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Everything posted by Hahaha
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custom map install Nice maps but...how do I install them?
Hahaha replied to Krutok's topic in Miscellaneous
I had this problem with my Vashj'ir that I added where the fatigue debuff would eventually kill me and if I went too low (which is most of the zone) I would instantly die from the pre-determined endless drop. To solve this, you need to remake your server's mmaps, vmaps and maps so that they automatically include your new zones. There's a few guides online, but you need to make sure that you have the correct tools for your server version and type (e.g, Azerothcore) - you can't use the same tools to re-create your maps, vmaps and mmaps with a differing server type/version. -
Am interested in selling my Nightborne Male and Female models which are converted to 3.3.5a. Doesn't include DBC edits or anything of the like; it's just the Character files (includes textures, animations and M2s). Selling for $60. Will be on Discord as Matteo#1088 if anyone's interested in buying, or has any questions!
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Could someone help/tell me how fix Ankoan(deepjinyumelee)
Hahaha replied to gongel's topic in Retro-Porting
It looks like the model has Creature option textures in the M2, which means you'd have to define what textures they'd use in CreatureDisplayInfo.dbc. So, for example, you'd go to the Night Elf player entry in CreatureDisplayInfo.dbc, and change columns 7-9 (usually just 7, but if it doesn't work, I'd also add it to the 8th column and see what results you get) to one of your textures - say, for example, Deepjinyumelee_body_green. This does mean, however, that all Night Elf player models would have the Deep Jinyu green skin. If you want it to swap textures like a player model, it requires more prep and you'd need to go into the .M2 with 010 Editor and use the M2Template you can find on this site. Using this, you can go to struct Textures and change those 2 TT_CreatureSkins to TT_BodyOrClothes or HairOrBeard (whichever is up to you, your model, and the textures you want to display). BodyOrClothes includes clothing textures you'd expect to see from equipment, whilst HairOrBeard ignores clothing and is (obviously) used more for hairstyles. You'd also need to get all the skin and face texture files and index them through an image editor, such as GIMP, so they don't show up neon green in-game. After this, and as you're replacing Night Elves, your best bet (without delving into CharSections.dbcs) is to rename your DeepJinyuMelee_Body skins to match Night Elf male ones (for example, NightElfMaleSkin00_00). -
Version 1.0.1
217 downloads
Added the Blood Mage effect that Kael'thas has over the Mage Armor spell, and made the visual last the entire time you have Mage Armor on. I used an MPQ so you can plug-and-play, just rename it to any letter (for example, Patch-A) and it'll be all good! Will conflict with anything that alters the SpellVisual and SpellVisualKit dbcs, so I also added the loose files so more experienced members can add it themselves. Let me know if there are any issues! -
Version 1.0.0
74 downloads
Just a quick and easy release of Midna from Twilight Princess, rigged to the HD Human Female's models with edited animations that allow her to float when moving, casting or readying for combat (without a weapon). Intended for NPC use, but also has all the animations you'd expect from a player model (minus some emotes). Any problems and just let me know. All rights to this model go to Nintendo, the base model is 100% from The Legend of Zelda: Twilight Princess and I just edited and rigged it to suit the Human Female's bone structure. -
Greetings friends, was wondering if there was a surefire way of making trainers offer spells unto all classes! For example, a hunter can talk to a druid trainer and learn from them what they would, like a normal druid. I've scoured DBCs and databases but found nothing, and am worried it may even be a hardcoded thing. Help appreciated!
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Version 1.0.0
50 downloads
Just a really simple Zelda fairy for your game, intended to be used as a non-combat pet for your travels! Just the base files, but I've also included a Wisp replacer (for both normal wisps as well as a red version for the Midsummer pet) for those who don't know how to change their game models the proper way. The model may be quite big in-game - if it is, you can easily go into the CreatureModelData.dbc with a DBC Editor of your choice (I prefer MyDBCEditor), find the 'Wisp' entry (Creature\Wisp\Wisp.mdx) and go to Column 5 for model scale - there should be a '1' there, indicating the model is at it's full scale. I recommend changing the model from a '1' to a '0.25' to get a more authentic Zelda size, but you can fiddle around with it. After, add it into the game via a MPQ editor, and put it in (or create) a folder called DBFilesClient in any of your patches. Make sure it's not overwritten by any other CreatureModelData.dbcs in a patch with a higher priority than the one you're using (e.g, Patch-Z has the highest priority, Patch-Y has the second highest and so on). -
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From the album: New model Rig and Edits
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From the album: New model Rig and Edits
Adding Midna and a bunch of other smooth sailors from Twilight Princess into the game. -
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Version 0.0.9
150 downloads
Previously the start of a revamp of the Classic Night Elf Model, I've since decided to focus on just one aspect of this mod; making Tyrande a playable character. As a result, all other customisation options have been wiped from the Night Elf, leaving only Tyrande's skin and hair as options in the character creation (you can still change the hair colour). I based her off the Tyrande model present in Legion's Ysera's Death cinematic. She has Nightborne Female animations, real glowing eyes and custom hair as well as a custom body. She has custom jewellery that's linked to her hair (an anklet, necklace, earrings and a bracelet). The facial animations are purposely limited, despite being rigged to a HD model, due to the fact that I found the lower polygons of the Classic models look weird and warped when accurately rigged. However, she has access to all emotes, some new animations from the Nightborne and can still talk, frown and smile like a normal player would expect from a Classic model. The difference between this model and other Tyrande models is the fact that you can equip any gear you want, like a normal player character model would. The normal Night Elf females you see as NPCs are not affected by this. This is recommended for a solo server, as all Night Elf Female player character models will look the exact same. I hastily slapped together the DBCs for this due to the fact that my own ones are vastly different, so made them from scratch for this release. As a result, I haven't tested them extensively and may cause issues I'm not aware of (although definitely nothing as severe as crashing or corruption), so if anyone would like to help me out by letting me know if there's anything wrong, that'd be amazing. This patch makes use of the following DBCs: CharHairGeosets CharHairTextures CharSections CharVariatons ChrRaces CreatureDisplayInfo CreatureModelData and as such, will conflict with any mods that use these DBCs - INCLUDING THE HD MODEL/CREATURE PATCHES! I personally don't use either, so this isn't a big deal for me, but I'm aware that most of the WoW modding population do enjoy the HD models. If you would like to use this, you will need to disable any MPQs that alter the creature or character models via DBCs, or place it at the bottom of your load order (Patch-Z being the lowest). This is supposed to be the start of a set, and if people like it, I shall release a playable pre-demon Illidan in the same vein later on. -
Hey guys, So recently I rigged the classic Goblin model onto the Cata animations, and everything basically works perfectly except for one massive glaring flaw: the weapon won't unsheath correctly. So, for example, when the Goblin attacks, he attacks with the 1h dagger animation, but the dagger is still on his hip. However, when he casts a spell, the dagger attaches to his hand and won't leave, even if sheathed. Does anyone have any pointers into what I should be looking at to fix this? Thanks in advance.
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Whilst I couldn't find what exactly causes the troll feet to be invisible, I managed to achieve a similar effect by separating the leg model and giving it an _extra blp texture in CharSections, so it uses an alternate body file for the textures (but only when robes are applied) that don't get overwritten by clothing, allowing the character to have bare 3D legs which I can now edit the robes over.
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Does anyone know how I could stop the clothing overlay from showing on certain parts of a model? So for example, the troll feet don't show any of the boot textures. I wish to replicate this effect but on different parts of the model, but don't know what is required for it. Help would be appreciated!
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Had a hand at editing the Blood Elf Female face and textures whilst also adding a brand new(ish) hairstyle, lemme know what you guys think and I may release it (along with future edits on the model) in the future, if there's a big enough demand. EDIT: Also added some Nightborne edits to make them look more like the vastly superior Highborne, who instead of hiding in a bubble for 10,000 years made themselves an empire in half that time.
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From the album: Character Edits
Also changed most spell casting animations to use the staff in some way, so staves actually seem useful for the mage instead of just being a dangerous stick. -
From the album: Character Edits
Bonus: Completed my Blood Elf model edits, now have edited all faces and hairstyles. -
From the album: Character Edits
Making the eyes glow instead of using that awful 2D particle effect. -
From the album: Character Edits
Face in the light. -
From the album: Character Edits
Gave an Azshara themed makeover to the Nightborne, with custom hair edited from the void elves, glowing golden eyes and gold jewellery. Also removed the giant flappy eyebrows because I hate them in WoW lol don't judge me too much. -
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So, this is just a theory, but I feel like the armor textures can't go over 512 because they're basically just pasted over the original body textures, which (correct me if I'm wrong) the HD body versions (such as HumanFemale..._HD) are also in 512. Maybe they have a correlation here, and perhaps having the body textures in 1024 would allow for a similar size for the textures?
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So basically, I am looking for someone with the expertise in Spell editing who can create a functioning Raise Dead spell, and by this I mean: - Using nearby (preferably beast, humanoid or undead only) corpses as reagents in summoning spells for undead creatures. - Making the corpse unusable for raising more undead minions after being used once. This can be achieved by either despawning the model, or making it unusable in the same way 'Corpse Explosion' doesn't blow up the same corpse twice. Whatever is easiest. I will provide the Spell.dbc, as my one is highly edited as it is and I wish to preserve these edits. I will also give you pointers on what NPC I want summoned by using their Creature_Template ID and name. Overall, I am looking to offer $15 for worthwhile advice, or $30 (translated from British Pounds) for someone to do it themselves on my behalf (using my DBCs and any other client/server information they may need). Payment methods can be discussed before any work is committed.