• Content Count

  • Joined

  • Last visited

Posts posted by Hahaha

  1. 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.

    • Like 1

  2. 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.

    • Like 2

  3. 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!

  4. 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.



  5. 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. 

  6. 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. 

  7. 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.

  8. 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?

  9. 🤔🤔 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?? 

  10. 'Sup guys, just asking a quick question about Player models. So, when the camera zooms in too much to a player's model, the character gradually becomes more and more translucent until eventually reaching full invisibility. This only ever applies to the model that is being used by the player - no matter the model itself. I was wondering if this is something hard-coded and controlled by the client, or something that could be found in the M2 itself. Either way, is it something I could remove? 

  11. It doesn't look like the flags are correct, unless I'm being stupid. If the Unlit flag was 0x01 (exactly 1 in decimal format), then removing  the 1 from the render flag should theoretically remove the 'Unlit' flag. However, doing this achieves the opposite effect and instead causes more of the more to become 'Unlit'. Am I just being stupid or do these flags work differently in Wrath of the Lich King? I'm only doing this in the .Skin files, I haven't edited the M2 at all. 

  12. 12 hours ago, Alastor Strix'Efuartus said:

    Eyes have texture that hovers infront of eyes you can remove that in M2redux
    but lots of eyes themselfs have eye texture type that is set to unlit so it ignores envirovenmental lighting

    How do I make it so the texture type itself once again uses environmental lighting? 

  13. Hey guys, just wondering if any of yous knew how to remove glow effects from M2 models, preferably through 010 editor but am open to other suggestions. When I say glow, I mean the textures which themselves glow, like the Draenei eyes - I'm not talking about separate Particle effects like the Death Knight or Night Elf eye glows. Is this glow tied to texture or model? Tips will be greatly appreciated.