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Found 41 results

  1. Hey! I tried to get some armor from legion, just the textures (none of those fancy 3d things), which seems like a very simple task at first. However, the following textures keep showing up as fully green when I equip them on my character: item/texturecomponents/armlowertexture/mail_raidhuntermythic_s_01_mythicgreen_bracer_al_u.blp item/texturecomponents/torsolowertexture/mail_raidhuntermythic_s_01_mythicgreen_belt_tl_u.blp I tried renaming (e.g. changing the U to M), tried extracting and re-creating the BLP - nothing helps.
  2. Ciao a tutti! Please excuse my less than perfect English. I am an Italian and I'm interested in listening to and extracting the WoW voice files in my native language, but I can only find listfiles that locate the English versions. I was just wondering whether anyone would have the skills necessary to find those files, point me in the direction of an existing listfile containing them - or, even, to give me a rough idea of how someone would go about locating the other language sound files (bearing in mind I am something of a novice using CASC viewing software). Any help would be very much appreciated. Vi ringrazio in anticipio! Belva
  3. Daethas

    legion

    Right, so. As I am typing this out, I've been working on downporting one of the 7.3 t21 DK sets - the blue one, in particular. This is my progress thus far. http://prntscr.com/fty5xx I should make clear, I have already tried running the .blp through a BLP 2 PNG converter, re-converted it from png to blp, and it still came up with transparency issues. PTR Equivalent Compared to that, the set's also incredibly blank - particles are something I also need tremendous assistance on. If anyone has any idea how I might be able to acquire those, once more your aid would be LOVED. Thank you!
  4. Hello, I've recently begun porting some models from the current World of Warcraft PTR. Basically, what I have done with this model is to attach the horns from the Lightforged model and bind them to the existing draenei_hd armature and transfer the weights from relevant vertex groups. Everything seems to work in-game up until you decide to play any animations. http://i.imgur.com/uqphXpg.gifv If anyone has any experience with this sort of thing, or has encountered similar before I would be very appreciative of some help. Thank-you!
  5. Right, so. As I am typing this out, I've been working on downporting one of the 7.3 t21 DK sets - the blue one, in particular. This is my progress thus far. http://prntscr.com/fty5xx Looking a bit plain, isn't it? As it stands, though I'm half-capable of downporting models, I do find myself having difficulties with finding geosets! I have, unfortunately, absolutely no clue on how to find those, any help would be appreciated. I should make clear, I have already tried running the .blp through a BLP 2 PNG converter, re-converted it from png to blp, and it still came up with transparency issues. PTR Equivalent Compared to that, the set's also incredibly blank - particles are something I also need tremendous assistance on. If anyone has any idea how I might be able to acquire those, once more your aid would be LOVED. Thank you!
  6. Version 1.0

    246 downloads

    Datamining/analysis tool for listing contents of root files by schlumpf
  7. hello, I have extracted the root file from CASC explorer. now how can I parse it to a readable format? thx
  8. Hi! I'm quite noob at Retro-porting and I was looking a way to port those new animations to LK. After doing some research I noticed it won't be an easy task,and what I discovered is a little information. I know that those animations are stored in the Legion .m2 character files, I have been looking for a converter for .m2 Legion format file to LK's and i did found PhilipTNG's one, but it doesn't support character models conversion. Even if could convert them, then I would have to link those new animations to the spells cast animations instead of the old ones. I'm quite lost at the moment, I don't know how and if it's possible to make any progress on the right direction. Does anyone know if this is achievable? If it is, I'm pretty sure that it would take many hours, but I don't care how much time it could take, I would like to know how to achieve this. I'm sorry if it feels like a really dumb question. Thanks for any kind of help!
  9. Hello everyone, i'm making this thread, hoping i can get help from this community, and it's about going forward in Legion modding. > lol rangorn u always brag but you didn't do anything, blablablabla *SJW tears* Stfu dude, tell me what is that then ? ANYWAY ! the project is about to update WdtSupplies and make it compatible with Legion. > Create mapping in noggit with 3.3.5 client > Use Anthony adt converter for adt in cata/mop format > Using WdtSupplies for making it compatible with Legion Legion ADTs format have changed with legion, so WoD mapping aren't working in it, you will get 132 errors. Let's get in Since few expansions, the main files for each map are theses : WDT : Defines property of the map (https://wowdev.wiki/WDT ) WDL : Define the low-resolution heightmap of the map ( https://wowdev.wiki/WDL/v18 ) TEX : Low-Resolution texturing for the map ( https://wowdev.wiki/TEX/v0 ) _LGT.WDT : Lighting for the map ( https://wowdev.wiki/WDT#occ.2C_lgt ) _OCC.WDT : Occlusion for the map ( https://wowdev.wiki/WDT#occ.2C_lgt ) And of course for one ADT : ADT_XX_YY : The main adt file ADT_XX_YY_obj0 : Objects informations of the ADT ADT_XX_YY_obj1 : Objects informations of the ADT ADT_XX_YY_tex0 : Textures informations of the ADT ADT_XX_YY_tex1 : Textures informations of the ADT NEW WITH LEGION : ADT_XX_YY_lod : Probably low resolution of ADT, didn't really checked this The principal change in legion, it's the removal of tex1, and adding _lod instead. As i've understand, _lod are not needed, old maps doesn't have a _lod, but _tex1 is removed for all maps. So, the first thing to understand, is to know what file is necessary, and if not, can it have a minimal structure ? Here are two example of maps with not much content : No ADT One ADT As we can see on the first screenshoot, Tex and _lgt and _occ wdt are necessary, but they have a minimal structure (chunk name, chunk size, and a lot of 00 depending on the chunk size) So let's skip theses 3 files for the moment, and let's see about WDT and WDL -WDT : There are absolutely no change in WDT, except 2 thing : - Flags is different for maps, because new expansion - MWMO empty chunk (if the map is not a WMO Map) isn't present in WDTs Nothing to do with, perhaps deleting the WMO chunk manually if the wdt have one -WDL : The body is the same, One huge MAOF chunk (16384 bytes) and a MARE chunk (1080 bytes) / MAHO chunk (32 bytes) for each ADT in the map BUT Header have changed a lot With the minimal structure, old header look like this MVER (4bytes) : 18 MWMO : 0 MWID : 0 MODF : 0 Now the header look like this : MVER (4bytes) : 18 MLDD : 0 MLDX : 0 MLMD : 0 MLXM : 0 Theses new chunk are familiar because they are located in adt too SO ! For the moment : Only WDL files need modification, now let's see for the ADTs files in the next post !
  10. Hello, I am kinda new to modding and just understand the basics of wod/legion model changing and stuff ... extracting the stuff from casc, renaming it and so on ... so I got a question about a specific .m2 since I found out on this forum that you can edit those with the 010 editor and template. To my question: What do i have to change in the the 010 editor for the .m2 file of the Challengemode Deathknight shoulders to make them glow ? You probably know that when you hit or cast something the shoulders start to glow blue ... or green or red ... depending on which version you have. Additional informaion (though i don´t really think that this matters much): I swapped the model from the paladin t11 shoulders (gold version) with the .m2 from the challengemode dk. I read on the wowdev.wiki about the M2 files, but I can´t really seem to understand which value i have to change or what to enter instead. Sry for being a noob. Below you find the mentioned .m2 dk shoulder file already renamed... yet without the glow effect. PS: also sry for spelling and grammar mistakes RShoulder_Plate_RaidPaladin_I_01.M2
  11. I want to get Legion 7.0.3 22810 to load custom GlueXML files. I managed to prevent the .old rename on 32 bit, but it doesn't load the modified GlueXML. From WoD to Legion it appears to have made a change with the signatures. The errors "GlueXML is modified or corrupt", "GlueXML has corrupt signature" and "GlueXML missing signature" are all missing in Legion so I can't find the switch to disable the jumps. Is there any way to get the files to load? Or maybe a way to figure it out? Thanks
  12. Hello folks, recently came to my attention that with the coming of Legion models already started to be more complicated in their structure, i mean when it comes on how many polygons thus rising the numbers when you try to cut down those unnecessary meshes. I saw that in the recent legion build of character models when importing the dwarven female i saw huge difference on the count, model had 1000+ more than the WoD one. Since im on the procedure of continue it in the future, im starting to think that soon you will not be able to rerto port since the numbers will be higher and you will not be able to do much on the same model. I.e the new Malfurion model has 5560 tris, when i ported to WotLK looks pretty nice, tho when i did for vanilla i had this result : Body parts missing. I work it on blender to see if i can reduce the tris tho i could only access 3 spots that offered doubles to be removed. Means rest model stays high on count since did had any areas with doubles to delete. So what the gurus believe, will be possible to rerto port in the future ? Im looking also if anyone has a malfurion from WoD last build or even previous builds. I want to test and see about triangles case and if its correct cause if i can port an earlier version the i believe in the future we will not be able. I like to hear what you think also any idea what else i can do to work on that model ?
  13. Version 2.0.0

    177 downloads

    Hey! This is a Legion listfile, made from different listfiles I found around the internet and merged, kinda like those undead flesh giants. It contains a couple of files from Return to Karazhan which I found using the "Scan files" tool.
  14. So i converted several items from legion some time ago and i used those models in some of my noggit works but when i get ingame i face something that Noggit or WMV has no idea about --> Particles So i have here one model ... ( may hard to see but its there ) Its particles are working fine but then i have model like this and its particles are little bit messed up .. you can see border of rendered Image I tried to change BlendFlags or other flags based on comparation with that one posted abowe and no results ... so i came here since soem of my methods didnt worked and i would rather delete those particles definitly instead of leaving it as its now ... particles are messd up for many models i have here actualy ... so ... World\Expansion06\doodads\artifact\7af_rogue_poison_vial06.m2 -particles working fine =============================================================== World\Expansion06\doodads\artifact\7af_rogue_smokebomb_crate01.m2 - fail World\Expansion06\doodads\artifact\7af_rogue_table_mission.m2 - fail World\Expansion06\doodads\artifact\7af_rogue_poison_vial04.m2 - fail World\Expansion06\doodads\artifact\7af_rogue_smokebomb_crate01.m2 - fail etc ...