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Everything posted by Смердокрыл
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Is there any way to change that? I mean, is that server-side or inside the client itself?
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Mod: Mod2x: I'm on Cata Didn't help, unfortunately
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Ok, so I'm testing this cloak and so far I could only get these results: Opaque/Mod/Decal: Add/Mod2x: Fade/Deeprun_Tram: Unk_wod (kinda like opaque with unlit flag): Whereas I want the red stuff to be completely opaque, while the black stuff (the texture IS transparent there, and blplab identifies it as such if you click show/hide alpha) to be completely transparent
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Hey! I just tried doing that by changing the render flag used by the geoset, I even tried changing all possible render flags to the same thing - it all acts seemingly right (textures become kinda transparent when it's mod2x and no flags, for example), but the transparent area of the texture is still black color, as if it is in the texture itself!
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http://www.wowhead.com/spell=95750 I would really like to know this too Also, a little additional question: after I disable autoattack, how can I make a spell (such as a simple weapon attack) that would still depend on the speed of the equipped weapon?
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Hi! Got another question here: how can I edit spell missiles? I know about SpellMissile.dbc but it seems to have an effect on very few things. Among the parameters I'm interested in editing are: Where the missile appears/flies from Which part of the enemy it hits How fast it appears Its trajectory An example of a current spell I'm working on: a gun shot, where the player aims with his ranged weapon (takes a second, I think) and then shoots. The bullet flies fast in a straight path and deals damage to the enemy. At the moment, however, what happens is that the bullet appears not when the shot is fired, but almost simultaneously with the damage already being dealt to the enemy. Moreover, it flies not out of the pistol, but out of the player character's belly button, which is a rather strange mechanism to imagine. So, I would obviously like to know how to fix these issues. Also, after I've done that, I'm afraid that the bullet might automatically follow the enemy, wherease I would want it to shoot straight, like a real bullet, and miss if the enemy is no longer there. I suspect that this issue might be very challenging to address in terms of the game mechanics, and it is not really a priority for me, compared with the other two. P.S. Because the gun model I use is not an original WoW model, it does not have any internal shot animation like gunpowder smoke, etc. So, I would be glad if someone could suggest how to attach such effect manually (in the dbcs). So far, using basic dbc editing, I only managed to attach a sort of dusty explosion effect to the character's hand, not the weapon.
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There are spells that do that. Search for "carrying" and you'll get some. Don't know about grabbing another player though, but would very much like to
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Thanks very much, you are really helpful as always! Still don't understand why blizzard don't do that though
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How can I tell which geoset is the cloak? Also, why don't blizzard do that? It seems much more efficient than creating a new geoset for every new type of cloak.
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I wonder if it would be possible to make the cloak geoset transparent where there's no texture (I think the render flag is Mod2X, but I'm not sure)
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I don't know if it's possible to make different mounts use different animations and not overwrite all mount animations, but what is certainly possible is for the mount spell to force a certain animation on your character - this can be customised for every mount: check https://wowdev.wiki/DB/SpellVisualKit
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I doubt I'll have anywhere close to 100 players, and my DB size is just a tiny bit more than the usual cata blizzlike DB. And I imagine it makes the most sense to get the VPS somewhere between my location and the location of my players, right?
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Sorry, didn't mean to offend. I haven't communicated with you in any language other than english (on this forum), so I just confused you with some russian user. So, could you recommend some
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Wait, perhaps you're not russian... I thought you are for some reason
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I don't mind a provider in Russia, if you can recommend one. However, I'd like to know what are the requirements/recommended parameters for a wow server hosting (disk space/ram/platform/etc.)?
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Could you suggest a specific provider, or some search categories to fit WoW?
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The item_template table (SQL) has a DisplayID column. Those IDs are entries in ItemDisplayInfo.dbc
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Since players are actually going to mount the harness, not the carriage itself, I want the harness to make all those sounds on movement/idle/etc. Strangely enough, all events in struct M2Array events are exactly the same for this harness model and for that original carriage model, yet the former makes no sounds at all. No problem Problem
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I know, but the fields in CreatureSoundData seem rather specific, and I'm not sure as to which Sound entry goes into which field (such as Jingles or Wheels)
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I found these sound entries for the carriage, but there is no entry in CreatureSoundData that uses them. Would it be possible for me to create one, stick those sound entries into the right fields, and then make another carriage model use them in the same fashion?
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How the hell does creature 44928 (one of those gilneas carriages) have sounds when all the "sound" fields in CreatureDisplayInfo/ModelData are 0?!
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Yes, I know, that's the point. I'm looking for ways to replicate that
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I think I found something! Take a look at https://wowdev.wiki/M2#Attachments, M2Track<uchar> animate_attached;