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1
Miscellaneous / Re: [ADT] Map reversed [Solved]
« on: May 03, 2019, 11:47:55 pm »
Thanks !

I will put it on wiki latter, if you think it's useful^^

Yes, I just keep the name on the wiki to distinguish corners and center vertices. I will change it to name more appropriate.

2
Miscellaneous / Re: [ADT] Map reversed [Solved]
« on: May 03, 2019, 09:23:36 pm »
After a month of work... This works finally !



I publish my algorythm and some explanations just in case someone have the same problem.


Intro :

I decide to transform wow coordinates system (x axis to the north, y axis to the west) into classic coordinates system (x axis to the east, y axis to the north), because wow system have absolutely no sense.
I use an algorythm working with GL_TRIANGLES rendering option.


Theory :

I will consider that you already know all informations on the wiki.

The wow coordinates system is rotated by 90° to the left compared to the classic system.


Each MCNK have a grid like this :


In the classic system :


I arbitrarily choice to name triangle with letters and vertrices with number like this :


I will name this 5 vertices group "square-crossed" in the next of this post.


Algorythm :

All things below need to be done for each of the 256 MCNK.

Code: [Select]
for (int i = 0; i < 256; i++) // For every mcnk chunk
{
}

First, we need the transform the ADT position into the classic system. The transformation is like this :
Code: [Select]
wow -> classic
x -> y
y -> -x

Code: [Select]
Vector3f ADT_MCNK::GetPosition()
{
Vector3f pos(-m_header.posy, m_header.posx, m_header.posz);
return pos;
}

For each of 64 (8x8) square-crossed, we need to get height value of the vertices.

Code: [Select]
for (int i = 0; i < 256; i++) // For every mcnk chunk
{
Vector3f pos = m_mcnk[i].GetPosition();

for (int x = 0; x < 8; x++)
{
for (int y = 0; y < 8; y++)
{
// Get heights
}
}
}



On the image above :
height 1 (H1) have the "coordinate" (x, y)
H2 => (x+1, y)
H3 => (x+1, y+1)
H4 => (x, y+1)

Example, with x = y = 0 (on the first vertex) :
H1 => (0,0)
H2 => (1,0)
H3 => (1,1)
H4 => (0,1)

H5 will just use (x,y).

H1-4 are for corners vertices, H5 is for center vertex.

The array with all height have only one dimension, so we need to make two functions returning the number of the cell in the array in function of x and y. (If you work in C++, don't forget array begins at 0)

Code: [Select]
int ADT_MCNK::GetIdNoLOD(int x, int y)
{
return x + y * 17;
}

int ADT_MCNK::GetIdLOD(int x, int y)
{
return 9 + x + y * 17;
}

And two function returning the height value.

Code: [Select]
float ADT_MCNK::GetValNoLOD(int x, int y)
{
return m_mcvt.height[GetIdNoLOD(x, y)];
}

float ADT_MCNK::GetValLOD(int x, int y)
{
return  m_mcvt.height[GetIdLOD(x, y)];
}

Code: [Select]
for (int i = 0; i < 256; i++) // For every mcnk chunk
{
Vector3f pos = m_mcnk[i].GetPosition();

for (int x = 0; x < 8; x++)
{
for (int y = 0; y < 8; y++)
{
float h1 = m_mcnk[i].GetValNoLOD(x, y);
float h2 = m_mcnk[i].GetValNoLOD(x+1, y);
float h3 = m_mcnk[i].GetValNoLOD(x+1, y+1);
float h4 = m_mcnk[i].GetValNoLOD(x, y+1);
float h5 = m_mcnk[i].GetValLOD(x, y);
}
}
}

Now it's near finished, you just need to generate vertices coordinates of the 4 triangles (I chose to store vertices into a array). Don't forget to set the scale between vertices (scale = 4.1666625). And don't forget the grid is drawn to the left and to the bottom (x positive and y negative).

The general coordinates is like this :
(pos.x + x * scale, pos.y - y * scale, pos.z + height)

Code: [Select]
for (int i = 0; i < 256; i++) // For every mcnk chunk
{
Vector3f pos = m_mcnk[i].GetPosition();

for (int x = 0; x < 8; x++)
{
for (int y = 0; y < 8; y++)
{
float h1 = m_mcnk[i].GetValNoLOD(x, y);
float h2 = m_mcnk[i].GetValNoLOD(x+1, y);
float h3 = m_mcnk[i].GetValNoLOD(x+1, y+1);
float h4 = m_mcnk[i].GetValNoLOD(x, y+1);
float h5 = m_mcnk[i].GetValLOD(x, y);

// Tri A
AddVertices(pos.x + (x)*scale, pos.y - (y)*scale, pos.z + h1);               // H1
AddVertices(pos.x + (x+1)*scale, pos.y - (y)*scale, pos.z + h2);             // H2
AddVertices(pos.x + (x + 0.5f)*scale, pos.y - (y + 0.5f)*scale, pos.z + h5); // H5

// Tri B
AddVertices(pos.x + (x+1)*scale, pos.y - (y)*scale, pos.z + h2);             // H2
AddVertices(pos.x + (x+1)*scale, pos.y - (y + 1)*scale, pos.z + h3);         // H3
AddVertices(pos.x + (x + 0.5f)*scale, pos.y - (y + 0.5f)*scale, pos.z + h5); // H5

// Tri C
AddVertices(pos.x + (x+1)*scale, pos.y - (y + 1)*scale, pos.z + h3);         // H3
AddVertices(pos.x + (x)*scale, pos.y - (y + 1)*scale, pos.z + h4);           // H4
AddVertices(pos.x + (x + 0.5f)*scale, pos.y - (y + 0.5f)*scale, pos.z + h5); // H5

// Tri D
AddVertices(pos.x + (x)*scale, pos.y - (y + 1)*scale, pos.z + h4);           // H4
AddVertices(pos.x + (x)*scale, pos.y - (y)*scale, pos.z + h1);               // H1
AddVertices(pos.x + (x + 0.5f)*scale, pos.y - (y + 0.5f)*scale, pos.z + h5); // H5
}
}
}

Hope this could help you and you enjoy my paint art. Apologize my poor english, I'm french native. Thanks schlumpf again a lot for your help ! If I finished my project one day, you will be in the credits.

3
Miscellaneous / Re: [ADT] Map reversed
« on: April 08, 2019, 01:21:17 pm »
Okay, so the algorithm is wrong ? Because if you start from the top-left and draw the tile to the bottom-right, you must increase x and decrease y... Or the opengl axis are inversed ?

The wiki algorithm give map flipped on y (vertical) axis and tile rotated.
Code: [Select]
    gl.glVertex3f( y, x, nL1);
    gl.glVertex3f( y+1, x, nL2);
    gl.glVertex3f(y+0.5f, x+0.5f, L);


If you decrease x and y, tiles aren't rotated, but map still flipped on y.
Code: [Select]
gl.glVertex3f( y, x, nL1);
    gl.glVertex3f( y-1, x, nL2);
    gl.glVertex3f(y-0.5f, x-0.5f, L);




If you don't inverse y and x, and decrease both, map aren't flipped on y, but tiles are rotated...
Code: [Select]
    gl.glVertex3f( x, y, nL1);
    gl.glVertex3f( x, y+1, nL2);
    gl.glVertex3f(x+0.5f, y+0.5f, L);




I don't understand... If the position is the top-left, and the tile's height are stored like on the wiki (left to right, top to bottom), we should just draw it left to right (positive x) and top to bottom (negative y) no ?

I tried like this and tiles are rotated by 90° and the position isn't on the top-left but in the bottom-left... Like if the y axis was reversed...

I will become crazy.

4
Miscellaneous / [ADT] Map reversed [Solved]
« on: April 07, 2019, 03:01:00 pm »
Hi everyone !

I need some precisions on the chunk and tiles pattern. I followed these structure on the wiki :



And all tiles are rotated by 90° :


Something is wrong in the order... The MCNK position is the corner north-east of the tile ?
And if it is, it's the corner north-east on the MCVT ?




And the second mcnk is at the south or the west of the first ?

The wiki isn't really clear on these points.

5
Miscellaneous / Re: [M2] What is the order of vertices ?
« on: March 26, 2019, 05:19:17 pm »
Okay, I find the error... I put the size of texturesCoods in buffer_offset, instead of vertices. Stupid mistake.



And now it works perfectly. Thanks again schlumpf !


6
Miscellaneous / Re: [M2] What is the order of vertices ?
« on: March 25, 2019, 08:13:38 pm »
Yes of course, here the source code (I translated in english all coms) : https://gitlab.com/Alizia/alkape (I put it in private, the time to finish it :p)

Some precisions :
- The project is only config for Release 64 mode (for the moment)
- m2/skin is in x64/Release/3Dmodel
- blp texture is in mpq folder (converted to png with BLP2PNG, sfml don't support blp texture)

- The function that get vertices and textures coords from triangles is M2Data::createOrderedVertices() in m2.cpp


A output of vertrices indices and textures coords... All looks consistant.
Code: [Select]
Triangles 0
i1 : 0
i2 : 1
i3 : 2

Triangles 1
i1 : 3
i2 : 4
i3 : 5

Triangles 2
i1 : 6
i2 : 5
i3 : 4

Triangles 3
i1 : 7
i2 : 8
i3 : 9

Triangles 4
i1 : 10
i2 : 9
i3 : 8

Triangles 5
i1 : 11
i2 : 12
i3 : 13

Triangles 6
i1 : 14
i2 : 11
i3 : 15

Triangles 7
i1 : 16
i2 : 15
i3 : 11

Triangles 8
i1 : 13
i2 : 16
i3 : 11

Triangles 9
i1 : 17
i2 : 18
i3 : 19

Triangles 10
i1 : 20
i2 : 19
i3 : 18

Triangles 11
i1 : 18
i2 : 21
i3 : 22

Triangles 12
i1 : 23
i2 : 22
i3 : 21

Triangles 13
i1 : 24
i2 : 25
i3 : 26

Triangles 14
i1 : 27
i2 : 26
i3 : 25

Triangles 15
i1 : 28
i2 : 29
i3 : 30

Triangles 16
i1 : 30
i2 : 31
i3 : 28

Triangles 17
i1 : 32
i2 : 33
i3 : 34

Triangles 18
i1 : 34
i2 : 35
i3 : 32

Triangles 19
i1 : 36
i2 : 37
i3 : 34

Triangles 20
i1 : 34
i2 : 31
i3 : 36

Triangles 21
i1 : 38
i2 : 39
i3 : 40

Triangles 22
i1 : 41
i2 : 40
i3 : 39

Triangles 23
i1 : 42
i2 : 43
i3 : 38

Triangles 24
i1 : 44
i2 : 38
i3 : 43

Triangles 25
i1 : 43
i2 : 45
i3 : 44

Triangles 26
i1 : 46
i2 : 44
i3 : 45

Triangles 27
i1 : 47
i2 : 48
i3 : 49

Triangles 28
i1 : 50
i2 : 49
i3 : 48

Triangles 29
i1 : 48
i2 : 51
i3 : 50

Triangles 30
i1 : 52
i2 : 50
i3 : 51

Triangles 31
i1 : 53
i2 : 54
i3 : 55

Triangles 32
i1 : 56
i2 : 55
i3 : 54

Triangles 33
i1 : 54
i2 : 57
i3 : 56

Triangles 34
i1 : 58
i2 : 56
i3 : 57

Triangles 35
i1 : 59
i2 : 60
i3 : 61

Triangles 36
i1 : 62
i2 : 61
i3 : 60

Triangles 37
i1 : 63
i2 : 64
i3 : 65

Triangles 38
i1 : 66
i2 : 65
i3 : 64

Triangles 39
i1 : 64
i2 : 62
i3 : 66

Triangles 40
i1 : 67
i2 : 66
i3 : 62

Triangles 41
i1 : 68
i2 : 69
i3 : 70

Triangles 42
i1 : 71
i2 : 70
i3 : 69

Triangles 43
i1 : 69
i2 : 72
i3 : 71

Triangles 44
i1 : 73
i2 : 71
i3 : 72

Triangles 45
i1 : 74
i2 : 75
i3 : 76

Triangles 46
i1 : 76
i2 : 77
i3 : 74

Triangles 47
i1 : 2
i2 : 78
i3 : 79

Triangles 48
i1 : 79
i2 : 80
i3 : 2

Triangles 49
i1 : 2
i2 : 75
i3 : 0
Code: [Select]
Triangles 0
C1 x : 0.015625 y :0.984375
C2 x : 0.984375 y :0.984375
C3 x : 0.984375 y :0.015625

Triangles 1
C1 x : 0.984375 y :0.984375
C2 x : 0.015625 y :0.984375
C3 x : 0.984375 y :0.015625

Triangles 2
C1 x : 0.015625 y :0.015625
C2 x : 0.984375 y :0.015625
C3 x : 0.015625 y :0.984375

Triangles 3
C1 x : 0.984375 y :0.984375
C2 x : 0.984375 y :0.015625
C3 x : 0.015625 y :0.984375

Triangles 4
C1 x : 0.015625 y :0.015625
C2 x : 0.015625 y :0.984375
C3 x : 0.984375 y :0.015625

Triangles 5
C1 x : 0.984375 y :0.984375
C2 x : 0.015625 y :0.984375
C3 x : 0.015625 y :0.015625

Triangles 6
C1 x : 0.015625 y :0.984375
C2 x : 0.984375 y :0.984375
C3 x : 0.015625 y :0.015625

Triangles 7
C1 x : 0.984375 y :0.015625
C2 x : 0.015625 y :0.015625
C3 x : 0.984375 y :0.984375

Triangles 8
C1 x : 0.015625 y :0.015625
C2 x : 0.984375 y :0.015625
C3 x : 0.984375 y :0.984375

Triangles 9
C1 x : 0.015625 y :0.984375
C2 x : 0.984375 y :0.984375
C3 x : 0.015625 y :0.015625

Triangles 10
C1 x : 0.984375 y :0.015625
C2 x : 0.015625 y :0.015625
C3 x : 0.984375 y :0.984375

Triangles 11
C1 x : 0.984375 y :0.984375
C2 x : 0.984375 y :0.015625
C3 x : 0.015625 y :0.984375

Triangles 12
C1 x : 0.015625 y :0.015625
C2 x : 0.015625 y :0.984375
C3 x : 0.984375 y :0.015625

Triangles 13
C1 x : 0.816585 y :0.816585
C2 x : 0.183415 y :0.816585
C3 x : 0.612337 y :0.183415

Triangles 14
C1 x : 0.387663 y :0.183415
C2 x : 0.612337 y :0.183415
C3 x : 0.183415 y :0.816585

Triangles 15
C1 x : 0.984375 y :0.015625
C2 x : 0.015625 y :0.015625
C3 x : 0.015625 y :0.984375

Triangles 16
C1 x : 0.015625 y :0.984375
C2 x : 0.984375 y :0.984375
C3 x : 0.984375 y :0.015625

Triangles 17
C1 x : 0.984375 y :0.015625
C2 x : 0.015625 y :0.015625
C3 x : 0.015625 y :0.984375

Triangles 18
C1 x : 0.015625 y :0.984375
C2 x : 0.984375 y :0.984375
C3 x : 0.984375 y :0.015625

Triangles 19
C1 x : 0.984375 y :0.015625
C2 x : 0.015625 y :0.015625
C3 x : 0.015625 y :0.984375

Triangles 20
C1 x : 0.015625 y :0.984375
C2 x : 0.984375 y :0.984375
C3 x : 0.984375 y :0.015625

Triangles 21
C1 x : 0.984375 y :0.984375
C2 x : 0.984375 y :0.015625
C3 x : 0.015625 y :0.984375

Triangles 22
C1 x : 0.015625 y :0.015625
C2 x : 0.015625 y :0.984375
C3 x : 0.984375 y :0.015625

Triangles 23
C1 x : 0.984375 y :0.015625
C2 x : 0.015625 y :0.015625
C3 x : 0.984375 y :0.984375

Triangles 24
C1 x : 0.015625 y :0.984375
C2 x : 0.984375 y :0.984375
C3 x : 0.015625 y :0.015625

Triangles 25
C1 x : 0.015625 y :0.015625
C2 x : 0.984375 y :0.015625
C3 x : 0.015625 y :0.984375

Triangles 26
C1 x : 0.984375 y :0.984375
C2 x : 0.015625 y :0.984375
C3 x : 0.984375 y :0.015625

Triangles 27
C1 x : 0.984375 y :0.453125
C2 x : 0.015625 y :0.453125
C3 x : 0.984375 y :0.984375

Triangles 28
C1 x : 0.015625 y :0.984375
C2 x : 0.984375 y :0.984375
C3 x : 0.015625 y :0.453125

Triangles 29
C1 x : 0.015625 y :0.453125
C2 x : 0.984375 y :0.453125
C3 x : 0.015625 y :0.984375

Triangles 30
C1 x : 0.984375 y :0.984375
C2 x : 0.015625 y :0.984375
C3 x : 0.984375 y :0.453125

Triangles 31
C1 x : 0.015625 y :0.453125
C2 x : 0.984375 y :0.453125
C3 x : 0.015625 y :0.984375

Triangles 32
C1 x : 0.984375 y :0.984375
C2 x : 0.015625 y :0.984375
C3 x : 0.984375 y :0.453125

Triangles 33
C1 x : 0.984375 y :0.453125
C2 x : 0.015625 y :0.453125
C3 x : 0.984375 y :0.984375

Triangles 34
C1 x : 0.015625 y :0.984375
C2 x : 0.984375 y :0.984375
C3 x : 0.015625 y :0.453125

Triangles 35
C1 x : 0.984375 y :0.984375
C2 x : 0.984375 y :0.015625
C3 x : 0.015625 y :0.984375

Triangles 36
C1 x : 0.015625 y :0.015625
C2 x : 0.015625 y :0.984375
C3 x : 0.984375 y :0.015625

Triangles 37
C1 x : 0.015625 y :0.015625
C2 x : 0.984375 y :0.015625
C3 x : 0.015625 y :0.984375

Triangles 38
C1 x : 0.984375 y :0.984375
C2 x : 0.015625 y :0.984375
C3 x : 0.984375 y :0.015625

Triangles 39
C1 x : 0.984375 y :0.015625
C2 x : 0.015625 y :0.015625
C3 x : 0.984375 y :0.984375

Triangles 40
C1 x : 0.015625 y :0.984375
C2 x : 0.984375 y :0.984375
C3 x : 0.015625 y :0.015625

Triangles 41
C1 x : 0.984375 y :0.015625
C2 x : 0.015625 y :0.015625
C3 x : 0.984375 y :0.984375

Triangles 42
C1 x : 0.015625 y :0.984375
C2 x : 0.984375 y :0.984375
C3 x : 0.015625 y :0.015625

Triangles 43
C1 x : 0.015625 y :0.015625
C2 x : 0.984375 y :0.015625
C3 x : 0.015625 y :0.984375

Triangles 44
C1 x : 0.984375 y :0.984375
C2 x : 0.015625 y :0.984375
C3 x : 0.984375 y :0.015625

Triangles 45
C1 x : 0.984375 y :0.015625
C2 x : 0.015625 y :0.015625
C3 x : 0.015625 y :0.984375

Triangles 46
C1 x : 0.015625 y :0.984375
C2 x : 0.984375 y :0.984375
C3 x : 0.984375 y :0.015625

Triangles 47
C1 x : 0.984375 y :0.015625
C2 x : 0.015625 y :0.015625
C3 x : 0.015625 y :0.984375

Triangles 48
C1 x : 0.015625 y :0.984375
C2 x : 0.984375 y :0.984375
C3 x : 0.984375 y :0.015625

Triangles 49
C1 x : 0.984375 y :0.015625
C2 x : 0.015625 y :0.015625
C3 x : 0.015625 y :0.984375

7
Miscellaneous / Re: [M2] What is the order of vertices ?
« on: March 25, 2019, 05:46:34 pm »
For faces, it seem working. For each triangles, I put vertices coords in a array and use VertexAttribArray to send it to GL. I tried to do  the same thing with textures coords, but this make a true puzzle.


I surely do something in the wrong way but I don't see other mention of textures coords in the wiki.

8
Miscellaneous / Re: [M2] What is the order of vertices ?
« on: March 24, 2019, 09:54:04 am »
Ah okay, it works like this. It's exacly what I need, thanks !

9
Miscellaneous / [Solved][M2] What is the order of vertices ?
« on: March 24, 2019, 07:17:03 am »
Hello everyone !

I'm working on display a M2 model (3.3.5) on a OpenGL/C++ program, and I have a problem with faces.


Vertices seem at the good place, but I don't understand what is the order of vertices (or if there is a order) to draw triangle faces. I tried several option of the draw function of OpenGL, but nothing seem working. I tried to extract vertices in sequence and in reverse.

I try to find some extra documentation but I'm very neophyte in 3D and I don't know what I must looking for exacly. If you have some hints on the problem, I'd greatly appreciate it.

10
Salutation !

Depuis quelques mois maintenant, la communauté MultiGaming Carina s'est lancé dans la création d'un serveur WoW. Etant totalement amateur dans ce domaine, nous ouvrons le recrutement afin de compléter notre équipe Dev.

Le Projet CarinaCraft


Ce projet prévoit une refonte quasi-complète du décor d'origine en vue d'un nouveau départ de l'histoire non pas 4 ans après Warcraft III, mais directement à la suite des derniers événements. Il a pour objectif de retracer l'histoire de Warcraft totalement, sans ellipse temporelle. Il y aura du roleplay omni-présent, de nouvelles races/classes/métiers, un système PvE totalement refait à neuf et surtout une difficulté nettement accrue (qui n'a jamais rêvé de mourir en boucle sur un mini-world boss lv4 ?) !

Le serveur de base sera un Serveur WLK 3.3.5a.

Nous recherchons en priorité :


- World Builder (en particulier le texturing Noggit)
- Modeler 3D
(De bonnes connaissances sur le Lore de Warcraft serait un gros plus !)

Toute autre candidature est la bienvenue ! CarinaCraft est un grand projet sur le très long terme, si vous êtes débutant, vous aurez le temps de vous perfectionner ! Nous recherchons avant tout des personnes motivées et investies !

Recrutement


Si vous êtes intéressé pour nous rejoindre, merci de postuler sur notre forum Recrutement, avec comme titre [Projet CarinaCraft] Pseudo [World Builder/Modeler 3D/Pikachu/...].
Que vous soyez débutant ou confirmé, merci de poster vos récentes créations, afin que nous puissions nous faire une idée de votre expérience et voir si votre manière de faire correspond à nos besoins.

Contacts


Forum : http://carina.forumgratuit.org
Twitter : https://twitter.com/AliziaKaline

Questions/Réponses


Si vous avez des questions sur le projet ou les postes à pourvoir, n'hésitez pas ! Je listerai les questions/réponses ici afin que tout le monde en profite.

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[ENGLISH TRANSLATE]


Hello !

Few months ago, the Carina MultiGaming Community started to create a WoW server. We are beginners, so we are recruiting in order to complete our Dev' team.

CarinaCraft Project


This project will be a complete overhaul of original decor to start the story not 4 years after Warcraft III, but directly after it. Its purpose is to relive history, without ellipsis. There will be omnipresent Roleplay, new races, class and professions, a reworked PvE system and a considerably higher difficulty (Who has never dreamed of dying on a little world boss lvl 4 ?) !

The server will be a modified 3.3.5a server.

We are looking for :


- World Builder (in particular for texturing on Noggit)
- Modeler 3D
(Good knowledge of the Warcraft Background will be an advantage !)

All other application will be evaluated ! CarinaCraft is a very big and long project, so if you are a beginner, you will have time to improve yourself ! We are primarily looking for motived and invested person !

Recruitment


If you are interested in joining us, please submit your application directly on our Recruitment forum, with the title [Project CarinaCraft] Pseudo [World Builder/Modeler 3D/Pikachu/...].
Beginners or advanced, please publish your recent creations, we need to see if you match with our needs.

Contact


Forum : http://carina.forumgratuit.org
Twitter : https://twitter.com/AliziaKaline

FAQ


If you have any question on the project or vacancies, do not hesitate to ask me ! I will list questions and answers here so everyone can see it.

11
Texturing and 2D Art / [QUESTION] Rubber on Noggit ?
« on: June 03, 2015, 03:57:03 pm »
I have a problem with Noggit 1.4 (v22) Painting :

[attachment=0:11mulox3]ss+(2015-06-03+at+03.48.48).jpg[/attachment:11mulox3]

I can't paint the way here... I think it is because there are already four tileset. I don't find any rubber on Noggit.

A solution ?

12
"Retro-Porting" / Re: [QUESTION] A little problem with a WoD Model
« on: June 02, 2015, 10:57:16 pm »
Thanks a lot for the video !

It's unfortunate that doesn't work on 3.3.5, but we will try to make the model like your first screen and try the shiny murloc !

PS : A little screen of the result
[attachment=0:1zii9dmf]ss+(2015-06-02+at+11.20.26).jpg[/attachment:1zii9dmf]

13
Hello everyone !

I'm trying to import the WolfDraenorFire Model from WoD to WLK.

[attachment=4:vmiyi7xm]WolfDraenorShadowFire.jpg[/attachment:vmiyi7xm]

I use this way : viewtopic.php?f=59&t=9104

It's work but there isn't the fire texture on the wolf :[attachment=5:vmiyi7xm]WoWScrnShot_060215_192807.jpg[/attachment:vmiyi7xm]

My patch and DBC :

CreatureModelData.DBC :
[attachment=3:vmiyi7xm]ss+(2015-06-02+at+07.38.38).png[/attachment:vmiyi7xm]

CreatureDisplayInfo.DBC :
[attachment=2:vmiyi7xm]ss+(2015-06-02+at+07.39.02).png[/attachment:vmiyi7xm]

DB table CreatureTemplate :
[attachment=1:vmiyi7xm]ss+(2015-06-02+at+07.40.45).png[/attachment:vmiyi7xm]

My Patch :
[attachment=0:vmiyi7xm]ss+(2015-06-02+at+07.50.54).png[/attachment:vmiyi7xm]


I don't understand where is my mistake. Thanks !

14
Serverside Modding / Re: [QUESTION] Add a custom spell to a trainer
« on: May 05, 2015, 05:55:33 am »
Ok, it's solved !

If someone have the same problem, valid trainer's spell is definite in the SkillLineAbility.dbc.

You need only add a entry with :

1> entry
2> SkillLine (ex: 375 = Combat Elementaire)
3> IdSpell
4> RequiredRaces
5> RequiredClasses (64 = Chaman)
6> ExcludedRaces
7> ExcludedClasses
8> MinSkillLineRank (I think is for spell chain like Fire Bolt Rank 1, 2...) Set = 1 by default
9> ParentSpell (Like 8, the parent is the rank 1 for rank 2, etc...) Set = 0 by default
10> 0x0
11+> Set empty

Thanks a lot for your help ! I hope I will can post some screenshots of my project soon ! <3

15
Serverside Modding / Re: [QUESTION] Add a custom spell to a trainer
« on: May 05, 2015, 03:22:45 am »
Quote from: "Ascathos"
Trinity is using the skillline*.dbcs to generate trainer skills iirc

How ? I check the skilline.dbc but there are no comment on spell. I don't see the link between skilline and spell  :(

There aren't many documentation on it.

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