Atraxian

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Everything posted by Atraxian

  1. (This is for Azerothcore) I think you can start with https://www.azerothcore.org/wiki/dbc-areatrigger and https://www.azerothcore.org/wiki/areatrigger_teleport then see how an area teleport is made: For example, You have to open your game database. id 45 in aretrigger database is the teleport to the scarlet monastery (graveyard) instance. It has a map id for the map it is located in (0 = Azeroth / Eastern Kingdoms) then a position for the center of the area trigger and its radius. The rest are 0, but are used for a box trigger and not a spheric trigger. If you then go to id 45 of areatrigger_teleport to add the target map and the position + orientation of the teleport destination. After you made your areatrigger, then attached a teleport to it, you just have to place your doodad around the area. But the doodad itself will not have any teleportation property. I hope this helps.
  2. Version 1.0.0

    149 downloads

    Tindral Moonkin models retroported from the Dragonflight beta. Since the model needs 4 textures and WotLK only uses 3 changeable textures for monsters, I had to hardcode the skin colors and make multiple models. Models: Tindralmoonkin_Base.m2 Base model without glowing effects Texture1 = skin Texture2 = horns Texture3 = jewelry Tindralmoonkin_(color).m2 Models with the different glowing effect. Each model has a specific skin color Texture1 = glow color Texture2 = horns Texture3 = jewelry The models are customizeable through the CreatureDisplayInfo.dbc CreatureGeoset column. 0x000000A = A from 1 to 4 Beak customization 0x00000B0 = B from 1 to 6 Eyebrows customization 0x0000C00 = C from 1 to 5 Beard customization 0x000D000 = D from 1 to 3 Wings customization 0x00E0000 = E from 1 to 6 Horns customization 0x0F00000 = F from 1 to 5 Jewelry customization 0xG000000 = G from 2 to 5 Glow customization
  3. Sadly, the italian keyboard has a different layout and we don't have that key (instead we have \ | on the left of 1). in case you aren't already using it, Keira3 is a great tool for editing creatures or game objects one by one. https://github.com/azerothcore/Keira3
  4. Try something like this: UPDATE `creature_template` SET `rank` = 2 WHERE (`entry` = 5291); Using ` at the start and end of rank should make HeidiSQL recognize it as a column name and not as a command. Note that ` is a special character and not an apostrophe like ' (I know, the difference is hard to see, but if you use an apostrophe, heidisql will recognize the text as a string), an easy way to have it at the ready if your keyboard doesn't have it is to copy and paste it in a document and bring it up whenever you need it It looks like this:
  5. Version 1.0.0

    170 downloads

    High resolution grand drakes made using the companion drake model (modified) plus the dragon2 wings and various pieces from other dragon models. Also rigged Tomkek's Onyxia drake mount to the old drake mount skeleton and swapped the wings. EDIT: updated the Onyxa and Nefarian models and uploaded them in the second file. All models use 3 custom monster textures: Texture1 = skin Texture2 = horns and other ornaments Texture3 = saddle Models unclude: - Alexstrazsa from cataclysm Model: Drakemount2Grand.m2 Textures: AlexDrake_01.blp and AlexDrake_02.blp -Alexstrasza from Dragonflight Model: Drakemount2GrandAlex.m2 Textures: AlexDrake_01.blp and AlexDrake_02.blp - Malygos Model: Drakemount2grandmalygos.m2 Textures: MalygosDrake_01.blp and MalygosDrake_02.blp -Teracgosa Model: Drakemount2grandTerac.m2 Textures: TeracDrake_01.blp and TeracDrake_02.blp -Ysera Model: Drakemount2grandYsera.m2 Textures: YseraDrake_01.blp and YseraDrake_02.blp Textures: NightDrake_01.blp and NightDrake_02.blp (for nightmare version recolor) -Nozdormu Model: Drakemount2grandNozdormu.m2 Textures: NozdormuDrake_01.blp and NozdormuDrake_02.blp Textures: MurozondDrake_01.blp and MurozondDrake_02.blp (for infinite dragonflight recolor) -Halion Model: Drakemount2grandHalion.m2 Textures: HalionDrake_01.blp and HalionDrake_02.blp Textures: UltraxionDrake_01.blp and UltraxionDrake_02.blp (for blue recolor) -Onyxia (modified Tomkek's model) Model: Drakemount2grandOnyxia.m2 Textures: OnyxiaDrake_01.blp and OnyxiaDrake_02.blp Textures: NefarianDrake_01.blp and NefarianDrake_02.blp (for Nefarian's orange and yellow recolor) -Nefarian (modified Tomkek's model) Model: Drakemount2grandNefarian.m2 Textures: NefarianDrake_01.blp and NefarianDrake_02.blp Textures: OnyxiaDrake_01.blp and OnyxiaDrake_02.blp (for Onyxia's purple recolor) I hope you like them
  6. Fixed the horns on Onyxia and Nefarian models. Currently uploading the files
  7. Sorry for the late answer. I think a quick fix would be to open the .m2 and change the flags of the material to make it 2-sided. I'll check later in the day and if I can fix it, I'll post an updated model. Nefarian might have the same issue.
  8. I think the highlights are also part of the textures in the interface folder, but I'm not 100% sure where they are. Same for the continent maps, I think you can find the textures in the interface folder. EDIT: for the continents Interface/worldmap/Azeroth/ Interface/worldmap/Kalimdor/ contain the textures + highlight for the continent maps As for the positions of the points of interest, the highlights of each zone, ecc, I think most of them are stored in .dbc files relating to the maps,
  9. If vanilla works the same way as WotLK your best bet is to look for the .blp chunks of the worldmap in your .mpq files. They should be in interface/worldmap/world/ or similar. Extract them and take note of their names. Do the same with the corresponding .blp files from WotLK, rename them correctly and make a new .mpq files with those textures in the correct path. It is possible though thqat the highlight of the zones or continents in the in-game map will be a little offset from the new bap background.
  10. I generally use folders called Patch-(letter).mpq instead of compressed mpq files. It seems to work.
  11. Version 1.0.0

    105 downloads

    High resolution nether drakes. I used the body of the grotto nether drake and modified the wings of the dragon2 model to make them more similar to the old netherdrake models. In CreatureDisplayInfo.dbc use: Texture1 = body color texture Texture2 = glowing bits texture (horns and stripes) Texture 3 = saddle / armor texture It is a single model with the possibility to add armor, helm or saddle depending on the used geoset numbers in CreatureDisplayInfo.dbc In the CreatureGeosetData column use 0x23 for the mount without armor and saddle 0x21 for the mount with a saddle 0x22 for the mount with armor 0x11 for the mount with saddle and helm 0x12 for the mount with armor and helm I hope you like them
  12. Argh, I forgot about that. Sorry. I never found a solution for that apart from making different models with and without the armor... Sorry, I'll get down to it as soon as I have some free time and update the download.
  13. Using WDBX Editor, click on the column options and select Display as Hex
  14. Version 1.0.0

    131 downloads

    Higher resolution models for the classic drakes, WotLK 3.3.5 Contains: - Drakemount2 folder: with various models for yout mounts (without armor, with armor + headgear and with armor + runes for the Azure drake) - Drake2 folder: with models for the regular drake mobs, if you want to switch them too. Textures to use in the dbc: - Custom creature Texture 1 = skin of the drake - Custom creature Texture 2 = used only for the Azure drake runes - Custom creature Texture 3 = used for the armor texture Just add the folders to an -mpq patch and add the models + texture choices to the creaturemodeldata.dbc and creaturedisplayinfo.dbc to start using them in in-game models. After seeing Tomkek's redesign of the Onyxian drake, I wanted to try and make a model that could be used for the old drakes and still kept most of their aesthetics intact. The higland drake model was a good start, but it really looked too "generic fantasy dragon" and missed most of the aesthetic choices that made wow classic drakes unique. I changed the wings for the wings in the Dragon2 models from Dragonflight, reshaped the head a little, reshaped the horns and for some models, added armor pieces, then rigged the meshes onto the old mounts' skeletons for animations. Then proceeded to modify the textures and recreate the colors that weren't already present (again thanks to Tomkek for both inspiration and the base texture for the crocodile scales back of the Onyxian drakel, I blatantly copy pasted it). The job might not be the best quality (this was my very first try at something more complex than retroporting models and fixing some minor issues. Texturework is amateurish at best and some animations might look a little wonky (especially the tail), but I still wanted to share the results. I hope you enjoy it.
  15. Sure, you can open the .m2 files with 010Editor, use the m2 template you can find on the download section of the site and change the Z axis value of the first attachment point.
  16. You can use WDBXeditor to open the CreatureModelData.dbc, look for the line with the path for creature\dragon\onyxiandrake.mdx and change that. Then take note of the ModelID and look in CreatureDisplayData.dbc for the line with that model id and change the name of the textures to the correct ones.
  17. I didn't retroport it yet, but I can try later today. EDIT: seems to be working fine seems to be only missing the particles. They are actually there, but retroporting the model messed up the emitters parameters and they do not fly out of the mane of the creature (didn't have time to modify them by hand). Remember that for models with .anim files you have to run those files through the multiconverter too or some of the animations will be messed up. darkhoundmount.zip EDIT2: another thing I noticed is that the light coming from the eyes of the shoulderpads aren't animated. Probably need to look at whar mesh it is and animate it by hand in the .skin files.
  18. What mounts are you trying to retroport? First thing I would try is to load the model with wowmodelviewer and see if the all the animations are broken or if the model animates correctly there. (put the model into an .mpq file and load the file with the WotLK / Pandaria version of wowmodelviewer). A thing I noticed when retroporting flying mounts is that some of the animation lookups get scrambled, probably because the new models have specific animation IDs for flying animations and WotLK models use the swimming animations IDs for flying. When that happens the model will use the idle animation or (sometimes) the swim backwards animation instead of the correct one. Is this what is happening to you? If that's the case, the only way I found to correct the issue is to load the retroported model with wowmodelviewer, look at all the animations, write down the IDs of the animations I'm looking for then load the .ms on 010 editor, pass it through the M2Template and manually fix the IDs and the Lookups of the animations by hand. May be something similar is happening to you.
  19. In the current m2 template the num_skin_profiles line is named "unit nViews"
  20. Version 1.0.0

    473 downloads

    Pack of retroported drake, protodrake and cloud serpent mounts. It should include most if not all drake/dragon/protodrake/cloud serpent mounts from Cataclysm to Shadowlands, plus the new gladiator drake mount from Dragonflight. Mounts included: - Deepholm Drakes - Skywall Drakes - Armored Drakes (originally twilight gladiator drakes, but you can use any drake skin for them and it will work) - Fel Drake - Infinite Timereaver - Stormdrakes from Legion (both armored and not, and including the armored fel variant and the unarmored void variant) - Alextrasza Drakes - Uncorrupted Voidwing - Smoldering Emberwyrm - Death Knight class mount (undead wyrm) - Heart of the Aspects - Steamscale Incinerator - Nether-Gorged Greatwyrm - Enchanted Fey Dragon - Sylverian Dreamer - Tangled Dreamweaver - Obsidian Worldbreaker - Pandaren Dragons (normal, thundering, heavenly, pvp and celestial variants) - Gladiator Protodrake - Warrior class mount - Kor'kron protodrake - Gladiator Mount from Shadowlands This includes the icons for the various mounts.
  21. Version 1.1.0

    206 downloads

    Retroported model for the Tangled Dreamweaver mount. - Import the files in an .mpq patch in creature/drakemountemerald/ - add the model in CreatureModelData.dbc and in CreatureDisplayID.dbc (then add them to your client patch and server) - add a creature that uses this model in your database (I copied the Red Drake Mount entry and changed its ModelID) - create a mount spell that uses this model It worked for me, I hope it works for you too, EDIT: fixed the flying idle animation and added the inventory icon. Many thanks to callumhutchy for his retroporting tutorial and tools. Find the tutorial here in the forums: Shadowlands M2 to Wotlk 3.3.5 (Including Skels) - Retro-Porting - Model Changing Network - WoW Modding Community (model-changing.net)
  22. Thank you for this! I tried it with something simple like a belt buckle and it works perfectly. Alas, it should not work with the retroported WoD character models unless I manually add the attachment points to the .m2 files, right?
  23. Only thing I can think about is that you are not importing all of the helm models with the correct name. For example: Stag-Helm of Malorne, item id 29098 has DisplayId 46214 The model in the ItemDisplayId.dbc is "Helm_Leather_RaidDruid_D_01.mdx" But there actually is a model for each race and gender combination for example: helm_leather_raiddruid_d_01_nem.m2 (for Night Elf Male) helm_leather_raiddruid_d_01_nef.m2 (for Night Elf Female) helm_leather_raiddruid_d_01_tam.m2 (for Tauren Male) helm_leather_raiddruid_d_01_taf.m2 (for Tauren Female) Only thing I can think of is that the game is looking for a model for a race/gender combination that is not present in your mpq files.