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Found 46 results

  1. Hello everyone! I have recently started importing buildings from newer expansions to wotlk and I have had some success however there are still some textures missing and I have no idea where to find them I'm going to show you some pictures of object's textures that I can't find. These green flames should not be here and with my knowledge green texture like these means that there's just something missing Here is another picture: As you can see in this picture, it looks like my mom's cooking ( I'm kidding. My mom's cooking is amazing ) and i do not want this ewwww texture! So Here comes my question and I guess you already knew what I was going to ask... Where can i find these missing textures? Now before you say: "Lol why don't you search for it at its expansion folder blah blah" "Did you get all the textures from dungeons and textures etc..." Because I almost added everything in my custom patches ( I didn't add everything ) I have all Cata, Panda, Wod and legion objects given by our mighty saviour @Poisonleaf ( I salute you, sir or Ma'am ) And you are probably thinking "wow you must be noob if you can't find it" Well I'm glad we all know I'm noob now soooo... Can anyone assist me in finding these missing textures. Thank you for your time and your patience to read this! Happy Modding L.
  2. Version 2.0

    1,638 downloads

    This file contains HD characters and NPC models and textures for WotLK. The archive contains 4 patches: patch-w.mpq contains: NPC models Animations BakedNPCTextures patch-x.mpq contains: Character models Animations patch-enUS-w.mpq and patch-enUS-x.mpq contain: DBCs If you have questions/requests feel free to ask it in the comments or by PM, I will answer it as soon as possible. P.S. The previous versions of files by @Roarl were deleted, because of the wrong and non-existed links. All thanks should be given to him.
  3. Version 1.0.0

    145 downloads

    Hiya, Today I would like to share with you my mount patch containing at this point 45 mounts going from Cata to Legion retro-ported to Wrath of the lich king. I work on this patch from time to time so be sure to keep an eye out for newer versions. Happy Modding. Poisonleaf
  4. Version v1

    56 downloads

    This script for 010editor converts Wrath of the Lich King .M2 and .SKIN files to Cataclysm, Mists of Pandaria and Warlords of Draenor. Supports: -Cameras. -Particles. -Animation flags. -Projected shadows. -Transparency flags. -Blend mode overrides. Also includes: -Batch file converter. -Shadow remover script. -Sequence flag remover script. -Skin template for 010editor with shadow batches added. DOWNLOAD Some notes and technical information: -make sure you are working on "OVR" mode before running the script. Projected shadows As you may know, projected shadows are stored inside the .skin file since Cataclysm. This script creates shadows for all texture units, including those with additive materials. If you want to remove the shadows from a specific geoset, just open the skin file with 010editor, run the skin template included inside the tools folder and delete the texture batch corresponing to that mesh. If you want to remove ALL shadows from a model, just use the "Cataclysm Shadow Remover" included in the tools folder (it's useful for stuff like fire or lights, that are not supposed to cast a shadow). As you can see, the glow, which is a billboarded square with addivite renderflag, is casting a shadow and the game can't handle shadows with additive materials. To remove it I selected its shadow batch, deleted it and reduced the shadow batch count by 1 in 010editor. More info in this video: Flying mount animations In WotLK, mounts use swimming animations for flying. Since Cataclysm, however, there are separate ids for swimming and flying since flying mounts can now be used as ground mounts and therefore swim. But, if a mount model doesn't have fly animations, the game will use its swimming animations. That's why this script doesn't duplicate them. It's not necessary. WotLK flying mounts should still work perfectly in Cata, MoP and WoD. Reflections This script doesn't convert reflections since there is no exact way to know when a texture unit is used for a reflection, glow, etc. So you must do it by hand. Just open your skin file, convert it to Cata+, go to the texunit with the reflection and change its shader to "144". Here is an example using "Creature\Murloc\Murloc00.skin": You can change the "texunit" and "texunit2" fields to "0" but it's optional since those fields are unused since Cataclysm, but just in case. Animation sequence flags Sequence flags are 128 digits bigger since Cataclysm. Without these flags some animation frames loop when they shouldn't and sequences don't blend correctly. This script fixes that problem and gives smoothness to the animations. If you want to remove the extra flags for some reason, just run the "Cataclysm Sequence Flag Remover" script included in the tools folder
  5. Legitdeadeye

    Clouds

    Hello everyone. I am back with yet another question =) I just want to ask where the file is for the clouds in Azeroth (Kalimdor, Eastern Kingdoms) I would like to change the clouds but I struggle to find the correct cloud file. Any assistance will be appreciated. Thank you and have a great week! Legit.
  6. Attempting to completely convert the content of these zones, as close as possible to the blizzlike. Raid: Firelands Mogushan Palace Throne of the Four Winds Dungeon: Well of Eternity Halls of Origination Lost City of the Tol'vir The Vortex Pinnacle The Maelstrom Battleground: Twin Peaks Temple of Kotmogu The Battle for Gilneas Arena: Tol'viron Arena The Tiger's Peak Artifacts Legion My list converting dbc structure Legion and Mop to client 3.3.5a Achievement.dbc Achievement_Category.dbc Achievement_Criteria.dbc AreaGroup.dbc AreaPOI.dbc AreaTable.dbc AreaTrigger.dbc BattlemasterList.dbc CharacterFacialHairStyles.dbc CharHairGeosets.dbc CharSections.dbc CharTitles.dbc ChatChannels.dbc ChrRaces.dbc CreatureDisplayInfo.dbc CreatureDisplayInfoExtra.dbc CreatureModelData.dbc CreatureSoundData.dbc CurrencyTypes.dbc DungeonMap.dbc DungeonMapChunk.dbc EmotesTextSound.dbc Faction.dbc FactionTemplate.dbc GameObjectDisplayInfo.dbc GemProperties.dbc GroundEffectDoodad.dbc GroundEffectTexture.dbc HolidayNames.dbc Item.dbc ItemDisplayInfo.dbc ItemExtendedCost.dbc ItemSet.dbc ItemVisualEffects.dbc ItemVisuals.dbc Light.dbc LightFloatBand.dbc LightIntBand.dbc LightParams.dbc LightSkybox.dbc LiquidMaterial.dbc LiquidObject.dbc LiquidType.dbc LoadingScreens.dbc Map.dbc MapDifficulty.dbc NPCSounds.dbc ObjectEffect.dbc ObjectEffectGroup.dbc ObjectEffectPackage.dbc ParticleColor.dbc PvpDifficulty.dbc ScalingStatDistribution.dbc SoundAmbience.dbc SoundEmitters.dbc SoundEntries.dbc SpellIcon.dbc SpellItemEnchantment.dbc SpellVisual.dbc SpellVisualEffectName.dbc Talent.dbc WMOAreaTable.dbc WorldMapArea.dbc WorldMapContinent.dbc WorldMapOverlay.dbc WorldMapTransforms.dbc WorldSafeLocs.dbc WorldStateUI.dbc WorldStateZoneSounds.dbc ZoneIntroMusicTable.dbc ZoneMusic.dbc My way converting dbc: 1. dbc>sql 2. manually compare dbc mop - wotlk 3. converting sql to csv 4. csv to dbc left to finish: - server part - full spell.dbc 5.4 > 3.3.5а Patch size almost 2GB
  7. Version 10

    1,249 downloads

    This pack contains all tools I'm frequently using and some I used to use. There are also some tools Alastor has recommended to me for M2 edits, I haven't even tested a lot of them in fact. You can also find there a backup of blizzlike DBCs and so on, its meant to be a noob-friendly toolpack which I'm sharing here for beginners. If you are following my english YT channel, this is a toolpack I will be using there. Overview video: My Eng YT channel HERE
  8. In these videos I'll demonstrate how to make good-looking maps, sharing some tips and tricks I've gathered from my experience with Noggit. Check my YT channel for more!
  9. Version 1.0.0

    87 downloads

    I wanted the ground effects from Legion 7.1 as I already had the NODXT converted to wotlk, all I needed was the DBC files so I could use them in WOTLK. This is the DBC from Legion 7.1 Ground effects Doodad and Ground Effects Texture converted down to WOTLK(3.3.5) so you can use the groundeffects from the Cata+ Expansions. I tested with the Lost Isle map which I converted with Adspartans converter and it worked. If you convert a map down from Cata or Higher, and have these 2 dbc files in your clients DBFilesClient folder and your server DBC folder. The groundeffects for those maps that you converted will show up in-game without you having to edit anything.
  10. After renaming all Goblin .blp's, .anim's and .m2's to Human and changing the models of the latter to 831 & 832 (the Goblin male and female models) in CreatureDisplayInfo.dbc, it turns out everything works fine except their heads, which as seen in the pictures below, are either black or are using the texture of another race. How do textures in World of Warcraft become black and how could I fix this particular error? PS: My patch: patch-4.mpq EDIT: I have also tried swapping Forest and Ice Trolls with some other default races and they all work just fine. Upon further research, I've noticed their texture files seem to include both "FaceLower" and "FaceUpper", which the Goblins do not have. And that simply implies the Trolls do have faces whereas the Goblins do not, hence why they appear this way in-game. To resolve the issue now, I would require the Goblin faces, but there are absolutely none to begin with. Everything to do with the Goblins can only ever be found in Common.MPQ and Common2.MPQ, yet none of that comes with their faces. Where could I obtain them from?
  11. Version 1.1

    181 downloads

    m2 files from BfA (alpha) to wotlk in rar Tutorial: -extract files -import world folder to patch.mpq (sorry for my bad english)
  12. Version 0.0.1

    313 downloads

    Alpha Pack Download Link : https://drive.google.com/open?id=0B0at7TKGXopAcGJrLVppUkItanM Includes : Patch-C : Creature & Textures Patch-I : Item Cata-Mop-WoD Patch-L : Item Legion 7.0.1 > 7.1.5 (Not Fully Added in dbc) Patch-W : Buildings Patch-H : HD Pack (HD Pack Required For 3D Belt) Credits to Thrind Server Side : DBC Server Side : Item_Template SQL -- Update 1 : Added : Spell.dbc (enGB, frFR, enUS) Added : SqlScript.sql Added : Patch-enGB-4.MPQ (Spell for enGB client) Added : Patch-enUS-4.MPQ (Spell for enUS client) Added : CoreScript - Transmog Script for 3D Belt - SpellGeneric.cpp Added : Readme. -- Update 2 : Added Sql for Legion Artifact Weapons PS : Looking for extra hands to work with me on this project. -- Update 3 update Patch-enGB-4/Patch-frFR-4/Patch-EnUS-4 Updated Spell.dbc brings 314 New Compagnon list here : http://www.wowhead.com/spells/compan...lls:200+1+17+2 -- Update 4 Patch-W Should no more cause the game to have green texture in some place of azeroth. Say Thanks also help me continue the project ! The Goal : I'm aiming to help every new and old server to get a decent content. Patches won't be encrypted. A Community Top Site will be launched. A Community Launcher is in preparation (in c#) A Community DBC Files Checker is in preparation (so we see if your server is compatible) the idea is that all server / player use this client as a base. and server would only make download their custom maps if they have one. Join the retrolution : https://www.facebook.com/WoWRetrolution/
  13. Welcome to this quick guide. ** DISCLAIMER ** This will NOT downport character models Since many of you have been PMing me desperately asking : "How do you downport this shit man??" Here you go. Enjoy. Tools needed: CascExplorer Adspartan's Multiconverter BfA Listfile (put this in your CascExplorer folder) Thanks to Wungasaurus for the correct listfile ------------------------------------------------------- Enjoy your new models, homeboy
  14. Version 2.0

    144 downloads

    ItemSync is tool for keeping your Item.dbc up to date with your server's database. It can also insert items which are n DBC, but are missing in database, into database. This can come in very handy for mass-importing NPC-only items (like glaives for sentinels and so on) into database, so players can use them as well. For tutorial how to use this tool, compatibility and other useful info, check README in repository. Repo: https://github.com/Amaroth/ItemSync2 Credits: Barncastle (and people who helped him) - for WDBXLib for DBC/DB2 and code revision&suggestions. Kaev for some small yet very useful tips about WPF. Смердокрыл for DO STUFF(tm) button suggestion.
  15. Version 1.0

    91 downloads

    Version 2.0 is under development at the moment. Repo: https://github.com/Amaroth/GobGenerator2 Upcoming features: Change UI to WPF Provide configuration options via XML (thus extending compatibility) Direct DBC editing (without need of conversions to CSV) Include features ensuring avoidance of duplicate display and gameobject creation Extend possibilities of choosing what gets generated and what not Video tutorial: Yet another little tool from me. This one creates gamobject displayIDs and template gameobjects out of listfile, which means that it can create thousands of gameobjects in a few seconds - great for projects making their custom models and retro-porting them from newer expansions. Listfile can be anything containing full paths to files separated by line breaks. It creates gameobjects only for M2 and WMO files, others are ignored. Tool also generates template gameobjects with their model names as names (and optional prefix/postfix), which means that generated models are easily recognisible and that when you find nice-looking model in WMV and want to use it for spawn or for creating some gameobject you need, you can find that gameobject's template generated version just by typing its name into lookup command. This makes this tool viable even for usage on models which already are in WotLK client, as it makes life of spawners much, much easier. - Generate your GameobjectDisplayInfo's CSV file and put it into directory where GobGenerator is. - Get or create a listfile. The easiest way of doing so is simply creating an MPQ with all models you want to have gameobjects made of and just extracting its listfile. Note that you can also use listfiles of blizzlike MPQs, if you want to generate gameobjects for all blizzlike models as well. - Open GobGenerator. Select input listfile (you can also type into model path field, which makes using larger number of listfiles with similiar names in the same path very easy). - Fill in your database credentials. You may want to test a connection before proceeding. - Start displayID is being taken from your GameobjectDisplayInfo.dbc (its 1 higher than the highest ID found in DBC). If you happen to see value 1 here, something is really wrong and check if your CSV is OK and in GobGenerator's directory. - Start entry is by default 400000 and I'd suggest you to keep it that way. There are some gobs on 300000+ entries in blizzlike TC2 DB, thats why I've used 400000. Final entry of generated gameobject will be start entry + gob's displayID. This means that gob with displayID 96835 will have entry 496835 - and that can be sometimes very handy. - Fill in prefixes and postfixes of gob names. Don't forget to add space behind prefix and in front of postfix, if you want to have it there. Gob's name will be prefix + its model name + postfix. So, if you choose "[Gen] " as prefix and " [DO NOT EDIT]" as postfix, result gob name might be something like "[Gen] mymodel.m2 [DO NOT EDIT]". - By default INSERT queries are being used, which means that if any gameobject entry is already taken in DB, it will result in error. You can choose REPLACE, which will overwrite whatever might be on entries where gameobjects are to be put. - Done, click on generate. If you have multiple listfiles, just select the 2nd one and click on generate again and so on. - If anything goes wrong while SQL queries are being executed, those which weren't successful are being held in a backup file. There is also a file which keeps all possible SQL errors. Thats all, C# src is, as always, included, and DBC to CSV convertor DBCUtil I use for this kind of quick tasks as well. If you happen to find any critical bug, let me know, but I don't really have a spare time to make source nicer or something like that, so report really only issues with functionality itself.
  16. Version 1.2

    78 downloads

    Version 2.0 is under development at the moment. Repo: https://github.com/Amaroth/NPCGenerator2 Upcoming features: Change UI to WPF Provide configuration options via XML (thus extending compatibility) Direct DBC editing (without need of conversions to CSV) Include support of items held in hand A tool for generating CreatureDisplayInfo.dbc, CreatureDisplayInfoExtra.dbc and optionally creature_model_info and creature_template data for a character created in WMV. How to use: - Convert your up to date CreatureDisplayInfo.dbc and CreatureDisplayInfoExtra.dbc to CSVs and place them into the folder with this tool. - Open a WMV. Create your character, and save it as .chr file (F7 hotkey). Also save its texture (by using File>Export Model>X3D... option you'll get texture you want and some mess you can delete). Repeat this step for each character you want to create creature displayID for. - Open an NPCGenerator. Fill database connection credentials (you need to do so even if you turn off creature_model_info and creature_template generation, because NPCGenerator will need to get item display IDs from your database). - Now just click on Select .chr file, select your .chr file. Click on Select texture, select your character's texture. Check if there's anything else in window you'd like to change (you'll probably find yourself using all other options with their default values). Click on Generate. Repeat for each character. - ?? - Profit. C# src is included. I'm opened to suggestions and feedback, however, I'm quite busy so I'll probably just fix critical bugs if you find any.
  17. Version 3.0

    136 downloads

    This mod adds bloodier combat effects to the game and includes some blood splats similar to those removed during the classic beta. Download: WotLK - Cata (Old version) V2.0: -Fixed crashes. V3.0: -Violence level is now always 2 and cannot be disabled or changed. -Added purple blood (id 5). IMPORTANT: to make it work correctly go to video settings and turn "projected textures" on. Also, set the "Particle Density" to High and set the Texture Filtering to High to avoid visual glitches. If you are using V2, make sure your violence level is set to 2. In-game, type: /console violenceLevel 2 Known bugs: -If you zoom in to first person view, you won't be able to see the blood splats from your character. -If a character morphs into another model, all the blood splats from that character will disappear. -The blood splats change color if your character changes color (curses, venom, etc.). -The blood splats scale changes if the scale of your character changes. -Blood effects do not show if you one-hit kill the target. It's hardcoded into the client and can't be changed as far as I know (happens with the default blood as well). -It's not possible to use this mod in MoP since the game cleans all blood splats each time your character is hit or dies. Note: The splats on the ground disappear after 45 seconds. You can change it by editing the particle lifespan in 010editor. If you think there are too many blood splats to the point they overlap or affects the performance, just change the default particle emissionrate (12) to 7 or less with 010editor. Blood color is set in CreatureModelData.dbc, column 6 (1 = red, 2 = green, 3 = black, 4 = blue, 5 = purple).
  18. Version 1.0.0

    47 downloads

    This is the female Vulpera pirate ported to 3.3.5 as a test. Patch-V.mpq
  19. Version 1.0.4.469

    163 downloads

    ADTConverter Convert your ADTs from Wotlk(3.3.5) to WoD(6.x.x)/Legion(7.x.x) Requirements The converter requires NET Framework 4.0 How to use Put your Wotlk ADTs in the data Folder Start the ConvertADTs.cmd Issues Please post your Issues here Thanks PTNGee for the "PTNG_ADT_Converter"
  20. TEXTURE ANIMATION: THE TUTORIAL Hello everyone. In this tutorial I will explain how texture animations work. It's based in WotLK but it's exactly the same for Cata and beyond. We will add a basic texture animation to this test model: (you can download it in the Tools section) This method is quite useful to simulate waterfalls, energy beams, fire and much more. If you want to add an advanced opacity mask, check my other tutorial. TOOLS -PyModelEditor. -My test model. Take in mind that it can be done in 010editor as well, but it's a little more complex. Once you know how texture animations work with PyModelEditor, feel free to explore it a little further creating multiple animation layers with different renderflags or adding them with 010editor. THE TUTORIAL Run PyModelEditor and open the test model (TexAnimPlaneTest.m2). 1- Go to GlobalSequences. 2- Write "1500" (without the quotation marks) and click on "OK". This is the ammount of time our animation will take. 1500 milliseconds is 1,5 seconds. The more milliseconds, the slower the animation will be. 3- Go to Edit UV Animations. 4- Click on "Add" to create a new texture animation. 5- Once the new texture animation is created, go to "Edit Translation". 6- A new window will open. Go to "Add AnimSub". 7- Change the Interpolation to "Linear". 8- Apply the global sequence you just created. 9- Paste this line: 0:{ 0.0 , 0.0 , 0.0 } 1500:{ 0.0 , 1.0 , 0.0 } Now, click on Ok on all the windows you have open to apply the changes. 10- Go to Edit Materials. 11- Select the material of the mesh you want to add the texture animation (in this case, the test model only has one) and assign the texture animation you just created. You can now save your model. If you test the model in-game, you will notice that the texture animation works fine, but there is some kind of dragging bug and it doesn't loop correctly: This happens when the texture is not tiled. To tile the texture, open the model with PyModelEditor, go to Edit Textures and check both "X-Wrap" and "Y-Wrap": This should fix the problem! (you can also do it in 010editor by changing the TextureFlag to "3"). TL;DR VIDEO UNDERSTANDING THE ANIMATION SEQUENCE Now that you managed to make your own texture animation, you may be wondering how to reverse the animation, or move it sidewards instead of upwards. The key is in the animation line we added in PyModelEditor: As you can see, each line has 4 segments: time frame, horizontal movement, vertical movement and an unused stack of data that we will never touch. In frame 0, your texture stays on its default pose (0, 0, 0), but in frame 1500 it moves vertically (0, 1, 0) and goes back to where it started (it loops). "1.0" is the ammount of times the texture loops. If you change it to "0.5", the texture will start moving but will return to its defult state when it has traveled half the texture. If you replace "1.0" with "-1.0", the texture will go downwards instead of upwards. So, basically, "1500:{ 0.0 , 1.0 , 0.0 }" means that in 1.5 seconds your texture will loop vertically once. Another example: "3000:{ 0.0 , -1.0 , 0.0 }" means that in 3 seconds the texture will loop vertically once (but downwards). If you put "1.0" in the horizontal segment instead of the vertical segment, you'll see something like this: And if you want it to move to the corners, you simply need to put "1.0" (or -1.0 if you want it to go to the opposite direction) in both the horizontal and the vertical segment: CONCLUSION Texture animation is quite easy once you know how the numbers work. You just need some practice and experimentation to master it. If your model has many .skin files, PyModelEditor won't manage the texture animations so well. The best tool for those cases is 010editor. I recommend you to start with small models first. This tutorial was requested many times. Hope you find it useful.
  21. Hey I recently moved over to Cataclysm 4.3.4 from WOTLK 3.3.5a and decided to port over the itemdisplayinfo.dbc information (From what I saw it has the exact same layout) so I updated it and ported it in, however... ingame the weapons /items from expansions above 4.3.4 are showing as blue/white checker-ed boxes, just curious as to what is causing it.. ItemDisplayInfo.dbc Line (example) : Could it be the conversion from WOTLK > 4.3.4 causing the problem? does it mean that the m2/skin files have not ported up correctly? When this happened before that they were done incorrectly, the model would cause a client crash however that isn't happening. I've tried with both the 010 editor script from this website (WLK > Cata) and a file called jM2converter but both have the same box outcome. Any help would be appreciated, unless the layout of the DBC is different to 3.3.5a when I copied it.. but from what I can see, it was the same.
  22. Version 1.0.0

    116 downloads

    Basically, multitexturing combines the alpha channel of two different textures, creating more variety in the particles and making it more realistic. It was introduced in Cataclysm but widely used since WoD for fire effects. Usually, the textures used for particles in WoD are: World\Expansion05\Doodads\IronHorde\FIRE_2X2_SHARP_MOD4X.BLP World\Expansion05\Doodads\IronHorde\Fire_Bright_Mod2x_A.BLP I tried to emulate this multitexturing effect in WotLK by combining both textures with Photoshop and increasing the rows and columns to give it more variety (since we can't animate the particle texture in Wotlk, each block has a different texture position). The result is quite decent. I would say it's 80% accurate because some features, like combining blend and additive blendingtypes on the same particle are not available in WotLK. I made two texture versions: one with 16 blocks and another with 64 (more realistic). There is also a test model included. External link: http://www.mediafire.com/file/mpmmcvq9g8s7qij/MultiTexture_Fire_Particle.rar
  23. Hi, I'm desperate, hoping maybe someone could give me a clue as to whether or not this is fixable and if so how.. I have retroported most of the legion artifact weapons using multiconverter, and I'm having an issue with one handed weapons and the attachment position when dual wielding. when a weapon is in the offhand, it is positioned in the same direction as the main hand. like this, if any weapons are asymmetrical (demon hunter glaives), then it doesn't look right, not to mention clipping. I tried to find an instance of a wotlk stock item that didn't have this problem, but I can't even find a non-symmetrical weapon that applies to this. Anyone ever figured this out?
  24. I have an older, czech YT channel, but as most of you don't speak czech, I have decided to start a new, ad-free english YT channel. You will be able to find video versions of all kinds of WotLK WoW modding tutorials there or you can request one to be created. Those tutorials are meant to be noob-friendly and easy, so you can start as easily as possible. I will also create some timelapse videos later to help promoting WoW modding in general. I hope this will be helpful to our community. You can tell me what kind of videos you would be interrested in HERE.
  25. I tried to convert Draenor according to this video. But WC_ADT_Convert does not work. He pretends to be something going on, but in the folder <<Finished>> nothing.