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Everything posted by Amaroth
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Changing coords - simply rewrite them in file's name, there's nothing complicated about it. Offsetfix.bat - it doesn't matter, just run it when you put all your ADTs into ADTAdder's folder. Btw, I said offsetfix.bat, not offsetfix.exe.
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Well, you need to change coordinates of ADTs, and you also need to use offsetfix on them. You can find offsetfix in ADTAdder's folder in like... each WoW modding toolpack. Simply drag your ADTs into ADTAdder's folder and run offsetfix.bat.
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I know that very well. I just didn't know that its so easy to get it on player character.
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Dropbox and dividing map into separate areas, every dev should work only on his part of map, while not touching other parts. Island or separated valleys are the best for such things. Its really inconvenient to work on one map in more people, indeed. Especially with Noggit.
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Wait, wait, wait... Which dwarf. Player character? Is that possible? I didn't even expect this :D. Great news indeed.
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OK, released, I don't find this particulary usefull and I am from RP server, but hey, someone might like to use this.
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Version 0.1a
85 downloads
Just a simple tool for calculating PlayerBytes and PlayerBytes2 in characters.characters table for WotLK TC2 database (may work with newer or different databases as well, but that needs to be tested). It may be usefull especially for projects where NPCs based on player looks or players based on NPC looks are being used. It is able to get: Skin color Face Hair style Hair color Facial feature From PlayerBytes and PlayerBytes2, or it is also capable of doing exactly opposite - getting bytes from character display IDs. The problem is that alghoritm which core uses for generating PlayerBytes seems to come up with sometimes different values (although they give the same IDs as my alghoritm when being converted back). That may possibly cause some bugs or issues, hopefully not, but I would like to point that out anyway. So, use this tool carefully and feel free to let me know about anything you find out or if it just works fine for you. Getting IDs from bytes should definitely work without any problems, getting bytes from IDs - use that carefully. Thats all. -
Anyway, just let me know if what I made works for you.
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https://trinitycore.atlassian.net/wiki/pages/viewpage.action?pageId=2129969#characters(table)-playerBytes2 I wish I knew what.
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Consider this to be just a test version. It definitely works for getting IDs from bytes, but conversion of IDs to bytes gives quite often different values than alghoritm used in core does. This doesn't mean that bytes produced by my calculator don't give the same results when being again searched for separate IDs - they do. I am just not 100% sure if this will work for client or server without any possible issues. https://www.dropbox.com/s/cfe7ybs9ha8rbnc/PlayerBytesCalculator.exe?dl=0 src (C#): private void BytetoIDbutton_Click(object sender, EventArgs e) { skinColor.Value = playerBytes.Value % 256; faceStyle.Value = ((int)playerBytes.Value >> 8) % 256; hairStyle.Value = ((int)playerBytes.Value >> 16) % 256; hairColor.Value = ((int)playerBytes.Value >> 24) % 256; facialFeature.Value = playerBytes2.Value % 256; } private void IDtoByteButton_Click(object sender, EventArgs e) { playerBytes.Value = skinColor.Value + ((int)faceStyle.Value << 8) + ((int)hairStyle.Value << 16) + ((int)hairColor.Value << 24); playerBytes2.Value = facialFeature.Value + 33554432; } EDIT: Now, seriously, for example, why the hell are all values for playerBytes2 33554432(256^3 * 2) and higher, while they all could be just = facialFeature ID. WHY?!
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There are hundreds of sets which lack some part. Does any of them miss chest? I am not sure, but its more than possible. I don't know such set, but I know Wizzard entertainment. Especially Vanilla sets tend to be very incomplete.
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Ah, as long as you have replaced only actual file, answer is fairly simple: You have most likely replaced incorrect one. It also depends which particular song you have changed. There are things like intro music which is always played when you enter the area, maybe you are expecting your song to be played earlier than it will be played and take it as unsuccesful attempt to edit original song, idk.
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WotLK: Zones have in AreaTable.dbc assigned IDs of zone music. Those IDs lead to SoundEntries.dbc, where paths and names to music files are stored. However, this does not apply to WMOs, which have a little bit different system. As far as I know, they have their own internal IDs which point somewhere...? and from there are correct SoundEntries taken...? You see those ?, I am not entirely sure how this works. Something similiar will probably be in Cataclysm as well.
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I think that open source keeps showing us what really works and what just survives, and trys to keep ruling by using force while being complete shit.
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It looks in general very well overall, however, I would avoid using preWotLK models in general. They just don't look very good next to postWotLK ones, your environment sometimes doesn't blend very well because of that. I know, my Mythia map has same effect, but those parts were not done by me, before someone points that out :P.
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Water in noggit is more green in my custom map then anywhere els.
Amaroth replied to Poisonleaf's topic in Level Design
There's more likely reason schlumpf, its simply a different water type. Make sure both old and new water are for example ocean (5) (or whatever else you want to use there). If you want to really make sure that you have water of correct water type everywhere, AllWater tool might be a lit more reliable than Noggit, because Noggits behaviour when it comes to setting and changing water type on just one chunk I find unrealiable at best. -
Ah. Of course, that would indeed be a neat feature as well. In general, putting this together with advanced DBC/DB2 editor which was already requested would be great, I just didn't want to make it too hard to make, its something what could be added later though.
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I'm sorry, your post makes no sense to me.
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What I would find usefull and very noob-user-friendly would be some kind of MySQL editor similiar to Truice, BUT with possibility to add/edit documentation and to change settings for tables. So anyone would be able to update settings of his application to match his database version (someone uses new TCs, someone quite old TCs, someone doesn't use TC at all...) or to even be able to work with some custom fields he might have added into his database tables. And also, anyoneone could edit hints for different fields, or even make a translation of documentation. Both these kind of setting might be packed up in one data file which could be shared, so community would be able to update documentation, share it, translate it... Function "check database compatibility" would be also great, editor would check if all DB tables on MySQL server exist in his settings and if all their fields are in his settings. Something would be missing? OK, lets generate basic settings for missing content (field name, field type). And notify user, that something new had to be added and give him immediately question, if he wants to make custom settings for that field. Does he want to rename it for himself into something more self-explanatory? Does he want to add some hint to it, which will tell him, what value does what in that field? Main devs of project would be updating documentation file for their database and share it with team developers. I personaly think this would be a great tool for everyone in team who is just a GM, but no real experienced modder. I was thinking about doing this myself, but I am far from being good experienced programmer and don't have enough time for such project. Actually, this editor might be very good even for something different than WoW, if it will be as flexible as I requested above. Different profiles for different things... And so on. Possibility to edit some particular record in "Truice style" or to open a whole table in "Navicat style"... I would gladly help with creating settings and documentation for tables as I know most of TC databases very well, I just can't do that coding.
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I know that map. Anyway, no map "overrides" another. Its just an another map, which is the same (just a copy) and was made for some purpouse. For some kind of event, dungeon/raid, testing... whatever. There can be plenty of reasons for making a copy of certain area. Anyway, its still a different map and what you do on one map never affects another map, no matter how similiar they are.
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When you open Noggit and select a model, you will see boxes around that model. All ADTs which contain even a corner of such box contain that model, which means that if you leave any of those ADTs with that model saved in them, that model will simply stay in game. You need to delete that model from all of them. So, you can either do what Skarn said, or if you want more noob-friendly approach, open Noggit, make ALL ADTs which contain Stormwind WMO edited (click with any tool into them) and then you are free to delete Stormwin WMO and save. Once again, ADT contains object if object's BOX is contained in ADT, even a corner. If there is no visible part of object on some ADT, it still may be saved in ADT because of presence of that box. EDIT: If memory serves me well, Stormwind was on square made of 16 ADTs.
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Filter is in Photoshop a layer you can edit as you desire. So you can use for instance rubber tool to erase by rubber "brush" filter from parts where it is not supposed to be.