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Sadly I don't know which way to look at and what to do to make that work.
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After a long night of sleep and some playing around, I discovered that as wungasaurus said in noggit you can see the Wintergrasp models but they use a fake .wmo to create the collision. It can be seen in noggit but not in the game. That's why if they spawn a normal Game object on the exact same spot it fakes the vmaps/mmaps. How can this help me? I think it is possible to put the boat in noggit and create vmaps/mmaps for it. Then remove it from the map and only spawn it in the phase like I have now. This makes so the server knows that there is a boat there but not the player. The only downside of this might be that if a player outside of the phase (will only be water next to a beach) if they swim while an npc are attacking them and swim over the place the boat is on another phase the npc will act like crazy. Is this a stupid idea? or the easiest one? I know that all .wmo are loaded from the map but is there really that less support on the serverside to spawn .wmo with type 14?
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I just came to realize that the Wintergrasp Fortress Tower is an object and NPCs and go up the tower and move around freely. I'll check this out.
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To be honest I have no idea either if it should work. All I know is that it works with Transports and I don't see a reason why it would not work in this situation. EDIT: Saw what wungasaurus wrote and I guess we are on the same track. The think is that I don't know how to make transports specific for a phase, they seem to overwrite.
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I have custom made maps/vmaps/mmaps but still it dosn't seem to work with this normal pirateship (.wmo) It is spawned as a type 14 and I can't find any flags in the gameobject_template that might fix this problem. I only want to use the ship in a specific phase so noggit is a no. What to do?
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I had forgotten to add the converted patch file that is converted from legion in modelviewer 335.
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Can someone remove the thread? I was stupid
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I have already tried that with no success.
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How exactly?
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Hello! I'm sorry if this is obvious to some or that this has a easy fix. I have never worked with .wmo files and when I try to convert them they become green. I have checked all textures and that don't seems to be the problem. Can it be ParticleColor or something like that?
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[Trinity] Problem with new skills (forbidden race/class combination)
TheMoneyHater replied to Athris 's topic in Serverside
You change it inside SkillRaceClassInfo.dbc