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Everything posted by Hahaha

  1. Does anyone know how I could stop the clothing overlay from showing on certain parts of a model? So for example, the troll feet don't show any of the boot textures. I wish to replicate this effect but on different parts of the model, but don't know what is required for it. Help would be appreciated!
  2. Hey guys, So recently I rigged the classic Goblin model onto the Cata animations, and everything basically works perfectly except for one massive glaring flaw: the weapon won't unsheath correctly. So, for example, when the Goblin attacks, he attacks with the 1h dagger animation, but the dagger is still on his hip. However, when he casts a spell, the dagger attaches to his hand and won't leave, even if sheathed. Does anyone have any pointers into what I should be looking at to fix this? Thanks in advance.
  3. From the album: Character Edits

    Also changed most spell casting animations to use the staff in some way, so staves actually seem useful for the mage instead of just being a dangerous stick.
  4. From the album: Character Edits

    Gave an Azshara themed makeover to the Nightborne, with custom hair edited from the void elves, glowing golden eyes and gold jewellery. Also removed the giant flappy eyebrows because I hate them in WoW lol don't judge me too much.
  5. Whilst I couldn't find what exactly causes the troll feet to be invisible, I managed to achieve a similar effect by separating the leg model and giving it an _extra blp texture in CharSections, so it uses an alternate body file for the textures (but only when robes are applied) that don't get overwritten by clothing, allowing the character to have bare 3D legs which I can now edit the robes over.
  6. Hahaha

    Character Edits

    Had a hand at editing the Blood Elf Female face and textures whilst also adding a brand new(ish) hairstyle, lemme know what you guys think and I may release it (along with future edits on the model) in the future, if there's a big enough demand. EDIT: Also added some Nightborne edits to make them look more like the vastly superior Highborne, who instead of hiding in a bubble for 10,000 years made themselves an empire in half that time.
  7. From the album: Character Edits

    Bonus: Completed my Blood Elf model edits, now have edited all faces and hairstyles.
  8. From the album: Character Edits

    Making the eyes glow instead of using that awful 2D particle effect.
  9. From the album: Character Edits

    Face in the light.
  10. Version 1.1.0


    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.
  11. Holy fucking shit dude, well done!! This is something I tried doing ages ago, but lost all my files after porting the Malgrave assets and gave up completely, I'm amazed someone has actually managed to complete it!! Probably the best thing I've ever seen
  12. So, this is just a theory, but I feel like the armor textures can't go over 512 because they're basically just pasted over the original body textures, which (correct me if I'm wrong) the HD body versions (such as HumanFemale..._HD) are also in 512. Maybe they have a correlation here, and perhaps having the body textures in 1024 would allow for a similar size for the textures?
  13. 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.
  14. 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.
  15. This is amazing! I feel the only improvements I could ask for is particles around the orb-part, but either way I love it!
  16. 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.
  17. 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.
  18. 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?
  19. 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?
  20. 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
  21. 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?
  22. 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
  23. 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
  24. 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
  25. 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.