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Amaroth

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Everything posted by Amaroth

  1. It would be nice to have easy way of porting at least terrain geometry to some standart 3D format. Not long ago I made a castle and wanted it to match already existing and finished mountain in my map - so Noggit went first, modelling of building second. There was no real easy way of doing that, apart from just making some approximations based on screenshots. Now, to answer actual topic. If you want to have collisions working for NPCs so they are not falling through ground or charging/shooting through walls etc, you simply have to use terrain and WMOs only for building your dungeon. There is no way of making this work with M2s, unless you are running modified core+server side map extractors which are capable of including M2s correctly in vmaps and mmaps as well (no, I don't have such core/extractors). So build your dungeon as WMO model in 3D application and then use Blender WMO plugin to export that model as WMO. I highly recommend making multiple smaller buildings/caves with multiple interior parts first to learn how to do this correctly, starting with such an ambicios project like whole dungeon would easily turn into being just too much for newbie. I made series of videos about WMO plugin and WoW model creation in general on my channel. WMO ones are getting slightly outdated, but you can get up to date tutorial here:
  2. It does work. The problem is that Noggit can't render particle effects, and thus models which are made only out of particle emitter(s) are invisible in it. Btw make sure that you can import models like trees/rocks or something different than fire/fog/smoke models, something what definitely should be visible in Noggit, to make sure that problem isn't in your WMV path configuration in Noggit's config file.
  3. It may. I wouldn't risk that.
  4. I describe that in that tool's description. Those are just saves of characters made in WMV. Its not WoW file. You can save character by pressing F7 in WMV - that save is .chr file. And that is input for my tool.
  5. Humanoid NPCs are using CreatureDisplaInfoExtra.dbc, but that is there only to equip cloak, head and shoulder items and apply correct hair and other extra geosets. The rest of item displayIDs there are actually just for selecting correct geoset (for arms, legs and so on) based in ItemDisplayInfo.dbc. Actual texture items need to be "equipped" on NPC's texture. The last field in CreatureDisplayInfoExtra.dbc is for storing refference to creature's baked texture (located in Textures/BakedNPCTextures/). Those textures are used. Yes, that means that creatures don't have texture items actually equiped on them, they have only geosets set up and the rest is just a texture. For creating baked texture with skin and items on it you need to "create" NPC in WMV and export its texture. I've done a tool for creating custom humanoid NPCs btw.:
  6. Good point, thats tip I completely forgot to give to people in my tuts. Noted!
  7. Well chosen/made light settings. Light*.dbcs.
  8. That would be great, I have attempted to retro-port whole current Legion client aaaand... Nothing seems to work at all. I basically gave up and am sticking to older stuff from Philly and others.
  9. Roughly around the middle of this tut: http://www.modcraft.io/index.php?topic=11182.0 You may need to slightly change WoW.exe: http://www.modcraft.io/index.php?topic=11145.0 Note that I'm just searching for stuff which seems to be what you are looking for, I'm purely WotLK modder myself.
  10. AFAIK WoW doesn't use MPQs since WoD - things are being changed inside directories. Someone may correct me though. Note that not starting to learn basics on WotLK is possible, but making your life way harder. You will get lower amount of tools, lower amount of tutorials, and much more is simply not known at all about newer client versions (especially about WoD+). And what is known isn't always documented very well, at least not as well as on WotLK. There are some tutorials here already: http://www.modcraft.io/index.php?action=forum There is whole WoD section. Apart from these tuts, you might be mostly on your own. Which is obviously even more dauting if you don't have basics, but thats up to you. Now, to address your question, when you overwrite original file or put your new version of file into some place from which WoW reads later than from file's original source - yes, your version of file gets loaded. About BLPs, you can either use BLP plugin for Photoshop (which is overall recommended) or BLPtoPNG (and back) conversion. For the latter, I recommend BLiPster, which turn this task into something UI-based and thus much more comfortable and in this case, perhaps even quicker and more effective.
  11. Aaaaaaaaanything. Like, literally. Networking issue, overencumbered HW issue... Problem with your server, problem with your provider (owner of server)...
  12. Amaroth

    WDBX Editor

    https://wowdev.wiki/DB/CreatureDisplayInfo WotLK definition of this DBC seems to be incorrect. #11 is supposed to be bloodLevel, #12 is supposed to be bloodID and #13 is definitely NPCSoundID refference. Your definition marks #13 as particleColor. Fields #14, #15 and #16 seem to have incorrect definitons as well. EDIT: Created a fork.
  13. Released my walls and updated my WMO pack, hope you like it!

  14. I've made these walls actually quite some time ago, but I didn't intend to release them until I finish towers for them. Seeing how unlikely it is for me to finish those towers in reasonable amount of time, I have decided to release at least walls, for now. You can get an updated version of my WMO pack here.:
  15. I've made these walls actually quite some time ago, but I didn't intend to release them until I finish towers for them. Seeing how unlikely it is for me to finish those towers in reasonable amount of time, I have decided to release at least walls, for now. You can get an updated version of my WMO pack here.:
  16. Items can have _u (unisex) and/or _f(female) and _m (male) variant. By using BE male model as gnome female model, you have told your client "this is new gnome female model, it has no tits and is quite taller, but its still gnome female model". So, clientwas happily applying female items, as it should.
  17. Right now, you are attempting to connect to databases with login trinity and password trinity. So, assuming that you want to keep using this default setting...: Does account "trinity" exist on your new MySQL server? Does it really have password "trinity"? Does it have full access rights on all databases and all tables in them (so global full access rights would be the best) Can it connect from localhost? If you have no clue how to even find out answers to these main questions, you need to learn something about creating and managing accounts and access rights on MySQL server. For now I can make this more simple for you with this script.: GRANT USAGE ON * . * TO 'trinity'@'localhost' IDENTIFIED BY 'trinity' WITH MAX_QUERIES_PER_HOUR 0 MAX_CONNECTIONS_PER_HOUR 0 MAX_UPDATES_PER_HOUR 0; GRANT ALL PRIVILEGES ON `world` . * TO 'trinity'@'localhost' WITH GRANT OPTION; GRANT ALL PRIVILEGES ON `characters` . * TO 'trinity'@'localhost' WITH GRANT OPTION; GRANT ALL PRIVILEGES ON `auth` . * TO 'trinity'@'localhost' WITH GRANT OPTION; PS: You have mentioned your admin root account, which is created during installation. I do not recommend using that account for anything else than setting up MySQL server - so mainly for creating first, nondefault account which will actually be used. Root should not be used for common editing of data, and it definitely should not be used for accessing databases from apps like TrinityCore.
  18. authserver.conf contains connection to auth database, while worldserver.conf contains connections to all 3 databases. Make sure you have updated all of them. Also make sure, that everything is correct (IP, port, login, password, database name - ALL of that!). Also make sure, that account you are connecting to database with actually exists on your new MySQL server. And that your MySQL server actually accepts nonlocal connections (and that your core's account is not set to be able to connect from IP server is not actually connecting from). So many things can go wrong here... Just try to connect to your MySQL by using core's credentials, that can tell you a lot alone.
  19. worldserver.conf and authserver.conf store settings for connection to databases. F.e.: LoginDatabaseInfo = "127.0.0.1;3307;trinity;trinity;medieval_auth"
  20. This looks very, very good. 2 things I'd still point out: 1. Terrain texturetion on rocks. At the moment, they look just like one huuuge slab of material. It doesn't look very real or natural, as normal rocks are broken into smaller formations. Your sculpting does look like that, but your texturation not - its just fully opaque rock texture everywhere without any dirt or grass over it at some places in lines between those separate formations. Got 2 videos about that in Lvl Design series, if interrested. 2. Water is very opaque. Maybe set lower opacity, to let that sand under it shine a little bit?
  21. I personally would just roll with this. Conversion between coordinates will be nightmare, I just hate to do that kind of stuff, but it is possible. Yes, it may produce some bugs while player in different phase goes over there with some NPC tailing him, but the question is - how often will that happen? "A proper solution would be to implement vmaps for gameobjects into your emulator. Everything else is a hack." That would probably increase both CPU and RAM usage so much, that it would not be worth it. And overburdening server's machine for one ship is not a proper solution, too :P.
  22. Transports are very, very specific and different from common gameobjects though. They also behave as a sort of map of their own in some ways, which enables server to actually work with NPCs on them properly. EDIT: If phase can be set to transport, it is nearly surely in gameobject_template between data0 and data7 (although the best would be just taking a look straight into src). I can't imagine it being set anywhere else though. Yet again, I have my doubts wheter transports can be assigned to phases, at least by default. Why do you think they can be? This would interrest me a little bit.
  23. Are you actually sure that SS maps are supposed to work with gameobjects in general? I am not (but I'm also not saying that I am sure that they should not).
  24. Why? There is no reason for doing that. Most of MySQL table editors just give possibility to copy whole database to different connection - which is process which takes up to few minutes. And the rest of editors at least give possibility to export SQL dump and then import it to other database server. This is kind of question which should be Googled, and its question related to editor piccolodmq is using, because each of them call such things in different manner and have them accessible in different toolbars/menus. But nearly every one of them does have such functionalities. Just Google "SQLYog copy database to different host", replace SQLYog with editor you are using. Done.
  25. Fogs. Great detail, and way to go. Perhaps some different texture around rocks would make this betterm but still, it looks good overall.
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