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Everything posted by Смердокрыл
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Hey! I had the simplest job possible: replace music in Undercity with, lets say, Stormwind music. So I copied the music into the right folder and renamed, supposing that it would replace the original Undercity music. When I compiled the patch and opened the game, however, nothig changed and Undercity still had that creepy undead music. Why?
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Too bad Thaurissan couldn't say that
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Version 4.5
1,838 downloads
Hey! I needed M2mod Redux version 4.5 for the modeling tutorial, but it couldn't be found anywhere in the internet. Thankfully, I found the archive on my computer (since I never clean my downloads folder and it's like 65 GB now) and decided to upload for anyone who might need it. All the credits go to Fr33m4n -
Hey! I'm trying to get Medivh's shoulderpads (meaning from Medivh's WoW model) as a separate armor and I get the following error on conversion: Unrecognized token during OBJ parsing : # Unrecognized token during OBJ parsing : # Unrecognized token during OBJ parsing : mtllib Unrecognized token during OBJ parsing : o Geoset 1 will use material None Unrecognized token during OBJ parsing : s Error loading OBJ file I guess this is because of the feathers, which kinda do not have a constant model, but assume the shape of the texture (idk how to explain it properly). How can I fix that?
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Hey! I know it's possible to convert models from HotS to WoW and I was wondering if someone has done that with the new Medivh model and could share, because I am absolutely unable to do that myself (omg leecher hang him !!!111). If you are the one, please reply here or PM me. In case someone is only planning to do that, I would suggest from the heights of my unprofessionalism that the Lich King model could be used as a base due to many similarities (cloak, large boots and shoulderpads, etc).
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What do they even do? Is there a tutorial or something?
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I had the same problem. Check which videocard it's using
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I tried exporting it as m2i and as obj (following your tutorial). M2mod just couldn't convert, and the obj converted well, but doesn't show up ingame. Maybe that's because I did something wrong with the texture units/render flags/etc?
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Both are on this website, I think. Anyway, the model doesn't appear in WMV either, so I guess it's not a problem of wow version
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Yes, I did. I tried both jM2 and Ghaster's 010 script
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It was really hard to keep myself from masturbating while reading the changelog, but I managed.
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request Which WoW modding/emulation software do you want to see?
Смердокрыл replied to Kaev's topic in General
Ah, ok, I get it -
request Which WoW modding/emulation software do you want to see?
Смердокрыл replied to Kaev's topic in General
So basically, you don't want to share anything. Since anything can be used for those servers, right? -
request Which WoW modding/emulation software do you want to see?
Смердокрыл replied to Kaev's topic in General
*wipes saliva off the table* *tries to pretend absolutely calm and not excited* Why not? -
Hey, Alastor, I followed your tutorial on making custom shoulders (actually, I was editing some existing ones), but the model doesn't appear ingame. What could be the reason?
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Thanks! Now everything is fixed and I've achieved the desired result.
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Ok, I fixed that (apparently the previous patch also contained those files, so I had to recompile it), but the actual lua error problem still stands. Any suggestions?
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I now have a very... weird problem. I removed the edited xml and lua from the patch, so the original would be loaded, but the error is still there. What the fuck?
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I moved the class icons instead of deleting them, but it didn't work. The error is in line 3 of the following code (_G["CharacterCreateRaceButton"..index.."NormalTexture"].........) for i=1, select("#", ...), 3 do coords = RACE_ICON_TCOORDS[strupper(select(i+1, ...).."_"..gender)]; _G["CharacterCreateRaceButton"..index.."NormalTexture"]:SetTexCoord(coords[1], coords[2], coords[3], coords[4]); _G["CharacterCreateRaceButton"..index.."PushedTexture"]:SetTexCoord(coords[1], coords[2], coords[3], coords[4]); button = _G["CharacterCreateRaceButton"..index]; button:Show(); if ( select(i+2, ...) == 1 ) then button:Enable(); SetButtonDesaturated(button); button.name = select(i, ...) button.tooltip = select(i, ...); else button:Disable(); SetButtonDesaturated(button, 1); button.name = select(i, ...) button.tooltip = select(i, ...).."|n".._G[strupper(select(i+1, ...).."_".."DISABLED")]; end index = index + 1; end
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If I'm not allowed to actually delete the icons, I'll just move them outside of the visible screen I can adjust their position, can't I? But I thought there's a certain problem with loading worgen, since all the races above are shown properly. Am I wrong?
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Ok, I performed some dark rituals (leaving MAX_RACES = 12, and just forcing the value later in the code) and achieved this: I absolutely cannot move any further. I've tried many different things and none worked. CharacterCreate.lua CharacterCreate.xml
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Ok, I fixed this problem, but now I have the UPDATE MAX_RACES thing. I tried removing the xml check - doesn't help. CharacterCreate.lua CharacterCreate.xml
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Anyone?