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Messages - Elysian

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Serverside Modding / Re: [QUESTION] Modyfing spells and such.
« on: November 24, 2011, 08:21:00 pm »
That works, thanks. Now the second problem, the latter questions in my first post still stand. I'm using Taliis, and I copy Frostbolt, give it an ID of 88888 and link it to a string with the name "Frostbutt". Then I pack that up in DBFilesClient, put it into a patch and start stuff up and the spell isn't there. Then I open spell.dbc with Taliis again only to see that the damn thing has remained unchanged, and yes I did save, double-save etc. So uh, does anyone know another DBC editor that's decent? Tried "mydbceditor" and "DBCEditor" (the one with the radioactive icon) packaged with the rest of the tools in the basic tutorial thread. One can't copy/paste rows, the other just plain crashes so uh, I'm out of ideas.

EDIT: Wait, no. Fixed it like a boss. Taliis goes "no-no" if I try to overwrite shit, need to save it somewhere else and then copy paste etc. Well, works now, time to mess around with it.

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Serverside Modding / [SOLVED] Modyfing spells and such.
« on: November 24, 2011, 04:35:38 pm »
Alright so, I got this idea (fucken' stole it from Skyrim like a boss) to have channeled spells for each element. Think Mind Flay only with say the frostbolt effect, so it would be channeled and deal periodic frost damage with a snare. I think this is client-side modding since it's just DBC editing but I couldn't find the section so I just put it here. So one question, is there some sort of resource on spell.dbc other then the Trinity Core wiki that I'm not aware of or will this be a trial and error sort of thing? Not that I'm not ok with that, just wanted to check if there was something to make my job easier since there are a *fuck-load* of columns in there. Anyway thanks in advance and feel free to move this to whatever section is appropriate.

EDIT: Oh and, forgot to ask. Which DB editing tool do people use? I use Taliis since it seemed alright, but if there's something better do tell.

EDIT #2: And another question, if I were to copy a spell from spell.dbc and just paste it, how would I know the ID isn't taken up by something else, say a model? Or are the spell IDs seperate?

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Level Design / Re: [QUESTION] Help with continent creation tutorial
« on: October 25, 2011, 06:19:51 am »
No no, it's cool. I got everything to work. I'm honestly not sure what it was, I just redid the entire thing and it worked. Oh and Noggit was crashing because I had WoW open at the same time, which was a stupid idea but it didn't cross my mind to apply the one-modding tool rule to WoW as well, oh well. In any case everything works now, gonna start editing the land and making it look pretty. And my avatar, I mean, Owen Wilson as Ken, it makes perfect sense.

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Level Design / [SOLVED] Help with continent creation tutorial
« on: October 24, 2011, 08:29:52 am »
Alright, we have us some progress. I can see the map in Noggit now, I even tried editing it just for a bit and all of that works, but. I copy the server/client coords and do a .go xyz to those coords, and I get ported to Netherstorm. I have no idea how or why but I'm honestly lost now, I tried looking up the name or maybe the string id from the map.dbc but I can't port there, just doesn't work. So does anyone have any idea what to do now? Appreciate the help, by the way.

Guess what you guys, it works. How great am I? I am now struttin' around my new overly large piece of land which I will mess around with. Thanks again for the awesome tutorials which enabled me to create this badass piece of land.

5
Level Design / Re: [QUESTION] Help with continent creation tutorial
« on: October 23, 2011, 05:49:27 pm »
Ah. Well, I did that but Noggit decided to not work, so I used Adt Viewer and nothing. Doesn't list my map thing. And hey, think of it this way, if you need the patch now you have it. So, need anything else that might help?

Alright, tried the entire thing two times and it still doesn't work. Does Noggit read from my WoW dir or the server one? I edited the noggit.conf and put my WoW root folder path in there, it has some whitespaces though so, do I need escape characters for that?

Also, should my patch-z.MPQ (what I named the damn thing) have this structure? (formatting messed this up)

Bob (main folder)

World, DBFilesClient (subfolders)

Maps (subfolder of World) Map.dbc (file in DBFilesClient)

Bob (subfolder of Maps)

Bunch of .ADTs and the .WDT (in bob)

God forbid I actually SS the damn thing to make it simple. The DBFilesClient folder just has the Map.dbc in it like it says above.

[spoiler:2r6p4s9c][/spoiler:2r6p4s9c]

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Level Design / Re: [QUESTION] Help with continent creation tutorial
« on: October 23, 2011, 05:18:44 pm »
Great, thanks for the fast response by the way. Also I followed the naming convention from one of the beginner tutorials and named it with a capital first letter.

7
Level Design / [QUESTION] Help with continent creation tutorial
« on: October 23, 2011, 03:53:36 pm »
So hey. I just started WoW modding say, a few hours ago after setting up my own server. So excuse my ignorance in the description of the problem.

I'll try to accompany the problem with SSs so people can see what I did etc. I started by creating the WDT in Taliis, which all went fine and dandy although it wasn't a perfect square, it had some little bits which were supposed to be a small island off the coast and so on.

This is what it looked like in Taliis:

[spoiler:u8u1l8ks][/spoiler:u8u1l8ks]

I'm thinking this might be a problem since I honestly have no idea if you can add irregular shapes, as in if you specify an ADT array with 1, 1 as the starting coordinate and 12, 12 as the end one can 5, 12 be empty (unticked) or not. I'll try the entire thing again with a regular shape and see if it worked but I'd like to post the entire process to make sure there isn't some other obvious mistake that I made.

Alright. Anyway, after that I created the ADT file and just added the texture, so I don't think that could even be a mistake and I won't SS it, but if you need an SS feel free to ask and I shall obey. Then I continued with Adt Adder and made the multiple .adt files thing. That all worked great with the offsetfix.bat etc. Everything looked like it should. Then I extracted Map.dbc from locale-enUS.MPQ and modified it, adding a row and changing the values of the things that needed changing, I think. I just copied the Map.dbc and overwrote the one in my DBC server folder since the tutorial said it does the same thing and I'm really lazy.

And now we get to the part which confused me. It says pack your new everything into a patch, and I did that by making a MapName folder which had DBFilesClient with the DBC in it and a World/Maps folder with the ADTs and WDT. Then I built an MPQ from the MapName folder and everything looked great. I named the entire thing Patch-z.MPQ and put it in the root directory of my WoW installation. Is that how it was supposed to work? I'm honestly not sure. Then I made the same folder structure in my root WoW folder and copied the WDTs, ADT and DBC there.

In any case, I can't see it in Noggit and that's actually the real problem since that's the only way I know to check if it exists. Oh and I also tried another map viewer and it didn't even list my map as being there. So basically that's it, if you need more information feel free to ask and thanks to the lot of you for making awesome tutorials and such.

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