Jump to content

Atraxian

Members
  • Posts

    11
  • Joined

  • Last visited

Posts posted by Atraxian

  1. I didn't retroport it  yet, but I can try later today.

    EDIT: seems to be working fineWoWScrnShot_062123_184737.thumb.jpg.6b38c610ac7ab79221ee0f6d29721ff4.jpg

    seems to be only missing the particles. They are actually there, but retroporting the model messed up the emitters parameters and they do not fly out of the mane of the creature (didn't have time to modify them by hand).

    Remember that for models with .anim files you have to run those files through the multiconverter too or some of the animations will be messed up.

    darkhoundmount.zip

    EDIT2: another thing I noticed is that the light coming from the eyes of the shoulderpads aren't animated.  Probably need to look at whar mesh it is and animate it by hand in the .skin files.

  2. What mounts are you trying to retroport?

    First thing I would try is to load the model with wowmodelviewer and see if the all the animations are broken or if the model animates correctly there. (put the model into an .mpq file and load the file with the WotLK / Pandaria version of wowmodelviewer).

    A thing I noticed when retroporting flying mounts is that some of the animation lookups get scrambled, probably because the new models have specific animation IDs for flying animations and WotLK models use the swimming animations IDs for flying. When that happens the model will use the idle animation or (sometimes) the swim backwards animation instead of the correct one.
    Is this what is happening to you?

    If that's the case, the only way I found to correct the issue is to load the retroported model with wowmodelviewer, look at all the animations, write down the IDs of the animations I'm looking for then load the .ms on 010 editor, pass it through the M2Template and manually fix the IDs and the Lookups of the animations by hand.

    May be something similar is happening to you.

  3. Only thing I can think about is that you are not importing all of the helm models with the correct name.
    For example:

    Stag-Helm of Malorne, item id 29098 has DisplayId 46214
    The model in the ItemDisplayId.dbc is "Helm_Leather_RaidDruid_D_01.mdx"

    But there actually is a model for each race and gender combination for example:
    helm_leather_raiddruid_d_01_nem.m2 (for Night Elf Male)
    helm_leather_raiddruid_d_01_nef.m2 (for Night Elf Female)
    helm_leather_raiddruid_d_01_tam.m2 (for Tauren Male)
    helm_leather_raiddruid_d_01_taf.m2 (for Tauren Female)

    Only thing I can think of is that the game is looking for a model for a race/gender combination that is not present in your mpq files.

  4. Might not be the answer you were hoping for but some armor pieces have asymmetrical shoulders, you might want to look at one of them and compare it to other models.
    One of them is item number 23277, Lieutent Commander's Lamellar Shoulders

    EDIT: I'm assuming you are talking about WotLK 3.3.5a
    I took a little time to look at the Item.dbc and ItemDisplayInfo.dbc. In ItemDisplayInfo.dbc you have 2 different columns used for tho different models for right and left shoulder piece, so you can mix and match the models you want to display.
    Have you tried using only 1 model and leaving the other column empty?

    image.png

  5. If what you are asking is how to change the path of hardcoded textures in models, it is relatively simple.

    This is for models for 3.3.5a.
    I use 010 editor with Alastor's template (link at the end)

    ALWAYS MAKE A BACKUP OF THE MMODEL BEFORE STARTING. I know it's basic stuff, but you don't want to skip this, trust me.

    Just load the .m2 model with 010, run the template on the file and look at the result. You will find a section named "struct Textures"
    image.thumb.png.8e24f27c7cf2b154b22a70461d022fd2.png

    there you can open the textures you want to change:
    image.png.872426fa5bf43b14346e76b48c7fecf9.png

    An important part is the enum E_TEXTURETYPES type value.
    Depending on it you can make the testure hardcoded (you have to specify the path inside of the model itsel) or being automatically taken fromexternal sources.
    For example monsters with multiple textures variations have MONSTER_SKIN_1, 2 and/or 3. These textures are taken from the Monster Texture Variation columns in the CreatureDisplayInfo.dbc

    I'm assuming you want to hardocde a texture or change the path of a hardcoded texture, so let's start with that.

    Click on the "string texture[xx]", you will notice that the upper part of the editor automatically went to the values of the texture path:
    image.png.2982f816eeab7f0ad83e9f88e00630be.png

    You can change the texture path by rewriting the part on the right hand side, but you have to be EXTREMELY CAREFUL about two things:
    1) the length of the path
    2) the starting position of whatever comes after the texture

    Let's start with point 1: after you write in the new texture path, count the number of characters and input that number into the FileName_length section. Simple enough, right?
    Point 2 has 2 cases:

     SHORTER PATH THAN THE ORIGINAL
    fill in the path, then click on the hexadecimal part of the editor and start hitting 0 until you restore the next texture to its original position
    image.png.fa6d7bd1a33fe8f920cb00e767c4d263.png

    This is because the structure of the file has many many MANY points where it looks up the exact position of informations by using hardcoded offsets. If you change the length of something you run the risk of shifting everything and make the model unusable.

    LONGER PATH THAN THE ORIGINAL or NEW HARDCODED TEXTURE
    in this case you don't have enough room in this part of the file than before, but that's where the offset become your friends. You just have to insert the texture path at the end of the file and put the appropriate offset so the model knows where to look for it.
    First, go to the end of the file and fill in 0 until you start a new row, then put in the new texture path

    image.png.b8be249673d599054db6e1027d3a694b.png

    right click on the template result section and select column display format as hex, like this:
    image.png.0575e04c90aa86bfc7aece127c57f560.png

    now change the FileName_offset of your texture to the value on the left had side of the hex editor at the start of yout path row. In the example case it is 2D19C0h
    Return to showing things as Default or Decimal and change FileName_length to the appropriate number.

    This way you should have been able to hardcode or change a hardcoded texture with the 010 editor without going crazy.

    for reference:
    https://wowdev.wiki/M2#Textures 

    for the template:

     

  6. I started looking into it in my spare time and my current result is inthe attached images.
    It is not 100% Blizzlike, but I managed to tweak some of the particles to make it more like the real thing. Since in the expansions particles in the models evolved over time, I doubt I'll be able to make it exactly like it is on live servers.
    Honestly I'm still a newbie with model editing.

    If this is acceptable for you, I would be happy to share it in the weekend, so I can have some more time to tweak things around for a little longer.

    WoWScrnShot_083022_184202.jpg

    WoWScrnShot_083022_184214.jpg

    WoWScrnShot_083022_184232.jpg

    WoWScrnShot_083022_184235.jpg

    WoWScrnShot_083022_184257.jpg

    WoWScrnShot_083022_184303.jpg

    WoWScrnShot_083022_184329.jpg

  7. Something like that happened to me too.
    I was trying to retroport some mounts using the "latest" version of the multiconverter.

    I would advise you to try following this guide:


    When it says to change the number of skins in the 010 editor, read it as "unit nViews"
    Then instead of using the multiconverter linked there, try using the 3.0.0 version you find in the download section of this site.

    Good luck

  8. 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.

     

    Spoiler

    WoWScrnShot_070722_064341.jpgWoWScrnShot_070722_064501.jpgWoWScrnShot_070722_064508.jpgWoWScrnShot_070722_064510.jpg

     

  9. 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.

×
×
  • Create New...