Modcraft - The community dedicated to quality WoW modding!
Wrath of the Lich King Modding => Miscellaneous => Topic started by: TheMetalCarrots on October 10, 2015, 10:04:05 pm
-
Apologies if this question has been asked previously, but I was wondering if there was any way to resize the moon that appears on the default night sky - I assume, if it is at all possible, it requires the editing of textures/DBC files, but that's merely speculation, so I thought I'd ask here before I plunged blindly into resizing the moon.
Thanks in advance,
Me.
-
I think its geoset with plane structure in M2 of sky so you will have to extroduse it
-
As far as I remember that had been part of the day night cycle stuff and is hard coded. You can try reverse engineering stuff around DNPlanet, and try to find a size field there. If there is, you would have to patch the binary to override the value.
-
Aight, I'll try these suggestions and report back. Thanks!
-
It is in fact hardcoded:
void DayNight::CDayNightObjectInt::LoadMap (int map)
{
if (info.g_initialized)
{
UnloadMap();
}
info.Initialize (map, s_useNewFog);
lightRecs.LightLoad (map);
assert (g_areaLightOverrides.Count()==0);
info.g_initialized = true;
sky.Initialize();
clouds.Initialize();
sunGlare.Initialize ("Textures\sunGlare.blp", &sun);
moonGlare.Initialize ("Textures\moonGlare.blp", &moon);
sun.Initialize ("Textures\sunCenter.blp", 1.0, 1.0);
moon.Initialize ("Textures\moon.blp", 1.75, 1.0);
moon2.Initialize ("Textures\moon02.blp", 1.0, 1.7);
stars.Initialize();
}
You would want to change those two floats in DayNight::DNPlanet::Initialize, I guess. Not sure which one is which.
-
It is in fact hardcoded:
void DayNight::CDayNightObjectInt::LoadMap (int map)
{
if (info.g_initialized)
{
UnloadMap();
}
info->Initialize (map, s_useNewFog);
lightRecs->LightLoad (map);
assert (g_areaLightOverrides.Count()==0);
info.g_initialized = true;
sky->Initialize();
clouds->Initialize();
sunGlare->Initialize ("Textures\sunGlare.blp", &sun);
moonGlare->Initialize ("Textures\moonGlare.blp", &moon);
sun->Initialize ("Textures\sunCenter.blp", 1.0, 1.0);
moon->Initialize ("Textures\moon.blp", 1.75, 1.0);
moon2->Initialize ("Textures\moon02.blp", 1.0, 1.7);
stars->Initialize();
}
You would want to change those two floats in DayNight::DNPlanet::Initialize, I guess. Not sure which one is which.
I wonder how many such code snippets have you got on your computer? :o You have the entire client reversed or just some parts of it?
-
I wonder how many such code snippets have you got on your computer? :o You have the entire client reversed or just some parts of it?
I usually don't save them after posting, so the amount of snippets I still have is quite low.
Also, I just realized that those are all non-pointers but plain members.
-
Just edit the skybox and make that mesh larger. It's no different than modifying any other .m2 with animations.
-
Just edit the skybox and make that mesh larger. It's no different than modifying any other .m2 with animations.
The moon is _not_ part of any M2 for the normal sky.
-
Just edit the skybox and make that mesh larger. It's no different than modifying any other .m2 with animations.
The moon is _not_ part of any M2 for the normal sky.
I'm not sure what you're getting at. You can edit the meshes in a skybox and make a moon bigger that way. When I edited a skybox's day/night cycle (as a hackfix, obviously), I played around with the size of the moon in that skybox because it's merely a mesh in the m2 file. I posted a video of the skybox somewhere in my post history if it's worth's time to look in to.
-
The moon is _not_ part of any M2 for the normal sky.
Yes, if you have a skybox, you can do that. You could also replace the moon with a duck then. The default moon is hardcoded though.