Forums WoW Modding Support Archives WoWModding Support Archives [DiscordArchive] I'm trying to add creature/mount models from retail to wotlk

[DiscordArchive] I'm trying to add creature/mount models from retail to wotlk

[DiscordArchive] I'm trying to add creature/mount models from retail to wotlk

rektbyfaith
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02-02-2023, 07:06 PM
#1
Archived author: Greenhorn • Posted: 2023-02-02T19:06:54.262000+00:00
Original source

I'm trying to add creature/mount models from retail to wotlk
some m2 files have more than 3 textures when i open with 010 editor
but creaturedisplayinfo.dbc accept only 3
is there a way add all of textures to model?
rektbyfaith
02-02-2023, 07:06 PM #1

Archived author: Greenhorn • Posted: 2023-02-02T19:06:54.262000+00:00
Original source

I'm trying to add creature/mount models from retail to wotlk
some m2 files have more than 3 textures when i open with 010 editor
but creaturedisplayinfo.dbc accept only 3
is there a way add all of textures to model?

rektbyfaith
Administrator
0
02-02-2023, 07:09 PM
#2
Archived author: Titi • Posted: 2023-02-02T19:09:59.191000+00:00
Original source

Are they all DBC textures or are some hard coded ? If they're all DBC textures then you've ran into a technical limitation of 3.3.5, you'll have to hardcore textures instead of using DBC and create multiple variations of the model
rektbyfaith
02-02-2023, 07:09 PM #2

Archived author: Titi • Posted: 2023-02-02T19:09:59.191000+00:00
Original source

Are they all DBC textures or are some hard coded ? If they're all DBC textures then you've ran into a technical limitation of 3.3.5, you'll have to hardcore textures instead of using DBC and create multiple variations of the model

rektbyfaith
Administrator
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02-02-2023, 07:22 PM
#3
Archived author: Kiffy • Posted: 2023-02-02T19:22:59.700000+00:00
Original source

could you elaborate on handled by DB? spells like that Ice Block are both linked and handled like a normal spell with its effects
rektbyfaith
02-02-2023, 07:22 PM #3

Archived author: Kiffy • Posted: 2023-02-02T19:22:59.700000+00:00
Original source

could you elaborate on handled by DB? spells like that Ice Block are both linked and handled like a normal spell with its effects

rektbyfaith
Administrator
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02-02-2023, 07:31 PM
#4
Archived author: Deleted User • Posted: 2023-02-02T19:31:07.549000+00:00
Original source


[Image: image.png?ex=690c4ebb&is=690afd3b&hm=7e8...2062e1884&]
rektbyfaith
02-02-2023, 07:31 PM #4

Archived author: Deleted User • Posted: 2023-02-02T19:31:07.549000+00:00
Original source


[Image: image.png?ex=690c4ebb&is=690afd3b&hm=7e8...2062e1884&]

rektbyfaith
Administrator
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02-02-2023, 07:32 PM
#5
Archived author: Deleted User • Posted: 2023-02-02T19:32:19.926000+00:00
Original source

So some spells are explicitly linked to a script via that table. This should be your first port of call generally. spell_id can be - for many ranks.

_However_ not all spells have a spell script. Modifications to spells also sadly exist all over the core and almost never refer to the spell ID and instead can do nonsense like family flags, icon id, etc. Sometimes there's a comment core side that helps, sometimes not.
rektbyfaith
02-02-2023, 07:32 PM #5

Archived author: Deleted User • Posted: 2023-02-02T19:32:19.926000+00:00
Original source

So some spells are explicitly linked to a script via that table. This should be your first port of call generally. spell_id can be - for many ranks.

_However_ not all spells have a spell script. Modifications to spells also sadly exist all over the core and almost never refer to the spell ID and instead can do nonsense like family flags, icon id, etc. Sometimes there's a comment core side that helps, sometimes not.

rektbyfaith
Administrator
0
02-02-2023, 07:36 PM
#6
Archived author: Titi • Posted: 2023-02-02T19:36:02.581000+00:00
Original source

a bunch are hardcoded in the spellhandler by id, pretty sure it's as simple as `if (spell id = xx) {do things}`
rektbyfaith
02-02-2023, 07:36 PM #6

Archived author: Titi • Posted: 2023-02-02T19:36:02.581000+00:00
Original source

a bunch are hardcoded in the spellhandler by id, pretty sure it's as simple as `if (spell id = xx) {do things}`

rektbyfaith
Administrator
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02-02-2023, 07:36 PM
#7
Archived author: Deleted User • Posted: 2023-02-02T19:36:30.002000+00:00
Original source

Yeah you'd hope they exist and usually that's my goto first thing to check but far from the only stupid way it gets done
rektbyfaith
02-02-2023, 07:36 PM #7

Archived author: Deleted User • Posted: 2023-02-02T19:36:30.002000+00:00
Original source

Yeah you'd hope they exist and usually that's my goto first thing to check but far from the only stupid way it gets done

rektbyfaith
Administrator
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02-02-2023, 07:37 PM
#8
Archived author: Deleted User • Posted: 2023-02-02T19:37:01.501000+00:00
Original source

Eg in SpellAuras.cpp

```
// Shadow word: Pain // Vampiric Touch
if (removeMode == AURA_REMOVE_BY_ENEMY_SPELL && (GetSpellInfo()->SpellFamilyFlags[0] & 0x00008000 || GetSpellInfo()->SpellFamilyFlags[1] & 0x00000400))
```
rektbyfaith
02-02-2023, 07:37 PM #8

Archived author: Deleted User • Posted: 2023-02-02T19:37:01.501000+00:00
Original source

Eg in SpellAuras.cpp

```
// Shadow word: Pain // Vampiric Touch
if (removeMode == AURA_REMOVE_BY_ENEMY_SPELL && (GetSpellInfo()->SpellFamilyFlags[0] & 0x00008000 || GetSpellInfo()->SpellFamilyFlags[1] & 0x00000400))
```

rektbyfaith
Administrator
0
02-02-2023, 07:41 PM
#9
Archived author: Greenhorn • Posted: 2023-02-02T19:41:02.132000+00:00
Original source

I'm talking about this one
[Image: text.png?ex=690c510e&is=690aff8e&hm=66cb...8b58efe94&]
rektbyfaith
02-02-2023, 07:41 PM #9

Archived author: Greenhorn • Posted: 2023-02-02T19:41:02.132000+00:00
Original source

I'm talking about this one
[Image: text.png?ex=690c510e&is=690aff8e&hm=66cb...8b58efe94&]

rektbyfaith
Administrator
0
02-02-2023, 07:41 PM
#10
Archived author: Titi • Posted: 2023-02-02T19:41:21.914000+00:00
Original source

that's hardcoded textures
rektbyfaith
02-02-2023, 07:41 PM #10

Archived author: Titi • Posted: 2023-02-02T19:41:21.914000+00:00
Original source

that's hardcoded textures

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