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Messages - merunes

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1
Level Design / [Unsolved] Using the Flatten Tool
« on: May 08, 2015, 11:44:45 am »
Hello Modcraft

i try to use the newest noggit to make a big, flat Platform for my map (around 4 ADTS big) Around a existing Hill.
problem is, even on the biggest radius the Tool is just to small to raise it even. and if i try to raise the adts one by one and flatten them on the same Level it gets a mess.

maybe i use the flatten tool wrong but mosty it ends up being impossible to make a larger area RLY flat. sometimes the tool even on a absolute flat terrain just starts to raise or lower it slowly, mostly on high speed settings.

any help or tip is welcome.

2
Any recommendation what tool is good for somebody with no experience in 3D edeting to just scale the walls up?

3
I edited every adt around the one i use...but didnt work. the collision is rly messy in some very small points and angles it works but the rest..you just fly/fall trought it all the time.

4
Thanks skarn

Sadly it dont seem to work the way i hoped it would. My problem seems to be a bit diffrent then i thought.
i made a huge platform. and Sized a m2 wall that normaly has collsiion to around 17,7x its size and its lost collision in the process.
next tried to replace them with the ti_large walls,they have a giant standart size, but no collision either, even after using collisionadder on them.
Im thankfull for any Clue how to solve it.

Here the Thign i work with (the Small thing on the ground is a Human scale model)

5
Hello Modcraftcommunity

i downloaded a package of converted wmos/m2 from Mop/cata and placed some of them. after some building i tested them out ingame, worked fine...but then i realiesed one of the walls has no collsiion, the m2 in question is the mogu_wall_pristine01 and mogu_wall_curve90 after some search i found the collisionadder, but all links are down and i only found a old version that gives crashes.
I would be greateful for any dl link of collision adder / a other tool to add a collision or anything else that can help me.

6
I got the same Problem (npcs falling trough the wmo's and g.objects on custom maps.
but i made a patch (patch-4) with the maps and put it in the wow folder prior to extracting vmaps and maps.

7
Serverside Modding / Re: Trinity Gm-Command // Cross Faction Emotes
« on: July 20, 2013, 03:34:46 pm »
yep im blind. thankts alot :)

8
Serverside Modding / Trinity Gm-Command // Cross Faction Emotes
« on: July 20, 2013, 02:44:13 pm »
Im working with a Trinity 335a Server and have 2 probelms

1. Im trying to make it possible for every player to use .mod scale but cant find the table where gm commands and rights are stored.


2. i want that Emotes an whsiper between factiosn is possible (/e ) emotes. I didnt found an entry in the config


i know that these are 2 easy things but im to blind to find them, thanks for any help

9
Serverside Modding / Re: [Question] Custom Race
« on: July 05, 2013, 09:12:35 pm »
Update 2:

I tried to add goblins and it worked perfect, the Error seems to be somwhere in the XML's and LUA's, that defines the buttons to select the race.

Im totaly out of ideas, im thankful for any help.

10
Serverside Modding / Re: [Question] Custom Race
« on: July 05, 2013, 11:06:37 am »
Update:
I tested the model in modelviewer and it shows without any problem.

11
Serverside Modding / [Question] Custom Race
« on: July 04, 2013, 04:10:29 pm »
I tried to add a custom Race, called Darkelves. They should be blodelfes with white hair and dark skin.

Wow 335a
Trinity Core
Race Id = 22

what i did:
made a patch with the m2s from bloddelfs all darkened.
edited the  charfacialhairstyles, charbaseinfo , chaihairgeosets, charhairtextures, chrraces, charsections dbc's both client and serverside
And i added the Glue and XML changes
made the core changes shown in this tutorial "http://modcraft.io/viewtopic.php?f=26&t=165&hilit=race"

i know that right now they have no start outfit and no starting point set. But my problem is, if i select the button for the new race in char creation, client always crashes.

Did i forgot one core change, or a db change. Maybe there is a guide i didnt found for this?

P.S. If any information is needed for a solution just tell me what i forgot and i will post it.

I appreciate any help

12
Serverside Modding / Re: [Question] Trinity Core in Starter Package
« on: July 02, 2013, 04:29:22 pm »
thanks Steff for the quick answer :) will set up the core tomorrow and try to finish the Race.

13
Serverside Modding / [Question] Trinity Core in Starter Package
« on: July 01, 2013, 10:57:00 pm »
Right now i am trying to Make a whole new race (Dark Elves). They are basicly Bloodelves with a darkened skin and white Hair so i copied every thign from BE to DE in the char dbc's.

right now i use the Server in the Starting package. My problem now is where are the Trinity Core Files in the Starting Package server and how can i change them to support my new Race?

14
Level Design / [Question] Big Render Problem, Am i the only one?
« on: June 29, 2013, 02:29:20 am »
So i worked abit with Noggit the Last days and more and more often i got problems with the Render. it looks, almost, smooth in noggit but ingame its a really mess.
I attached 2 screenshots to show one of the Wiorst cases.
If someone else has this Problem, please tell me and how you can work with it. IMy Map looks ingame rly crappy in some Spots becouse of this Bug.

it is a Custom Map and i have this Problem on diffretn custom Maps. (didnt test if i have it on "Normal" Maps. i Use the Forums Modder starting Kit Noggit.

P.S. sry for the messed up first Image, but i think it is visible what i mean.

15
Resources and Tools / Doodadset creation
« on: July 30, 2012, 06:33:22 pm »
I hope this is the Right place to post this.

i wanted to creat my own doodadsets but found only this tool
viewtopic.php?f=59&t=810
and i dont know how to use or handle it, anyone maybe have a tip, a manual or some help for me?

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