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Posts posted by Amaroth

  1. On 22. 12. 2017 at 9:40 AM, Roccus said:

    Attack their service, spam them, flood their forums, there's multiple ways to attack them. And i don't expect anyone from RPH to help me since they are all like their admin. Just need to attack them again and again and again. We have all the time. And i know multiple modders that were on RPH before + I have know their reputation for months still it's not just me, my work / âtches anymore. They have clearly stated that we are all their little bitches and that we work for them. Then why not release fake patches with full virus or cancer for them or maybe encrypt archive with password with bullshit content into them. Flood them with request, flood their discord, flood their forum. There's multiple ways to attack.

    I absolutely hate and despise people who steal content of others and claim it to be their own.

    Guess what, I also absolutely hate and despise people who troll, re-create accounts after getting banned, attempt DoS attacks or even spread malware and try to damage work of GMs and fun of players on project just because they can or just because they don't like that particular project for any reason they find suitable.


    You want us to fight internet kid morons we despise and hate - by becoming internet kid morons we despise and hate? Isn't it obvious to you how ridiculously stupid and childish is thing you are asking of us?

  2. This project again, and this kind of "discussion" - again? As much as I feel for you Roccus (provided you deserve it and you are not telling us just part of story which is convenient for you - no offence meant, just realize that we are not informed enough to objectively judge), this doesn't lead anywhere. I am not really fan of "Just ignore idiots.". Thats very stupid and short-sighted statement if taken too literally, yes. Having said that, giving too much attention to idiots doesn't make things better, either. Everything with moderation. And there was already one topic about RPHeaven here and note that it is closed and moved to trash bin, and for some reason.

  3. All models attached to character are attached to certain point on character model. For example held items (weapons and such) are placed with their origin (pivot point, whatever you want to call it) into the middle of closed hand. You need to figure out where to place models in 3d so they are correctly placed on character model.

    Important bottom line: change scale, rotations and translation of model in 3d. No, you can't do really (feasibly) this with finished M2 model in 010.

    • Like 1

  4. That depends, a lot, on amount of players you are expecting, also on size of your world (or more importantly amount of server-side content - gameobjects, NPCs and so on). My configuration which worked more than fine for 100 players online in a single zone without any issues was following:

    60GB SSD
    2x 1.7GHz Xeon CPU core
    8GB RAM

    Note that 60GB of disc space is waaay more than you would ever possibly need to use. OS, TC, DB and regular backups can fit into 30GB, as long as your DB isn't really very large and you aren't keeping really lot of backups without clearing very old ones. RAM and CPUs were also handling themselves rather well and I wouldn't be surprised if this configuration was enough even for 200 players. But 100 were max I ever tested.

  5. I am czech. And people ignorant enough to call me russian are usually from USA, and I hate when they do so, as communistic times turned this into insult for me. But I know you probably just misremembered something, so its OK. Yes, provider I know is from czech, so not very suitable for hosting russian server - unneccessarily high ping time.

  6. 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:


    • Like 1

  7. 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.


    • Like 1

  8. 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.:


  9. 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:
    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.

  10. Aaaaaaaaanything.

    Like, literally. Networking issue, overencumbered HW issue... Problem with your server, problem with your provider (owner of server)...

    • Like 1

  11. 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.:




  12. 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.:




  13. 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.