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Messages - Unbreakables
1
« 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
« 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. 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 : wow -> classic x -> y y -> -x 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. 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) 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. 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)]; } 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) 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
« 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. 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. 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... 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
« 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
« 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
« 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. 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
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
« 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
« on: March 24, 2019, 09:54:04 am »
Ah okay, it works like this. It's exacly what I need, thanks !
9
« 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
« on: July 11, 2015, 09:38:13 am »
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 CarinaCraftCe 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 ! RecrutementSi 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. ContactsForum : http://carina.forumgratuit.orgTwitter : https://twitter.com/AliziaKalineQuestions/RéponsesSi 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. --------------------------------------------------------------------------------------------------------------------------------------------------- [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 ProjectThis 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 ! RecruitmentIf 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. ContactForum : http://carina.forumgratuit.orgTwitter : https://twitter.com/AliziaKalineFAQIf 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
« 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
« 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
« on: June 02, 2015, 07:52:30 pm »
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=9104It'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
« 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
« on: May 05, 2015, 03:22:45 am »
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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