Смердокрыл

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Everything posted by Смердокрыл

  1. I don't think this script converts TO legion, does it? I imagine your models are invisible because all of them were converted to cata. Try Koward's java m2 converter, you can set the expansion there
  2. Have you tried converting with Adspartan's converter to wotlk and then upconverting to 7.2? I've done this with models from 7.3 (except I'm on cata, not 7.2) and they work fine
  3. Have you tried, instead of converting directly 7.3->7.2, to import the 7.3 into blender, and then export from blender in the 7.2 format (I mean import/export through m2i, obviously)? That way vertices should keep the assigned bones, weights, etc.
  4. Select the needed vertex and then For easiness I suggest importing the original (unconverted) model to blender in order to look up which bones with which values are used
  5. Perhaps those vertices just aren't linked to the right bones? You can do that in blender
  6. I mean when it's in the wotlk stage, after I do m2i-m2 (legion) and then downconver with Adspartan's to wotlk What I meant is deleting the cloak mesh, or making it empty, while replacing the eyeglow geoset, for example. with the actual cloak mesh, and activating it through a spell such as the one you linked in chat
  7. I tried following your tutorial exactly, but PyModelEditor seems unable to Edit Textures of the humanmale model (wotlk version) and gives error key 15. Also, in the .skin files, there was no d4 field, so I assumed, judging by order, that it's the one called op_count in the template I'm using (which seems to be the same as yours, except for this) and changed that. In the end, nothing really changed (same results as I posted before). An unrelated thought: the client does allow transparency for the character's eyeglow. Would it be possible to fool it by switching the two around and the activating the needed geoset by spell applied on item equip, for example?
  8. I tried to compile casc explorer (together with casc lib and stuff) but it keeps giving me a tonne of errors
  9. Is there any way to change that? I mean, is that server-side or inside the client itself?
  10. Mod: Mod2x: I'm on Cata Didn't help, unfortunately
  11. Ok, so I'm testing this cloak and so far I could only get these results: Opaque/Mod/Decal: Add/Mod2x: Fade/Deeprun_Tram: Unk_wod (kinda like opaque with unlit flag): Whereas I want the red stuff to be completely opaque, while the black stuff (the texture IS transparent there, and blplab identifies it as such if you click show/hide alpha) to be completely transparent
  12. Idk, I thought that's how it got the keys for the encrypted models. I downloaded the last listfile from bloerwald and my casc still can't open any of the textures for Sargeras' sword
  13. Hey! I just tried doing that by changing the render flag used by the geoset, I even tried changing all possible render flags to the same thing - it all acts seemingly right (textures become kinda transparent when it's mod2x and no flags, for example), but the transparent area of the texture is still black color, as if it is in the texture itself!
  14. http://www.wowhead.com/spell=95750 I would really like to know this too Also, a little additional question: after I disable autoattack, how can I make a spell (such as a simple weapon attack) that would still depend on the speed of the equipped weapon?
  15. Great tutorial, you truly are a hope of the Modding community : ) Any plans on a similar tut for Cata+ expansions?
  16. Hi! Got another question here: how can I edit spell missiles? I know about SpellMissile.dbc but it seems to have an effect on very few things. Among the parameters I'm interested in editing are: Where the missile appears/flies from Which part of the enemy it hits How fast it appears Its trajectory An example of a current spell I'm working on: a gun shot, where the player aims with his ranged weapon (takes a second, I think) and then shoots. The bullet flies fast in a straight path and deals damage to the enemy. At the moment, however, what happens is that the bullet appears not when the shot is fired, but almost simultaneously with the damage already being dealt to the enemy. Moreover, it flies not out of the pistol, but out of the player character's belly button, which is a rather strange mechanism to imagine. So, I would obviously like to know how to fix these issues. Also, after I've done that, I'm afraid that the bullet might automatically follow the enemy, wherease I would want it to shoot straight, like a real bullet, and miss if the enemy is no longer there. I suspect that this issue might be very challenging to address in terms of the game mechanics, and it is not really a priority for me, compared with the other two. P.S. Because the gun model I use is not an original WoW model, it does not have any internal shot animation like gunpowder smoke, etc. So, I would be glad if someone could suggest how to attach such effect manually (in the dbcs). So far, using basic dbc editing, I only managed to attach a sort of dusty explosion effect to the character's hand, not the weapon.
  17. Hey! I'm really bad at editing spells (trust me, I've tried a lot), so I thought I would gather up some spell ideas and ask the people here how to create each one. Since these are very basic "templates", I would learn myself that way. So, the general types of spells I want to create: Morph spell - simple spell (aura) which, when used,would perform the same function as the .morph command. Then, when the aura is removed (by rclicking on it's icon, for example), it would demorph your character. It would also be much much better if this aura would not be removed on logoff. Of course I understand that I will have to create a spell like that for every model I want to use. Scale spells - four spells which would 1)Increase your characters size by 1; 2)Decrease your characters size by 1; 3)Increase your characters size by 0.1; 4)Decrease your characters size by 0.1 Flying spell - same as .gm fly on (*off on unaura). Possibly with flying speed increase. Also, I'd like this spell to use the flying, not swimming animation kit, so it could be used on dragon models. Attach spell - attaches a certain model on your character. For example, an item, or a spell (e.g. eye glow). Would be nice if it used attach points instead of coordinates. Faction spell - makes you friendly/hostile with a certain faction. There are two good examples called "Faction override - {Alliance/Horde}". I'd be very thankful if someone explained how to create at least one of the listed spells. Additional question: I'm replacing destro warlock spell models with their fel versions (basically, by changing the ids in SpellVisualKit), but I can't find how the casting effect (one that appears on your characters hands) is set. Could someone tell me?
  18. There are spells that do that. Search for "carrying" and you'll get some. Don't know about grabbing another player though, but would very much like to
  19. Thanks very much, you are really helpful as always! Still don't understand why blizzard don't do that though
  20. How can I tell which geoset is the cloak? Also, why don't blizzard do that? It seems much more efficient than creating a new geoset for every new type of cloak.
  21. I wonder if it would be possible to make the cloak geoset transparent where there's no texture (I think the render flag is Mod2X, but I'm not sure)
  22. I don't know if it's possible to make different mounts use different animations and not overwrite all mount animations, but what is certainly possible is for the mount spell to force a certain animation on your character - this can be customised for every mount: check https://wowdev.wiki/DB/SpellVisualKit
  23. Hey! I'm desperately trying to find a hosting where I could store the mysql dbses. It doesn't even have to allow website creation and stuff - I just want to stop using fucking hamachi and shitty evolve. So far, any hosting that I've tryed - my authserver wouldn't connect to the database (probably because they dont allow external mysql access for fucking security reasons). Please help!