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Everything posted by Hahaha
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So, bit of a big ask here, but the final touch for my Necromancer class is - obviously - to raise the actual dead. Currently, my minions are just summoned entities. However, I was wondering if anyone had the secrets to raising the dead good and proper, so for example only having the spell work if a corpse is targeted. I had a look at the Death Knight spell, Raise Ghoul, but trying to replicate that only allows me to use the spell once before it becomes permanently un-clickable (even with the correct attribute flag that starts the CD after the summoned minion disappears removed). On top of this, I'd want the corpse to become unusable afterwards (in the same way Corpse Explosion doesn't explode a corpse twice kinda thing), otherwise the player could just continuously raise an army from one singular corpse. Basically, I know it's a pretty hefty ask, but if anyone has any pointers on making this work (preferably using Spell.dbc, but am open to serverside mods as well), I'd be much appreciated.
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Is there any way I could easily swap one model's animation to another? For example, swapping Alleria's animations with the Blood Elf model that has way more animations added in BfA, without going through the very, very long process of rigging it in Blender? I know there was an animation-swapping tool in the past, but the links seem to be dead and I'm not even sure it would work with this kind of thing.
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So, Azshara's model from the BfA expansion comes in two parts - the main body, and the hair. They both share the same animations (Death, Run, Stand etc.), yet are two separate entities. Attaching this model to Azshara through a spell would result in it only using the 'Stand' animation, so it wouldn't reflect the positioning when the main body was doing anything other than that animation. Does anyone know how Blizzard handled this in the actual game, and if that can be replicated in a Wrath of the Lich King expansion environment? I'm thinking either Blizzard have a way of mimicking animations that they're attached to (which would mean it's probably something that can only be replicated in BfA onwards), or that they created a separate NPC entity that's just the hair which existed underneath Azshara's main model.
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Would I find this in the GlueParent.lua, and what would it be named under? Also, would this not change all models on Character Selection to a smaller scale?
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I was wondering how I would go about decreasing the size of a model, without the use of DBCs or in-game spells. For example, an inherently big model (such as a Mountain Giant, for example) on the Character Selection screen would be way too big to see, even if it has been reduced through the use of DBC editing. I've tried shrinking the model in Blender, but obviously there's some other factors that exist on the model which decide what size it's going to be in-game. Anyone have any pointers as to what this could be?
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I'm not too sure as to the exact client I extracted the files from, but I'm almost certain this was the version of WildstarStudio I was using (https://bitbucket.org/mugadr_m/wildstar-studio/commits/). I'm not sure if it's been updated since I first got it, but if you have an option, I'd recommend choosing the later 2014-earlier 2015 versions of WSS and seeing if they seem to work with the Beta client.
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I extracted and converted the assets some time ago through Wildstar Studio, back before it stopped being updated. I think currently, if you try to use Wildstar Studio with any iteration of the game beyond when it went f2p, you’ll have a hard time with Wildstar Studio. However, you could attempt to download the Beta client (I think the Arctium discord channel has it) and the first iteration of Wildstar Studio, because I think they work together fine, as long as you weren’t looking for something that was specifically added in retail. All you need to do with it is just ‘Extract Filtered’ when selecting a file and see if it crashes or throws an error. If it does, I may be able to check if I have the converted textures in my files, but I mainly have creature and item stuff more than anything.
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From the album: New model Rig and Edits
UPDATE: Added goggles and boots, changed the textures a tad and adjusted attachment placement on the weapons -
From the album: New model Rig and Edits
UPDATE: Added goggles and boots, changed the textures a tad and adjusted attachment placement on the weapons -
From the album: New model Rig and Edits
UPDATE: Added goggles and boots, changed the textures a tad and adjusted attachment placement on the weapons -
From the album: New model Rig and Edits
Long shot, ENB and FoV applied. -
From the album: New model Rig and Edits
Close shot, ENB and FoV applied. -
From the album: New model Rig and Edits
Dressing Room close-up shot, no special effects included. -
From the album: New model Rig and Edits
Posed shot showcasing the facial animations - FoV applied. -
?? So I got sidetracked by the fact that you could change the Field of View and hex edited the .exe to include a much farther range of vision. However, I'm still not any closer to discovering the offset for character transparency because apparently you need a value that you can increase and decrease, and scanning for changes after zooming in/out of the character (triggering the transparency and then scanning, zooming out enough so the character is opaque and scanning and so on) doesn't seem to yield any results. I also did the same but with ticking the 'Char transparency' setting in the Machinima Tool and there didn't seem to be any values that were worthwhile. Maybe I could peek at the source code for the Machinima Tool and see if it tells me anything about how the dude added that setting??
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'Sup guys, just asking a quick question about Player models. So, when the camera zooms in too much to a player's model, the character gradually becomes more and more translucent until eventually reaching full invisibility. This only ever applies to the model that is being used by the player - no matter the model itself. I was wondering if this is something hard-coded and controlled by the client, or something that could be found in the M2 itself. Either way, is it something I could remove?
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Version 1.1.0
470 downloads
With the Wildstar Private Server project still in its birthing period and there being currently no other way to relive the now lost online game, I endeavored to bring some of that cartoon-ish flare to World of Warcraft, featuring Drusera - the protagonist of the series! This model contains a fully rigged character, from head to toe, and also some custom particles. I've tweaked the animations a tad so that she hovers when ready to attack (unarmed) and when casting. The model itself has been edited quite a bit to accommodate the vastly different Human animations that I wanted her to have, and as such she no longer has her trademark dress, ending up with her looking quite barren beyond the shirt. I really would like to fix this, but at the moment have no clue how I could incorporate the dress without completely changing the base animations. Her skin textures on the legs and arms are slightly translucent, and the model itself has the 'Unlit' renderflags due to the original character being pretty glowy herself. The particle effects in the screenshots are optional and as such are included as Spell effect models, so you can choose whether to include those. I did this because I feel the constant star effects aren't everyone's cuppa tea. I have included just the raw files - both the spell and the model/texture. Due to my vastly different DBCs, it'd be way more effort than it's worth to package it neatly into an MPQ for public consumption, but I'm assuming almost everyone here knows how easy it is to do themselves. The 'PurpleGhost' Spell is the star field you see around her in the screenshots, and the 'Crow' effect (replacing Atiesh's spell effect) is a periodic star effect that falls from the top of the character down to the ground. The rest is pretty self-explanatory. Sidenote: At the moment, she is devoid of most of the Emote animations due to the model I rigged being Katherine Proudmoore from BfA, who seems to have had trouble during the downporting process and had all of her optional (such as the Emote and Work) animations ruined. This won't impact gameplay as I have replaced all the faulty animations with the 'Stand' animation to avoid crashing, and can be fixed if and once I can get my hands on a Katherine Proudmoore that doesn't have broken animations. Also I, personally, never intended her to have weapons because she was meant to be more like an NPC, so never got round to fixing the attachment positions. As a result, giving her weapons won't look appealing at all. If there's a legitimate outcry over this, I will change it. -
yeah grabbing the m2 templates made 3 hours of stress into like 2 minutes worth of work, wish I found them sooner but definitely using them in the future, thankyou so much for all your help
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Oh shit yeah guess I was just being a top tier spastic then, thanks for the help and putting up with my stupid questions looollll
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It doesn't look like the flags are correct, unless I'm being stupid. If the Unlit flag was 0x01 (exactly 1 in decimal format), then removing the 1 from the render flag should theoretically remove the 'Unlit' flag. However, doing this achieves the opposite effect and instead causes more of the more to become 'Unlit'. Am I just being stupid or do these flags work differently in Wrath of the Lich King? I'm only doing this in the .Skin files, I haven't edited the M2 at all.
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How do I make it so the texture type itself once again uses environmental lighting?
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Hey guys, just wondering if any of yous knew how to remove glow effects from M2 models, preferably through 010 editor but am open to other suggestions. When I say glow, I mean the textures which themselves glow, like the Draenei eyes - I'm not talking about separate Particle effects like the Death Knight or Night Elf eye glows. Is this glow tied to texture or model? Tips will be greatly appreciated.