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Posts posted by Смердокрыл
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3 minutes ago, Roccus said:try for the 0 and the 1 to change the textureid to 2 or 1 or 0 to see which one texture which part and which texture it uses.
I don't get what you mean :\ Which fields should I change?
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13 hours ago, Razmataz said:Core behaviour issue / something wrong with the vehicle you've made. I don't have an issue like that, I'm afraid.
Ok, I made an Issue report on my core's repository. Let's see what they say.
22 hours ago, Смердокрыл said:I am doing some research at the moment. For now, I managed to find a list of possible Vehicle flags and power types (added to the wiki).
Do you have any suggestions where I should look for Vehicle flagsB? Flags were listed in VehicleDefines.h, while VehicleSeat flags and flagsB were in DBCEnums.h
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13 hours ago, Roccus said:Try editing the skin01 that stands for the texture of the model and change for the texutextureunit from textureid 1 to 2 or the other way. I had the problem with some custom haircut but with more complicated models/
There is only one .skin file - 00 (although the source model has skin 00 and 01).
What should I change here?
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Hey!
I'm editing the GilneasStagecoach.m2 model, which has two meshes and each uses its own texture. It looks normal in Blender, but when I export and convert to m2, the resulting m2 uses the same texture for both meshes.
I know it's not a problem with the textures themselves, because changing that one line in 010 editor from Hardcoded to CreatureSkin1 and opening the model in WMV, you can change the texture for both meshes.
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12 hours ago, Razmataz said:The carriage turning left while the horses turn right is actually - as from what I see in game - the horses going straight on and adjusting while the harness itself turns left. That's unfortunately simple mechanics about the steering mechanism being the centre/back, not the front.
3This is what happens:
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4 hours ago, Razmataz said:My suggestion is to look at entries in the VehicleSeat/Vehicle.dbc that has data in those cells - and then see what their in game version looks like & does.
2So far, I found out that it does not depend on flags (or flagsB). Probably the animations part.
4 hours ago, Razmataz said:The carriage turning left while the horses turn right is actually - as from what I see in game - the horses going straight on and adjusting while the harness itself turns left. That's unfortunately simple mechanics about the steering mechanism being the centre/back, not the front.
3The turning problem also happens when there is no carriage (so just two horses mounted on a harness npc).
I am doing some research at the moment. For now, I managed to find a list of possible Vehicle flags and power types (added to the wiki).
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Ok, I managed to make the seat control the vehicle (by copying flags from some other entry in VehicleSeat.dbc. The horses even have the running animation when the carriage is running, but they turn in opposite directions, for some reason. So, when the carriage is turned left, both horses turn right. Can I fix that somehow?
Also, the carriage has turning animations for ShuffleLeft and ShuffleRight but never uses them when in game. How can I make it use those animations when I turn it?
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QuoteAs you can see, there is no shooting (gunpowder smoke, etc.) effect. The original model has a BowRelease animation (which is also somehow triggered by the AttackRifle animation - I've no idea how this works), and I tried changing it via 010 Editor to LoadThrown(112), but the desired animation does not happen (even though the name in WMV animation list changed correctly). I would appreciate any help with this issue
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On 18.05.2017 at 11:07 AM, Razmataz said:Try /script VehicleExit(); to see if it lets you get out of it without the interface
I can't. I get an error message "You cannot do that yet"
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On 18.05.2017 at 11:07 AM, Razmataz said:I don't know if you can make it so vehicle seat 2 or 3 or beyond can control the vehicle, hence I said "the harness is the main vehicle, not the horses. I think you might need to switch it around so the horses are."
Forget the harness, I just have one vehicle now. How do I allow players to control it?
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Ok, I decided to use GilneasStagecoach.m2 (which has both the carriage and the harness as one model) for now, with the horses mounted on it.
So, two questions for now:
1) How can I make the player in seat 3 (seats 1 and 2 are for the horses) control the vehicle?
2)
On 16.05.2017 at 0:58 AM, Смердокрыл said:It has all the right seats and animations, but it doesn't allow people to dismount (the button isn't there). How can I fix that?
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/cast Dark Resurrection
Hey!
I managed to create a diligence combining 4 NPCs: the harness has two horses and the carriage mounted on it (the horses and the carriage are mountable)
SpoilerAs far as I know, that is the only way (and the way Blizzard did it, I think) to combine them. However, that creates an issue: I want players to mount the horses and control them, with the carriage following. How can I do that?
Also, a side question: I used vehicle id 959 for the carriage. It has all the right seats and animations, but it doesn't allow people to dismount (the button isn't there). How can I fix that?
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Wow, my question caused quite a stir!
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Hey!
I'd like to downport the Dark Apotheosis spell to my Cata server. I don't need most of its functionality - only the attachment of horns and wings, which should follow the character's emotes (e.g. flap during jumps, roars, flight, etc.)
Could someone help?
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4 hours ago, MR.Farrarie said:transparent are edited in renderflags in .m2 by 010 try playing there until you fix it
2How do I know which part of the model uses which material?
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Spoiler^this is my problem. The body is not totally transparent. It is transparent to itself (e.g. you can see the arms through the torso, but you cannot see what is behind the model). For some reason, this does not happen if I zoom in a lot.
The wings, as you can see, are transparent in the usual way.
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On 03.05.2017 at 6:14 AM, MR.Farrarie said:you open the m2 in 010 and then open the m2 template and then search for the animated texture change it to 0
then search for particules change It to 0 then save the m2
1It worked! How can I get the particles back now?
Also, I noticed that some parts of the model (the wings, for example) are slightly transparent. How can I make everything opaque?
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2 hours ago, MR.Farrarie said:check if the model have animated texture or particule try to change them to 0 and check if they work
I know it does, but how do I change it to 0? Also, can I then switch it back on on my newly made model?
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29 minutes ago, Roccus said:Maybe try the M2mod 4.6
I tried, it crashes too
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8 minutes ago, Roccus said:I'm like 100% sure you added an extra mesh or more to it doesn't it ?
2I didn't add any new meshes. Moreover, when I tried converting the original model to m2i and then immediately converting it back to m2, it crashed
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Hey!
I edited AvengingAngel.m2 in Blender but cannot convert it back to m2, because m2mod crashes with the following errors:
SpoilerIt seems to be caused by the original m2 itself, not my edits
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I can't help you with 010 editor, but you could always just edit the model in blender . It would help to also import a working headpiece so that you know where the hole for the head should be.
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This is an interesting Modelling suggestion, actually
Reassign animation
in Modeling
Posted
Anyone?