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Смердокрыл

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Everything posted by Смердокрыл

  1. Many races have such skins. E.g. wildhammer dwarfs, stone dwarfs, blackrock dwarfs, human and gnome Twilight Hammer cultists, mag'nar and dragonmaw orks, forest/ice trolls, and some more. My dwarf (the outfit is included in the skin, so he's basically naked)
  2. Hey! WoW crashes when I go to Aerie Peak. It's not a creature or an object, since I tried it with empty Creature and Gobject tables. Config seettings like SET gxAPI "OpenGL", SET Sound_EnableAllSound "0", and SET gxWindow "1" do not help. Any suggestions?
  3. I am from an RP server as well. For example, I used this tool to make a dwarf have the wildhammer skin. Can also be used for mag'nar orcs, etc.
  4. Oh, no, turns out it was my fucked-up CharSections.dbc. Fixed now. So, it works perfectly, thanks! It could be a very useful tool (e.g. npc skins for *special* players, etc.), so I'd release it if I was you.
  5. It works, but when I try to set an npc skin (e.g. Wildhammer dwarf), he has a different face than if I put that skin in WMV
  6. Hey! Could anyone make a tool, or just a simple script, that would allow you to input any skin, face, etc. like here: And then calculate playerBytes and playerBytes2 for the "characters" sql table. The calculation itself is described here, I think, but I don't understand anything in php.
  7. Is all that done in the adt file? Do I need to edit the wdt/wdl in any way? Also, is there a proper adt template for Cata?
  8. Hey! I was wondering if the following could be achieved using 010 editor, without any Noggiting: Remove an m2 or a wmo from the map, or replace it (by changing the path) Create a hole If it is possible, it would be very helpful for me, since I work in Cata and Noggit can't be directly used there. So, is it achievable, and, if it is, how?
  9. I used the export options from your tutorial. What's 3ds UV Correction?
  10. Also, while making the model in blender, I copied another model into the project in order to copy its UV maps to the shoulderpad I'm making, and then deleted it. Other than that I described the whole process exactly.
  11. It is working in a way (since the bounds are correct), but it's transparent
  12. I exported the model from WMV as .obj, changed the model and the UV map in blender, exported it as obj, converted, assigning the texture (no texture units or render flags (though I tried render flag 0 with blending 0 as well, because that's what the original model has)), and placed it in a patch.
  13. Unlikely. I think not. But why would you care?
  14. Shouldn't they be split into folders, e.g. TorsoUpper, TorsoLower, etc.? Anyway, I don't really get the question. Are you looking for a cerain group of textures that has no "_CHEST_" texture in it? If yes, then what's the point?
  15. I've done the whole process again and exported correctly, but the model is completely transparent:
  16. These are exactly the files I replaced, with another music from wow (let's say, stormwind music)
  17. I replaced all the music in citymusic/undercity And, once again, I used MY OWN MPQ
  18. I replaced the undercity music with another music from wow, so it should be readable. Also, why would the way music is set (dbc, wmo or whatever) have anything to do with it? I am replacing the actual file
  19. Yes, I know, and that's what I did. The music is in my latest custom patch. By "replacement" I meant that music from this patch would be favoured over the previous patches
  20. I think we should get programmers to make tolls and Modcraft will pay for it! Make WoW modding great again!
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