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Atraxian

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Everything posted by Atraxian

  1. Version 1.1.0

    187 downloads

    Retroported model for the Nether-Gorged Greatwyrm mount. - Import the files in an .mpq patch in creature/nethergorgedgreatwyrm/ and interface/icons/ for the spell icon. - add the model in CreatureModelData.dbc and in CreatureDisplayID.dbc (then add them to your client patch and server) For TextureVariation_1 and TextureVariation_2 entries use "nethergorgedgreatwyrm_4323959" and "nethergorgedgreatwyrm_4323957" respectively, otherwise the model will be white and textureless. - add the icon path and name to a new SpellIcon.dbc entry - add a creature that uses this model in your database (I copied the Arcane Wyrm entry and changed its ModelID) - create a mount spell that uses this model and icon It worked for me, I hope it works for you too. EDIT: fixed a few animations and added 3 extra colors for the mount.
  2. Version 1.1.0

    191 downloads

    Retroported model for the Tangled Dreamweaver mount. - Import the files in an .mpq patch in creature/drakemountemerald/ - add the model in CreatureModelData.dbc and in CreatureDisplayID.dbc (then add them to your client patch and server) - add a creature that uses this model in your database (I copied the Red Drake Mount entry and changed its ModelID) - create a mount spell that uses this model It worked for me, I hope it works for you too, EDIT: fixed the flying idle animation and added the inventory icon. Many thanks to callumhutchy for his retroporting tutorial and tools. Find the tutorial here in the forums: Shadowlands M2 to Wotlk 3.3.5 (Including Skels) - Retro-Porting - Model Changing Network - WoW Modding Community (model-changing.net)
  3. EDIT2: I finally managed to retroport the model and it seems to be working fine. Many thanks to callumhutchy for his tutorial on how to retroport models. Most probably I was getting crashes because of the skin files (I tried to import the converted model into Blender and it didn't load the .skin files correctly). By following callumhutchy instructions I managed to retroport the creature. I've been trying to retroport the new Tangled Dreamweaver mount to WotLK 3.3.5 I managed to export the filed from my client using wow.export (CASC viewer gives me some errors about unknown files when I try to extract the m2 and skin files). I ran a TXID remover and the multiconverter without getting any errors and imported the files in my mpq. Created a new line for the model infor and display info DBCs and imported them both into the client patch and the server. Yet, when I try to morph into the model in-game the model doesn't show (not even the "model not found" checkered cube) and the camera freezes (yet, I'm still capable of moving around and the client doesn't crash, when I morph to nother model the camera gets back to its correct position.) Has anyone goy any idea what I might be doing wrong? Or may be if the listfile is still missing some of the files and the like? Has anyone been able to successfully downport the model, yet? Thank you in advance. EDIT: toying around with the model, I managed to make a step forward (may be?) and have it load in the model viewer. Now when I try to show it in the client I get a memory access error, but with memory locations different from the usual error I get when osmething isn't retroporting properly. In an effort to throw things at the wall, hoping something sticks, I opened the file with 010 editor just to notice a vertice count of 24372. My noob's guess is that the model has a little too many triangles for the WotLK client to manage and have to reduce the polygons count somehow.
  4. Hi, I was wondering if in Azerothcore, 3.3.5a was possible to make a custom spell that works in this way: - Passive spell with a proc effect. - On proc, it adds a a single charge of an aura that uses charges (like Inner Fire). My idea was to create the passive that generates charges 1 by 1 that are then used by another spell. At the moment I managed to do something like this: - Passive spell has a triggered effect that applies 1 aura on the character when I cast a custom spell. In order to do that I had to insert an appropriate line in the Spell_Proc_Event table inside of the database. Problem is that if I make the aura similar to Inner Fire, when it is applied to the character it will automatically apply the maximum number of charges. I tried to use the Spell_Proc table instead of the Spell_Proc_Event table since it has a specific column for charges, but for the life of me, it seems I can't get the passive spell to proc that way. Thank you in advance. PS: Alternatively, I tried to use a regular aura without charges, but that stacks up to a maximum number, but I would need to have a spell that removes the stacks one by one which I don't really know how to implement. EDIT: Solved, sort of... To simplify things I used the Warlock and Soul Shards. 1) I modified the soul shards in order to make them stackable and made them into keyring items (so they won't clutter the inventory). 2) Similar to how "Lovely Charm Collector's Kit" has a passive spell that is always active as long as you have it in your inventory, I added a passive spell to the Soul Shards. At the moment it is just a dummy aura, but you can actually add effects to it. 3) I modified a Shadowbolt spell to use Soul Shards as reagents. Then I wanted to be able to cast Shadowbolt even without having Soul Shards in my inventory, in order to do that: 4) I created a passive spell that removes the reagent requirement of Shadow Bolt (similar to how Glyph of Unburdened Rebirth works) and taught it to the Warlock. 5) I added two lines in the database at the table "Spell_Linked_Spell" one line allows the Soul Shard aura to automatically remove the reagent free aura and the second reactivates the reagents free aura as soon as the Soul Shard aura is removed from the character (when you no longer have soul shards in your inventory). Tnis way what happens is that as long as I have soul shards in my inventory, shadowbolt will consume them when cast, but as soon as I don't have them, it becomes reagents free. This "solution" does not give you multiple stacks of a buff to keep track of how many "charges" you have, but at least gives you a number to track the available reagents in the spellbar, so it still works out.
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