Leaderboard


Popular Content

Showing content with the highest reputation since 06/30/2023 in Tutorial Comments

  1. 1 point
    Great guide, haven't done much blender work myself but this guide is very nice :).
  2. 1 point
    I struggled for two days trying to install this plugin myself, but you had already pointed me in the right direction here. You are my guiding light.ty very much!
  3. 1 point
    Seems I cant go back and edit but I forgot to mention to add the skill for your talent tab to PlayerCreateInfo_skills in your database as well. The skill is so you can also have the tab in your spellbook by adding your spells into SkillLineAbility.dbc
  4. 1 point
    Now slap that bad boy .m2 file into TXID about 15 times and hit FIX. you dont need to do it 15 times just open CMD and fire the TXID on model from there you will clearly see if it worked or now since TXID has some minor issue in its code sometimes it runs out of a index array which will cause it to crash after it actualy adds the texture paths to the model but it wont write the offsets and lenght of texture paths but on second run it does the job correctly since lenght of model is already changed and paths were added you dont need to do this everytime only if it crashes Invisible = didn't convert with TXID First and then Multi Converter If the model is invisible they wow cannot read it most likely as its in wrong format that is caused sometimes by not being converted by Multiconvertor but mentioned TXID has zero effect on this issue if you would not use TXID the model would be white No animation = not everything put into your mpq patch If is model using TextureCombine bit in global flags they the model needs to have additional alt mapping chunk at 0x130 which multiconvertor does not rely on which will cause it to be overwritten by data that are actualy needed and this happens a lot in that section can lie animation or global sequence which can cause animations to not play at all this issue is rarely caused by missing data in patch since animations are stored in m2 and missing m2 would result in a box if you would be missing .anim files model would still work but it would just performed value=0 on every bone in every keyframe during the playback which would cause it to deform Crash = ??? maybe wrong name in ModelName_1 or wrong ID used in Heidisql IDEK If is model crashing its in 99 out of 100 cases caused by incorrect downport which in 90 out of 100 cases goes to incorrect .skin files which multiconvertor is not downporting correctly since multiconvertor is from legion time and models we downport as shadowlands the structure changed and multiconvertor not always recon with that you can fix it with m2redux you mentioned wrong name in ItemDisplayInfo / Item_Template if that would be the case you would get cube Green particles = not everything put into your mpq patch Particles needs its files but sometimes they can have a flag in particle emitter of m2 that reads the color from DBC ParticleColor if is your model still green even when you gave it all files its pointing to non existing row in that DBC Step 3, 4, 5 You mentioned that you need to add data to ItemDisplayInfo but you also need to make a line in Item which has keyID same as ID of the item then you fill its values like DisplayID and other values this DBC needs to be mainly in client server does not cares about it too much but DBCs should in synch with server and client at all time to prevent data inconsistency if you dont have Item.dbc in client and your server will sent item with DisplayID you made your item would be just a question mark in the inventory and it would lack some material sounds Open MPQEditor and create a new MPQ, name it patch-4.mpq this is just a minor detail but you dont need to name it Patch-4.mpq wow reads patches from 0-9-A -Z in this order and last loaded patches data overrides previous so in that manner patch 4 works but so would patch 5, 6, 7, 8, 9, W, Q, Z ... etc if you are using modified exe that can be found around MC net you can also use folder patch where you dont even need to make MPQ or you can also just use plain folders without patch name at all but that goes only to modified exe for modding its optimal as its saving time You can utilize 010 Editor Step 3/6 and search for .blp and if you used wow.tools you can look in the folders it may have created, but for this specific weapon everything is in items\objectcomponents\weapons that we need. im not sure about this one but it makes it sounds like if everything that it in the weapon but outside of the mentioned path "items\objectcomponents\weapons" was irrelevant which it is not the weapon can use textures from else where if you see a texture in the structure use them all dont skip anything
  5. 1 point
    If you're retroporting to BC/CL and your model has animation looping issues: Go into the .M2 (LK version) in 010 Editor and find the "struct Bones" section then change any KeyBoneID above 26 to -1 and re-try porting the model to BC/CL. This worked for me