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Messages - TheMetalCarrots

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1
"Retro-Porting" / Lavaman 2 (Bolvar Lich King)
« on: November 10, 2019, 05:30:42 pm »
Sup guys, was wondering if anyone had the Lavaman2 model so I can downconvert it to WotLK (downported will be good, but I'll accept just the base Legion model). Cheers guys, saves me having to download the entire Legion client for it if at all possible!

2
You'll need an MPQ and DBC editor for this - the NPC model's textures won't change because they use the human female npc textures by default, and unless you wish to go through literally every single npc texture in the game, it's better to just change the NPC model back to female.

To do this, you'd rename the alpha worgen in the MPQ that is utilising it to something else, like 'WorgenFemale.m2', so it's not overwriting the human female model. After this, you'd need to go into a DBC editor, find 'CreatureModelData' and 'CreatureDisplayInfo' dbcs (which can also be found in your MPQs, preferably finding the MPQ which uses the  furthest number down the alphabet - for example, Patch-W overwrites Patch-V, yet Patch-X overwrites both those).

With 'CreatureModelData', you'd need to make a new entry that looks exactly how the Worgen model is set out in the MPQ, including paths (an example would be 'Character\Worgen\Female\WorgenFemale.mdx'). Take note of the ID, then go to 'CreatureDisplayInfo.dbc'. Navigate to ID number 50 in there, and replace the 2nd column's ID with that of the Worgen Female's ID in 'CreatureModelData'. Your human female NPCs should go back to being normal.

As for the broken textures on the player model itself, this is to do with 'extra' textures which aren't being applied properly, which are similarly used by the Tauren. Go into the 'CharSections.dbc' and find the 'Character\Human\Female' paths. On the ones that have 'HumanFemaleSkin', you'll need to add the extra textures on the blank column next to it (which should be row 6). I'm not entirely sure what the name would be for these because I don't use the Alpha Worgen Female models, so you'll have to figure this part out on your own. However, be sure to add the Worgen path in these columns (the one you used earlier for 'CreatureModelData', but this time replace the 'WorgenFemale.mdx' with whatever the 'extra' textures may be, for example, the Tauren one is 'Character\Tauren\Female\TaurenFemaleSkin00_00_Extra_HD.blp').

3
"Retro-Porting" / Re: [RELEASE] [WotLk] Creature Models for Wotlk
« on: July 10, 2019, 01:48:16 pm »
A new Deathwing mount is being released for the 15th anniversary, you should totally swap the black drake mount out for it!

4
Miscellaneous / Re: Creating a Raise Dead spell
« on: June 28, 2019, 01:48:49 pm »
Actually makes a lot more sense as to why my Raise Dead minion would only start the cooldown after the creature's death if there was scripting behind it. I thought I could just change the flags in the server and client's DBC files, which also contribute to certain summoning conditions. Now I know there's an extra reason behind this, it'll be a lot easier to do! Will look into everything suggested, including the scripts, and see if I can cobble something together that reasonably resembles what I had in mind. Thankyou so much for your help!

5
Miscellaneous / Re: Creating a Raise Dead spell
« on: June 27, 2019, 12:58:29 pm »
Would I be able to change the flags of the 'Raise Dead' minion to a guardian, so that I can summon multiple, do you think? Also, thankyou for the heads up with Corpse Explosion, I will start looking into that now!

6
Miscellaneous / Creating a Raise Dead spell
« on: June 26, 2019, 01:56:00 pm »
Was wondering if anyone knew, or at least sort of knew, how to create a 'Raise Dead' spell? What I mean is something similar to the Death Knight's one, where it targets a humanoid corpse and creates a minion from it. However, I'd want to be able to create more than one minion, and maybe (if possible) cause the used-up corpses to disappear (so I wouldn't be able to just keep spamming the spell on one corpse and make an army out of literally one dead dude).

My research into this topic yielded fruitless results - I straight up copied and edited the flags of the original 'Raise Dead', but I was only able to create one minion out of the spell before it permanently blacked out, even though there were no flags telling it to only create one minion. I tried making a weird amalgamation of a basic summoning spell and the Raise Dead spell, making the summoning spell target a corpse before being used, but it didn't work either and just straight up summoned my minion. Help would be realllly appreciated!!!

7
"Retro-Porting" / Re: [RELEASE] [WotLk] Creature Models for Wotlk
« on: April 03, 2019, 03:13:11 pm »
Would recommend looking in Light.dbc, LightIntBand.dbc, and LightSkybox.dbc. LightSkybox would contain the skybox IDs which would be referenced in LightParams, whilst LightIntBand contains the sky/cloud and lighting color of zones, whilst Light controls zone weather and skybox positions. The DBC wiki will explain them all in greater detail than I.

8
"Retro-Porting" / Re: [RELEASE] [WotLk] Creature Models for Wotlk
« on: April 02, 2019, 04:59:26 pm »
Thing is with Skyboxes, whilst the newer ones are just M2s, it's not as simple as renaming a few files for the basic ones - you'd have to go into the DBCs and change each and every single zone that has the basic skybox (which is practically every single zone and subzone in Classic WoW, aside from Stratholme) and manually add a fitting skybox each time, using just IDs. This is because the basic Skybox isn't actually an M2, it's just procedurally generated colours that are supposed to look like clouds and the sky, so you can't just swap one M2 with another and get the desired effect. Whilst it would be a really good idea and would definitely spruce up the old world immensely, I understand why no one has yet to commit to it - it'd arguably take longer than the entirety of Finsternis' project so far.

9
Looks fantastic! Do you have a rough estimate on what the worldstate is like (does the Lich King encounter have scripts on all difficulties, do quests work in a roundabout way, like the Death Knight ones etc). Gotta say that's some great work regardless!

10
Managed to do it (thanks to Finsternis' guidance) via copy and pasting the hex at the end of the Blood Elf HD model and applying it to my model - with the exact results I was hoping for. (It looks closer than it should in the screenshot because I have an addon which lets me zoom in on the model - it's the right amount of distance when not zoomed in)

11
So, I think I found the issue - the two final entries in 010 editor using the M2Template that involve 'struct Camera' and the 'int16_CamLookupTable' aren't actually there in this model, but are there in all other M2 models I've come across. Would it be possible that I could just add these, or would that destroy the M2?

12
"Retro-Porting" / Character Information and Dressing Room for Void Elves
« on: November 01, 2018, 01:46:32 pm »
Downported the void elves to 3.3.5a and, whilst everything worked according to plan, the Character Info and Dressing Room screens come up with no model (as pictured). Not entirely sure what to do with this, but am pretty sure the conversion after Blender is what caused the issue. Anyone have any tips or hints on how to stop this?

13
Miscellaneous / Pets disappear when mounted
« on: August 28, 2018, 05:08:18 pm »
Heya everyone, was wondering if anyone knew if it'd be possible to allow pets to stay in existence whilst the main character is mounted. For example, when you have an imp or a hunter pet in 3.3.5, mounting causes them to disappear which makes me very sad. Any help on what I'm supposed to do to put a stop to this would be very much appreciated!

14
"Retro-Porting" / Re: Cataclysm Naga Female Face
« on: July 09, 2018, 02:45:15 pm »
Managed to sort it out - turns out the original texture from Cataclysm had a bunch of holes in it that you couldn't see unless you converted it to PNG that were probably supposed to be see-through but during the conversion just turned to textureless voids. Managed to fill them in with my Picasso level art-skill and everything turned out beautiful. Thankyou Finsternis for the help, without you I wouldn't have even looked at the face textures to see what's up!

15
"Retro-Porting" / Re: Cataclysm Naga Female Face
« on: July 09, 2018, 12:38:28 am »
Thing is, the Naga I'm using has both upper and lower face textures of the right size of which are both indexed BLPs, so that shouldn't be the issue. It's not anything (as far as I can tell) to do with UVs, nor does it correlate to hardcoded textures. It's some kind of spooky phantom glitch that I'm cursed with. I'll attach the (converted) model down below so people can see if they can reciprocate this glitch with their clients, because if it's literally just me getting it, it's probably something to do with something I've got in my other MPQs, although I appreciate the help!

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