit what item displays with spell ID 67840.  The trouble is that this overrides anything currently displaying in the helm slot.

By contrast, spell 75230 doesn't override the helm visual.  So that's the one I need.  The trouble is that tracking down the spell visual only leads to the visual on the hands, not the mask visual on the face.  My guess is that's controlled by the dummy aura.  The trouble is I don't know anything about dummy auras, where they're located, etc.

Does anyone know anything about them?  Or spell 75230 itself?  Basically the question is how to change what mask is displayed (not just swapping with tiki mask 01/02, but a different mask completely) using spell 75230.

5
Does anyone know of a list for what the values in ImplicitTargetA and ImplicitTargetB from the spell.dbc coorespond to?  I'm trying to make a spell that drops a chest that is lootable by both Horde and Alliance, but I can't seem to find an implicit target value that will let the opposing faction loot the object.  My guess is it's being limited by the implicit targets since the object itself isn't set to a specific faction.

6
Serverside Modding / [QUESTION] You are in the wrong zone.
« on: December 20, 2012, 09:39:00 am »
I'm on TrinityCore rev. 2012-06-28 22:37:43 -0700 (799b2c146ba5) (Win32, Release).  This isn't as much an issue as seeking guidance on removing the 'You are in the wrong zone' message and zone requirement from a certain spell.  The spell is 29519 'Silithyst'.

The spell puts a buff on the player that can be taken off and places object 181597 (via drop spell 29533) on the ground.  This object can be picked up, which then places the buff 29519 on the player.  This can only be done in Silithus.

I need to be able to use this spell/object outside of Silithus.  I've searched all day for ways to do this.  Logically somewhere is a field in a db or dbc that says it can only be used in Silithus, but I can't find it.  I've looked in world--->conditions, world--->event_scripts, and world--->spell_area.  None of them seem to have any reference to this spell.

So does anyone know where to look for it?

Second, is there a way to copy this set of spells so that I can make the new set drop a different object?  Basically I need one set of the spell for a 'Heaven' object and the other for an 'Earth' object.  Any help would be appreciated.  After not making any progress today all the steam has been taken out of my sail on this one.  Thanks!

7
Modelling and Animation / [QUESTION] Custom Wow Weapon Model
« on: September 10, 2012, 10:31:32 am »
Hey, I've been working to try and get a custom weapon model into the game using various tutorials from here.  I'm stuck and can't figure it out.  I'm probably skipping over some small detail and I hope you guys can enlighten me.

I tried using the custom item tutorial.  Here are the files I used: the 3DS model, the converted model into .m2 with its .skin and .blp files: http://scorpionshare.com/download/439/Kunai.zip

So the model converts fine and looks to be scaled/positioned properly as its in the same location and size when I import other weapon models from WOW Model Viewer.  I've placed the files into the MPQ and added the item with the right display ID, 70070, into the SQL server: http://scorpionshare.com/download/440/patch_5.MPQ

Unfortunately when I look it up in game or in WOW Model Viewer it's invisible/not there.


When playing around earlier I solved a few errors.  I had the blue/white cube error and realised I hadn't added. mdx in the ItemDisplayInfo.dbc.  On another occasion I got something to display in game, but as you can see it wasn't right:


I've also tried the tutorial for doing it the .obj way and patching it in using Glitchy's MES method.  Same result: invisible item.

Finally I tried the tutorial for converting it to .mdx, which worked.  I could load it into mdlvis.  I could even get it into a .m2 using the converter.  Unfortunately the .m2 crashes both WOW Model Viewer and the game client.

Anyone have some ideas on where I might be going wrong?

8
Texturing and 2D Art / [Question] Chest/Armor and Textcompents
« on: August 09, 2012, 06:33:32 pm »
Hey!  I'm still new and hopefully what I'm going to ask is an easy question.  I looked through the tutorials and couldn't find the specific answer for what I need.  So here it is.

I want to change the colour of 'Stylish Black Shirt' (entryID 3427 and displayID 7905) to be all black without any patters.  From what I gathered from the tutorials that means I have to edit the .blp files for that item.  However, I'm at a loss at finding out which .blp files I need to edit.

What I mean is that I can't figure out which .blp files are used to render/create/whateverthetermis the 'Stylish Black Shirt'.

One tutorial I read (from another site I think) mentioned one chest item and he listed the corresponding texture components.  How do you find that information though?

Hope someone knows the answer and can spare a minute to shed some light on it for me.  Thanks!

[Edit] I think I discovered it.  In WOW Model Viewer I put the item on the character and used the 'Export Texture' option.  Then I saw in the explore folder the 4 texture components for the item.  I feel accomplished. :)

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