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Posts posted by Смердокрыл
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6 hours ago, MR.Farrarie said:spellmisc column 3 change it to 0
I'd have to do that to every single spell in the table! Also, SpellMisc is a MoP table
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How can I remove the "can only target player" flag from ALL spells that have it? Is there an option not to do it manually? A core edit, perhaps?
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I used the addon to remove the wagons which were blocking the way to the church in Stratholme, but I got this as a result (and some sort of invisible wall stil prevents me from going through, btw)
This is the tunnel to the church:
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7 hours ago, Supora said:All the paths to wow folder and to modelviewer log could be changed at the user preferences>addons
1I know, but what are the rules regarding the folders/exe files they should point to, should there be a / at the end, etc.?
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11 hours ago, Skarn said:Do you have Skype or Discord? I am afraid, I won't be able to tell what's going on remotely.
No need, I updated blender to 2.78c and it works fine now. However, I don't see the doodads when I load the wmo. Is there a tutorial on how to change those settings (e.g. wow path) properly?
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Just now, Skarn said:Of course, I am sure, I wrote developed it...
1Oh ok
1 minute ago, Skarn said:This error is weird. Make sure you're using the recent distribution of Blender and the proper version of addon.
1I'm using blender 2.78b and the latest version of the addon (just downloaded from github)
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36 minutes ago, Skarn said:You can use Blender addon for WMOs. Look it up on github.
I found it on github, but I get an error when I try to enable the addon
Also, I remember having used it some time ago, and I don't think it included doodad editing. Are you sure it does now?
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Another problem with wmo editor: I used to be perfectly able to load big wmos (such as Stormwind, Undercity, etc.) with WMO editor, but now it keeps giving me the "System.IO.FileNotFoundException", even though the file is clearly present in the MPQ archive.'
Could someone help me deal with this issue, or at least suggest another tool/way to remove unwanted doodads from a WMO?
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9 minutes ago, MR.Farrarie said:try the updated m2mod Roccus found
it work great with legion models
I can swear I saw it here recently, but I can't find it anymore. Do you happen to have a link?
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Anyone?
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On 23.06.2017 at 5:54 AM, piccolodmq said:I know I can just copy the BUILD and TRINITY files, but how do I get all the DB changes...?
If you're using MySQL Workbench, open your connection there and go to Server > Data Export. Then select all the schemas/databases/things and choose "Export to Self-Contained File" below.
On your computer, create a new connection with similar properties, and do Server > Data Import > Import from Self-Contained File
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1 minute ago, MR.Farrarie said:I said man
and gay is not a man male yes but not man
Oh my
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41 minutes ago, Serifaz said:So I have been working on getting this armor set done for a while now. Finally happy to be able to show it and get some feedback
I like it, but I would say the shoulderpads are too spherical (almost bubbly), and the shoulders should go deeper inside them (so move them a bit down and closer together).
Also, did you edit the character model to get that 1/3 skirt?
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18 minutes ago, MR.Farrarie said:cant think strait cant fight near attractive so easy kill
Unless you're gay
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55 minutes ago, wungasaurus said:`git pull`
51 minutes ago, Смердокрыл said:*Rolls eyes*
*Saliva dripping on the floor*
*Unintelligible noises*
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11 minutes ago, wungasaurus said:How did you clone in the first place?
Rmb -> GitExt Clone... > *insert details* > Clone
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Just now, wungasaurus said:You should probably fork, do commits and merge though.
*Rolls eyes*
*Saliva dripping on the floor*
*Unintelligible noises*
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Hey!
As most of modding/server software is, thankfully, open source, I've accumulated some questions about using services like GitHub:
- Let's say I have "cloned" a repository to my computer, and now it has been changed on GitHub. How can I update the one I cloned, instead of deleting it and cloning the whole repository again?
- Suppose that the repository in the question above is a server (e.g. trinitycore), and after I cloned it, I edited the code to fit my personal needs. How can I do the updating (see the previous question) without overwriting my own edits?
I'd be thankful for any help
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There are blizzard-made spells which seem to do that, to some extent:
http://www.wowhead.com/spell=88172/faction-override-horde
http://www.wowhead.com/spell=88174/faction-override-alliance
But I'd like to become hostile, not friendly, to both horde and alliance.
Also, what about chained spells?
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Anyone?
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So, anyone knows what I could do about those crashes?
Also, is it possible to make chained spells? I'd like to have a spell which, once used, would, for one second, change into (or, at least, unlock) another spell
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On 30.05.2017 at 2:36 AM, MR.Farrarie said:I don't know about you but you
but for me pistol animation I use point animation
and the smoke I think is a particule or a shader
I'm using the point animation too, but I'm talking about the animation of the weapon.
As you can see here, the original model (ignore the missing textures) has a BowRelease animation, which causes the trigger to hit and a smokey effect to appear at the end of the barrel. It seems to me that these animations are copied from the animation of the character holding the model, i.e. if you equip the pistol and perform the BowRelease animation, the pistol will too. Surprisingly enough, this also works if you do the AttackRifle animation - perhaps they are linked somehow.
In any case, I used 010 editor to change this animation to EmotePoint:
and it does work in WMV (the animation name in that list changed), but not in game, so when my character does the EmotePoint animation, the pistol does nothing.
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Perhaps I didn't provide enough details?
Questions on custom spells
in Serverside
Posted
I cut down the number of factions to just 5 (73, 869, 943, 968, 993) and it still crashes! (though now it's 0x7755CECF at 0x00000014)
Please, somebody, help!