Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Makpptfox

Pages: [1] 2 3 ... 7
Hello, i'm trying to make hunter have POWER_FOCUS instead of mana, do you know where lines i need to change? i tried many changings on unit.cpp already and none worked :/

Have you edited ChrClasses.dbc ?

"Retro-Porting" / Re: Stuck on some tests (unable to download 7.3.5)
« on: February 11, 2019, 09:09:12 am »
Update here, got my hands on a BFA beta.

"Retro-Porting" / Re: [Bug/Missing Texture] Queen Azshara model
« on: February 09, 2019, 11:39:39 am »
Late answer better than no answers, you need to find and add those 4 textures in total for her to work correctly.
The green squares basically means you forgot one of them.


"Retro-Porting" / [Fixed] Stuck on some tests (unable to download 7.3.5)
« on: February 08, 2019, 01:32:41 pm »
Hey guys,

I was wondering if any of you had a 7.3.5 wow version or 8.0 BFA beta version since I don't have mine anymore, it's just for the file environments\stars\argus_nethersky02.m2 (with its two skin files) since I have to do somes testing but i'm unable to use the live version with the texture pathing being fucked up and no converter working on this issue afaik.

Thanks in advance to anyone doing this for me.

Well, If anyone know an uptodate way to edit animated M2s, i'm willing to learn.

It must be me who's failing somewhere in the process of editing this badboy.

Yes I Did.

The problem is definitly the final exported m2.

The original file is around 11mo, mine is 4mo.

Here's the animations templates :

The working saurfang's m2 (with the spaulder)

And here's mine

Hello there.

I was looking on the Saurfang's model and was bothered by his gigantic spaulder, so I had in mind to edit it, since it's not a submeshe I had to convert it with M2modRedux and import it as a M2i in blender.

While I edited tons of weapons to remove the physic elements from them (having those unmoving thing bother me like hell) I never tried to edit a big model, with animations and all.

I tried anyway, and in the end, the model works, but all the animations are completely doomed, at best when they works, they're not correct (like laughing when I jump, well I laughed too so it's something), at worst, I got a mesh explosion and thus, wow error.

I looked in the model and it miss a big, big part of it's data. I had no error while I imported and Exported with both M2Mod and Blender.

I use M2ModRedux 4.6.1 and Blender 2.73

So, my question is : Did I failed somewhere, and if it's the case, how do you edit it without destroying the model afterward ?

Regards :)

Necroing that post;

I haven't found out any way to do it on the basecore (trinitycore) but it is possible via some hack with Eluna.

For references :

I added a new table - for test purposes - in my DB named "game_event_eluna"

from that I spawned creatures with ID 66030 on my server, the point of my test was to start or stop an event from a reached amount of killed creatures.

I've set the event_cont01 to 95 simply because I don't want to kill 100 creatures to test my event :D

Here's the code part

Code: [Select]
-- Test conditions
local function EVENT_INCR_POS_TEST(event, killer, killed)
local Ghoul = killed:GetEntry()
local Q = WorldDBQuery("SELECT * FROM game_event_eluna WHERE event_ID=1")
local IncrCheck = Q:GetFloat(2)
local TotalCheck = Q:GetFloat(3)
local IncrDB = Q:GetFloat(2) +1
local GE_Active = IsGameEventActive(90)
if Ghoul == 66030 then
if IncrCheck ~= TotalCheck then
WorldDBQuery("UPDATE `game_event_eluna` SET `event_cont01`='"..IncrDB.."' WHERE (`event_ID`='1')")
killer:Say("Test de la premiere colonne >"..IncrDB.."<", 0)
killer:Say("Test de la seconde colonne >"..TotalCheck.."<", 0)
elseif IncrCheck == TotalCheck and (GE_Active == false) then
killer:Say("Test start d'event", 0)

RegisterPlayerEvent(7, EVENT_INCR_POS_TEST)

Each kill of the creature increment the event_cont01, once event_cont01 is equal to event_cont02 it's starting the game_event.

It's maybe not the cleanest code you'll see, but it does the work and it's easily editable to adapt it to multiple purposes.


Your links are not working, but i'm assuming you're talking about the RAIDS T20 retaking the RAIDS T6's design and enhancing it with the accessories system.

Long story short; Yes it is possible, it's not THAT hard, you just need some blender and 010editor's basic knowledge and some little bit advanced knowledge of the spells' DBC, but the accessories system is really obnoxious to downport since there's only one way to make it works and it's with the spell object thing.

For the rest it's just some converting for the spaulders and helmet and renaming of the files to fit the old ones from TBC if your point is to replace the old by the new ones.

If you know how to port the belt buckle, it's basically the same thing, but with more than a buckle and various attachments points.

This should help you to understand a little bit more if you're not familiar with the belt buckle thing.

And this spell should give you an exemple of how the spell objects works.


Resources and Tools / Re: Diablo 3-like wings for WotLK
« on: December 19, 2017, 04:26:01 pm »
Great effect, it's really beautiful.

Good job once again Inico !

Serverside Modding / Re: Linked gameobject spawns?
« on: December 13, 2017, 12:02:22 pm »
Let's say I want my BigChest and my LittleChest to spawn at point B, but only one of them at a time.

BigChest have a GuID of 102030, LittleChest have a GuID of 405060.

I go into Pool_Template and add a Row,

Entry I can set whatever I want, let's set 99000 for this exemple,
MaxLimit I set 1, since I only want 1 Chest to be visible at a time.
Description, whatever I want, I just want keep it clear, it's helpful when there is a lot of them.

Now, I can go into Pool_Gameobject and add a Row,

GUID will be the first chest (the first is arbitrary, no impact on the final result) so 102030.
PoolEntry is the Entry of the Pool_Template I did earlier, so 99000.
Chances is a little bit trickier, but we're going to keep it simple, let's say I only have two chest, so I'll cut the 100% dropchance in two, so I set it to 50.
Description, I will add "BigChest entry for 99000" to keep it clear.

I add another row and do the exact same thing except for the GuID (we will add 405060 instead) and the Description ("LittleChest entry for 99000")

Once it's done, I can go into the GameObject table and look for my two chests with the corresponding GuID and I set the spawntimesecs at something like 900 so the chests will be able to respawn every 15 minutes.

Now I can restart the server and only one chest will be lootable !

Serverside Modding / Re: Stacking slows
« on: December 13, 2017, 09:37:48 am »
I'm not an expert in spell hackery. The point is:

If auras can stack if of the same spell ID, create an aura A that adds -10% speed per stack.

Every item Ix applies one stack of aura A on equip. Since I don't know how to remove stacks on unequip, my hack would be that aura A has a duration of 5 seconds, and thus, the on-equip effect of item Ix is periodically reapplying aura A.

That way, it is constantly refreshing a slowing aura, and since multiple items cast that aura, it stacks. As soon as an item is unequipped, it stops applying the aura, thus makes you faster again.

It could totally works of course.

The thing is he'll have to apply the aura to each plate items he want it to be effective.

edit : For the note, you could even make the aura visible to the player but hide the duration for it to not being obnoxious (it's a spell flag) to show the effect of "why I am slowed down", simple QoL addition tho.

Serverside Modding / Re: Stacking slows
« on: December 05, 2017, 01:40:18 am »
I'll give my answer even if it's old for the folks passing by and having the same question.

Movement speed in wow can't stack from differents auras.

Let's say you want to have a passive skill giving you 50% of movement speed and a active skill giving you 50% additionnal movement speed.

Then you will create the passive skill with +50% MS in the values, but for the active skill you'll have to set the value to 100% because the MS take only the greater/lower value to make the final MS calcul.

Same for the slows.

You can bypass this by making a single aura and stacking it, 10, 20, 30, 40, 50%, it will work the same way for increase or decrease.

But as long as you want to change the movement speed with differents auras, you'll have to think about the fact that the greater/lesser will be the only one to be taken into account by the game.


Serverside Modding / Re: Loot tables not working
« on: October 03, 2017, 01:45:44 pm »
I never use 0 as a GroupID, set 1 for both of your references, it should fix the problem of looting both of the row instead of one.

I don't really get why you would have nothing in it tho, since the reference is a total of 100%.. Try again with 1 as GroupID too, because I don't see anything wrong in your tables beside of that.

"Retro-Porting" / Re: [QUESTION] 7.3 spells effects to 3.3.5?
« on: September 27, 2017, 01:41:00 pm »
A big amount of Legion's spells use a new kind of shader and are useless on TLK.

Pages: [1] 2 3 ... 7