Hahaha

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About Hahaha

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    Advanced Member

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  • Specialty
    DBC Editing
    Modeling

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    William Wordsworth#3214

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  1. 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.
  2. 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.
  3. This is amazing! I feel the only improvements I could ask for is particles around the orb-part, but either way I love it!
  4. 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.
  5. 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.
  6. 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?
  7. 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?
  8. Did indeed manage to get it up and running, but a sizeable portion of the newer Creature models (BFA onwards) end up crashing the game or WoW Model Viewer
  9. Really useful, although the Mega download doesn't seem to be correct, and the Google Drive download constantly fails around the 2.2 GB mark - is this a problem I'm having exclusively, or are others also?
  10. Of course, it’ll take a while so I may have to do it at the weekend but will be more than happy to - it’s hardly everything but it should help if you really can’t get WSS running at all
  11. 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.
  12. Updated it with a .zip instead of .rar - try and see if it works now!
  13. 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.
  14. Hahaha

    New model Rig and Edits

    A character I pieced together from Wildstar, edited and then rigged. Not really good enough for a release imo (even tho she actually holds weapons correctly ) but may change my mind and add it to the Drusera release at some other point. FoV and ENBs applied to every image aside the one in Kezan, although the close up shot in the Dressing Room hasn't got any special effects applied. Face is rigged, so bear in mind the close-ups aren't generally representative of what she looks like without animations.
  15. 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??