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Messages - Axis48

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1
Noggit / [Help] Shoreline recreation in Noggit3, Blending opacity
« on: November 24, 2018, 08:41:37 pm »
I have been struggling with water for awhile in noggit3 and I am in the process of just giving up on blending it all together, but I am trying to figure out how to recreate the 'transition' from a lower opacity to a higher one that you see on Azeroth, pictured here ...



It goes from a low 0-20 opacity to upwards of 200. I can't seem to figure out how to recreate that transition in any way? Is it a setting? A toggle? Another program?

2
Hello! Currently tinkering with an existing map! In this case, Northrend! I have overwritten much of the Northrend map to the point where it is no longer recognizable- so, rather then have players pull up a map and see themselves on the world map on the Northrend map, I'd rather not have the player see themselves on the map at all- similar to how it would be in a raid or dungeon.

I was able to do some research, but I've been unable to connect all the dots here as far as things go- I'm tinkering with the WorldMapArea and Map DBCs, but the player marker still shows up in Northrend on the over world map. Ideas?

3
Level Design / Re: [Help] Modifying the native Music in a WMO
« on: March 15, 2018, 08:39:37 am »
I was able to piece it together, mostly by doing some guesswork with the above thread.

4
Level Design / Re: [Help] Modifying the native Music in a WMO
« on: March 13, 2018, 01:33:43 am »
So- I was able to find this thread- which has the same problem, and the solution is posted. However the screenshots are now unavailable, so I'm missing pieces n how to get this done: http://www.modcraft.io/index.php?topic=9279.0

Any ideas?

5
Level Design / [Help] Modifying the native Music in a WMO
« on: March 10, 2018, 07:16:35 am »
I am currently operating on a 7.1.5 client and I'm looking to change the existing music within some WMOs. I am looking around in the WMOareatable.db2 and I am having a difficult time making sense of it- I know which entries correspond to the music and ambiance effects, but I am struggling a lot with how to identify which WMO entries to edit.

Is there a way to match up a WMO's file with it's entry in WMOareatable.db2?

6
Level Design / Re: [Help] Baked in Ambient Noises
« on: December 29, 2017, 08:54:04 pm »
I tinkered with that DB2 but had no success. But it got me thinking the right way, I traced the issue to the Sound emitters DB and when I cleared out the Northrend issues the sounds went away!

7
Showoff - what you are working on / Re: [SHOWOFF] What Are You Working On
« on: December 28, 2017, 11:59:37 pm »
Just finished making up a trailer for an upcoming project release I'm doin' with some friends!


8
Level Design / [Help] Baked in Ambient Noises
« on: December 28, 2017, 11:49:51 pm »
I am replacing much of the Northrend map with a new map of my own creation and I've got damn near everything stripped out in terms of NPCs, area tables, light boxes and so on. But one thing I've noticed as I move around the map is ambient noises in specific areas.

Specifically the sound of running water of rivers in these two locations:


We did not 'modify' the area of Northrend, we simply replaced it - no M2s, WMOs, or textures remain from OG Northrend. Is there anything that might be causing us to still hear this sound?

9
Level Design / Re: [Question] Modifying a continent's Default Skybox?
« on: November 26, 2017, 06:40:18 am »
Got it all pieced together! Thank you!

10
Level Design / Re: [Question] Modifying a continent's Default Skybox?
« on: November 24, 2017, 11:39:33 pm »
On investigation, it looks like for Northrend specfically there is some kind of zone-based tiny Light.dbc edit you have to tinker with? Is there anyway to modify the range of it or is deleting it acceptable?

11
Level Design / Re: [Question] Modifying a continent's Default Skybox?
« on: November 24, 2017, 10:50:29 pm »
Howdy!

Yes, I went in and found the a bunch in light mapper and I have a skybox for the zone I want to use and it is assigned in my DB2, but the 'default' skybox of the zone I'm in, in this case, the Stormpeaks seems to want to stick around. Is threre a way to remove the default skybox of zones on an existing continent?

12
Level Design / Re: [Question] Modifying a continent's Default Skybox?
« on: November 24, 2017, 09:20:36 pm »
On some further analysis it looks like it's more tied to the zone then the continent, but all the same, I have repainted their area IDs and such on the map. Is there something else I need to modify to change the skyboxes?

13
Level Design / [Question] Modifying a continent's Default Skybox?
« on: November 24, 2017, 09:12:37 pm »
Sorry if this has already been answered, but is there a way to change a continent's default skybox? Like, I have a 'local' skybox settup for lighting effects and I assumed it would give me a clear sky like in STV- since I am using the Zul'Gurub box, but this island and it's skybox are out in Northrend and I am stuck with this weird Northern lights look. Is there any way to change this?


14
Miscellaneous / Re: Creating a new WDL file.
« on: August 18, 2017, 08:12:55 pm »
It is mostly for quality of life atm! Looking to try and make a map of the areas we've created and a height map would make it a breeze!

What is Noggit QT?

15
Miscellaneous / Creating a new WDL file.
« on: August 15, 2017, 06:00:09 am »
Hi! Kind of run into a jam, hoping there is someone who knows how to help!

Been making a new map, about the size of Northrend, and while much of the space is open ocean, it still occupies a large space! However, I am having an issue creating a new WDL file for the islands! the FuTA tool seems to 'crash' or at least lock up at about 66% every time no matter what I do and I'm not sure what my solution is going to be. Does anyone know how to make a WDL file for a larger map or have a tool that might work for it? Thanks.

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