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Topics - TheBuG

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1
Noggit / [QUESTION/REQUEST] NoggIt Development
« on: June 24, 2014, 05:18:30 pm »
It's been a while since I actually requested anything, or anyone did.

I realize NoggIt development is something inconsistent and usually happens one or two months and dies shortly after again. The latest Noggit SDL works somewhat ok. It does the job that it's supposed to do.

However I've personally started to become somewhat interested in building for Cataclysm, and perhaps later on MoP/WoD, because of the improved graphical options (I know WoW isn't the prettiest game, but Cataclysm brings really nice improvements over WotLK). Besides the graphics there's also the huge amount of assets we could use. Yes, we can use most of them on WotLK with some work arounds, but it's far from convenient. Noggit already works fine with loading all those assets (Without them being hex edited to work with WotLK).

I also realize there've been quite some changes to the file formats and usage of those by the WoW client between WotLK and Cataclysm. However, since Cataclysm there seems to have been only very minimal changes (mostly to M2s/Particles). ADTs have barely changed between from Cataclysm to WoD. (Though WoD allows 6 textures per chunk?)

(Now, here's the part where every developer gets to bash me for, as I've no knowledge of any developing.)
How hard could it be to have NoggIt save it's ADTs for Cataclysm(+)? Perhaps even implemented by simply having an option in the config file for the format to save in. We've got Mjollna's ADT converter. It works fine, besides a small WMO collision problem. But it'd be so much more convenient if Noggit simply did it by itself.

I know the MPQs have changed as well, or rather how they're organised, but we wouldn't even need the client as long as we can just load files from the project folder (As we do now).

Is it plausible to have this happen?

2
Resources and Tools / [RELEASE] WOD World M2/Tileset Compilation
« on: April 10, 2014, 06:47:02 pm »
I've extracted most (if not all) static World M2s from WOD and converted them to 3.3.5. Tilesets are included aswell in the Patch-W MPQ.

I'm aware that some models are broken or lacking textures. I will not be fixing them untill WOD reaches a state in which it is near finished, simply because not all models are done and some might change.

Huge thanks to Mjollna, Cromon, TOM_RUS and Alram for (in)direct help.

Download

These models will work in Noggit and WMV (Besides the previously mentioned broken models).

3
Random / Warlords of Draenor
« on: November 08, 2013, 10:55:19 pm »
Well, it's official.

.



Updated Gnomes

Updated Dwarves

Updated Orcs


What do you think of it?

I personally love the Draenei architecture. I hate the original one but the one they're going for with Auchindoun and the Temple of Karabor seems epic.

4
Random / A nice look into Blizzard's environment design.
« on: October 20, 2013, 05:30:15 pm »
I ran into this thread on Polycount and it's really nice to have a look at it if you're in need of inspiration. Or atleast I thought so.

I thought I'd throw it in here aswell so you can all have a look.

5
FuTa / [QUESTION] .height files.
« on: October 14, 2013, 06:14:50 pm »
Hey hey fellow Modcraft users,

I've been out of WoW modding for quite a while and decided to try something new. Futa has an amazing Heightmap Import/Export function. I've used it to duplicate the height maps of different ADT files just to test if it works, and it does. But does anyone know any tool to edit the exported .height files?

Or does anyone know if it's possible to import/export the WoW heightmaps in 2d grayscale?

TheBuG

6
Showoff - what you are working on / Kul Tiras
« on: August 23, 2013, 07:10:35 pm »
Well, it isn't much yet, but I've starting working on some models for Boralus/Kul Tiras.

The first (and only picture for now) is the gate of Boralus. It's about 50%ish finished. Still needs two towers at both sides. I'm not sure I'm happy with the size of it at the moment either. No ingame screenshot at the moment, nor from WMV because WMV doesn't recognize the textures at the moment. Doesn't have any doodads yet either.

Boralus Citygate



Edit: With some doodads to give an idea of how it could look. Obviously these do not represent Tiranian doodads/flags etc.

7
Noggit / [Feature Request] Manually adding coordinates of objects.
« on: March 18, 2012, 12:29:57 pm »
Hello there,

Recently I've started working more and more with my own custom doodads and I realised that Noggit is missing a really important feature if you're doing really precise object placement.

With Cryecttools we had the fileinfo/loadinfo with which we could see what M2s/WMOs were on an ADT, aswell as their coordinates. Sometimes you want models to be on exactly the same x/y/z axis as another object. Currently it's quite hard to achieve this. Noggit has the info window, but the coordinates show only 1 decimal and the way Noggit works it's hard to place models on the same x/y/z axis as another.

What I'd like to see is perhaps a way to change the coordinates in the info window, perhaps by just making them editable by hand? Or a way to insert the coordinates? I can do it with cryect tools, but that's a lot of work to get it all on the right place.

TheBuG

8
Showoff - what you are working on / Collection of Screenshots.
« on: March 16, 2012, 08:04:58 pm »
I decided to upload a couple of ingame screenshots from some builds I did, most aren't even finished, a lot of them are just me trying out some styles. Anyway, enjoy, learn, whatever. There are no screenshots of builds I'm currently working on, except the one from the broken isles, but some people wanted screens from that, so here it is!

A very old version of Artraigh, my first serious worldbuild.
[spoiler:3onvnmes][/spoiler:3onvnmes]
[spoiler:3onvnmes][/spoiler:3onvnmes]

Some tries to get Cataclysm trees into WotLK. First screen failed, second was a succes!
[spoiler:3onvnmes][/spoiler:3onvnmes]
[spoiler:3onvnmes][/spoiler:3onvnmes]

Some more toying around with Cataclysm doodads and tilesets.
[spoiler:3onvnmes][/spoiler:3onvnmes]

Trying out the Grizzly Hills tilesets.
[spoiler:3onvnmes][/spoiler:3onvnmes]

Heartglen WMO's (from cataclysm with gilneas trees).
[spoiler:3onvnmes][/spoiler:3onvnmes]

Don't know why I made this, I was bored.
[spoiler:3onvnmes][/spoiler:3onvnmes]

Just a random mine.
[spoiler:3onvnmes][/spoiler:3onvnmes]

And another village with Heartglen WMO's and Crystalsong trees.
[spoiler:3onvnmes][/spoiler:3onvnmes]
[spoiler:3onvnmes][/spoiler:3onvnmes]
[spoiler:3onvnmes][/spoiler:3onvnmes]

Izal-Shurah (Still a WiP)
[spoiler:3onvnmes][/spoiler:3onvnmes]
[spoiler:3onvnmes][/spoiler:3onvnmes]

A hunter's village, missing a lot of M2s due to an ADT corruption.
[spoiler:3onvnmes][/spoiler:3onvnmes]

Custom models, was trying to build a castle, but lego building isn't for me ;).
[spoiler:3onvnmes][/spoiler:3onvnmes]

Updated version of Artraigh, it seems to be corrupted sadly because one of the Noggit beta's wasn't saving properly, can't get into the village without getting thrown a 1000 feet into the air.
[spoiler:3onvnmes][/spoiler:3onvnmes]
[spoiler:3onvnmes][/spoiler:3onvnmes]
[spoiler:3onvnmes][/spoiler:3onvnmes]
[spoiler:3onvnmes][/spoiler:3onvnmes]
[spoiler:3onvnmes][/spoiler:3onvnmes]

9
Tutorials / [TUTORIAL] Detailed mountains.
« on: February 12, 2012, 02:22:12 pm »
Update (16-11-2013)
Hello and welcome to my mountainshaping guide!

In this tutorial I've used Noggit SDL 1.3 and I expect you to know the basics, newer versions might have different functions but the core should be the same.

Mountains are an important task for every worldbuilder. Every zone in World of Warcraft has mountains, but it can be a lot of work to create large mountainrange. In this tutorial I will give you an idea of how you can shape your mountains in no time. Keep in mind that you might want to use more detail on smaller mountains.

Let's get started. First of all, get the basic shape of your maintain, with dirt as base texture, ready in noggit. As I've done in this picture.


Second, pick a basic rock texture. The texture shouldn't have to much detail (such as cracks) to it. I've personally used the rock texture from the Twilight Highlands. Once you've picked your rock texture, use it to create some, somewhat large, patches as seen in the picture


Once you've done that, shape them up. I personally use the linear function to raise the terrain with a radius of around 8 and a speed of 1.5-1.8.


Now, these large patches of rock are handy as they cover a lot of terrain, but they're not quite that detailed. Try adding some extra texture to their shape and create some smaller patches next to them.


Raise those smaller patches of rock using the linear function with a radius of +/- 5-6 and a speed of 0.6. Your mountains should be getting quite a nice shape already.


Now, the mountain still looks a bit bland with just the dirt texture. Try filling the space between the rocks with, for example, a grass texture. You might want to do this in 2D mode as painting in between the rocks can be a bit of a pain in 3d mode.


After this, smooth your mountain where needed and add some vegetation where you see fit. (I won't show you this in a picture because I'm horrible with vegetation.)

Rinse and repeat for the rest of the mountain.

Extra pictures.



Old Tutorial
Hello everyone,

Some time ago I was requested to create a tutorial about my way of texturing. So here's the start, mountains. A lot of people tend to create mountains which all look pretty much the same and generally have the same shape. These are often quite dull (in my opinion), so here's my way of texturing. It has it's flaws obviously, but I hope people learn from it.

Note: It's not perfect.
Note2: Sorry for the lack of ingame pictures, but I don't have an emulator on my PC at the moment. Noggit rendering is really off.

Texturing
Used Tools
Code: [Select]
Noggit Rev 3.279Used Tilesets (These can be found here.)
Code: [Select]
tilesetstormwindcityswc_dirta.blp
tilesetexpansion03twilighthighlandsth_rock_01.blp
tilesetexpansion03twilighthighlandsth_grassb_01.blp
Step 1
You'll want to start with a dirt texture as shown below.

http://is.gd/0LR32C

Step 2
The second step is to create a couple of large patches which will later become the peaks of the mountain.
Radius: 6 - 8
Pressure: +/- 30
Hardness: +/- 30

http://is.gd/cUyjOI

Step 3
The third step is to create smaller patches around the larger one's. You'll want to reduce radius, pressure and hardness.
Radius: 3 - 4
Pressure: +/- 15 - 20
Hardness: +/- 15 - 20

http://is.gd/XNxlY3

http://is.gd/5HMLpG


(Optional) Step 4
The fourth step, being optional, will require you to paint a grass texture inbetween the rock textures. This can be done quickly, the dirt may be seen.
Radius: 2-3
Pressure: +/- 15 - 20
Hardness: +/- 15 - 20

http://imagr.eu/up/4f37b6b076c887_Step_05.png

http://imagr.eu/up/4f37b6b08cbd07_Step_06.png

Shaping
Shaping is done AFTER texturing for mountains, cliffs may be shaped before texturing.
Used Tools
Code: [Select]
Noggit Rev 3.279
We'll continue with the result of the texturing part.

http://is.gd/z0A4H9

Step 1
The first step is to just create the general shape of the mountain, you can include raising the greater patches of rock textures already so you have a good idea of where the peaks of the mountain are. The brush radius you raise the mountain with is completely dependant on what size you chose your mountain to become.

http://is.gd/f6yzPh

Step 2
The second and last step of shaping (omg is fast tutorial!) is to raise the smaller patches of rock textures. This can be quite time consuming. And yes, in the picture I was too lazy to shape it all myself, but I have other things to work on!
Brush Radius: 6 - 8
Brush Speed: 0.60 - 0.80

http://imagr.eu/up/4f37b6b0cd2c06_Shape_Step_03png.png

Other example(s)
Another example of how it could look at the end, with some building done around it.

http://imagr.eu/up/4f1d9000d5c155_BI_Start2.png

10
Showoff - what you are working on / Broken Isles - Izal-Shurah
« on: January 23, 2012, 05:53:35 pm »
Soo, I kinda love the mystery of the Broken Isles and since Blizzard doesn't seem to be working on it, I've given it a try. It's a very early WiP, but I thought some people might like it. Criticism is appreciated as long as long as it comes with good feedback. And yes, it's lacking doodads, and textures. But as I said, it's a very early WIP.


Current overview.


Probably going to be a base for a night elf scout party.

2D View
[spoiler:1lqxqyo1]

It's best to click the second picture if you're interested in the size of it all, as the preview doesn't render the chunk lines properly.[/spoiler:1lqxqyo1]

This is Izal-Shurah only, I will be working on the isle where the Tomb of Sargeras is located after this one, probably with custom doodads, however at this moment it's quite far away.

~TheBuG

11
Resources and Tools / [TOOL] Neodex MDL kit
« on: December 20, 2011, 07:12:41 pm »
[center:1vrgb216]Neodex MDL kit by republicola and BlinkBoy[/center:1vrgb216][/b][/u]

About this tool:
This tool allows you to save 3D models as .mdl, this file can then be used in MDLvis.

Additional Info:
Only works with 3DS max 6 to 10

External:
See the HiveWorkshop.

12
"Retro-Porting" / [RELEASE] Cataclysm AND MoP Tilesets
« on: February 09, 2011, 08:41:53 am »
Pretty much as the title says, I've extraced the Cataclysm tilesets and put them in another MPQ, ready for 3.3.5.

To use these tilesets, just put them in the World of Warcraft Data folder, or extract them to your project folder. I'll give an example.

Code: [Select]
*Project Folder*/Tileset/Expansion03/Uldum/*Uldum Tilesets*
Alternatively you could just extract the entire Tileset folder from the patch and put it in your project folder.

Cataclysm Tilesets: Download now!

Mists of Pandaria Tilesets: Download now!

Edit: Included new tilesets including Firelands, Hyjal and Stormwind.
Edit 2: Added a link to the Mists of Pandaria Tilesets!

13
Showoff - what you are working on / [SHOWOFF] Artraigh
« on: February 08, 2011, 08:37:43 pm »
Lore
[spoiler:2ibt28af]Artraigh
Nations
Ykril Nation (Might be Kingdom or Republic) of Artraigh, shortly called Artraigh.

Races
Ykril (Approximately 60% of the isles' population)
Vrykul (Approximately 10% of the isles' population)
Humans (Approximately 10% of the isles' population)
Wildhammer Dwarves (Approximately 5% of the isles' population)
High Elves (Approximately 5% of the isles' population)
Ironforge Dwarves, Blood Elves, Gnomes, Goblins and other races. (Approximately 10% of the isles' population)

Government
Currently unknown. (Haven't figured yet.)

Ruler
Currently unknown. (Haven't figured yet.)

Settlements
Currently unknown. (Haven't figured yet.)

Lore

Currently unknown. (Is incoming asap.)[/spoiler:2ibt28af]

Update (21st of July)
Been a while since I updated this thread, did some work on Artraigh since last time though. Mostly doodad placement and started on expanding outside the valley.
[spoiler:2ibt28af]
Click here for a larger screenshot.[/spoiler:2ibt28af]

Update (14th of June)
Did some more texturing, not a lot more.

Day 3.
[spoiler:2ibt28af]
Click here for a larger screenshot.

Click here for a larger screenshot.

Click here for a larger screenshot.[/spoiler:2ibt28af]

Update (6th of June)
Removed the old content I had, however I didn't remove it from this thread. I've redone a lot of stuff, and the new content is still far from finished, but I'm in need of suggestions and opinions!

Enjoy.


Day 2.
[spoiler:2ibt28af]
Click here for a larger screenshot.

Click here for a larger screenshot.

Click here for a larger screenshot.[/spoiler:2ibt28af]

Day 1 (Just one screenshot).
[spoiler:2ibt28af]
Click here for a larger screenshot.[/spoiler:2ibt28af]

_____________________
OLD STUFF (REMOVED)
[spoiler:2ibt28af]Whilst I have very little spare time lately, I'm still trying to test noggit when I can, obviously I do this by buildings stuff, at first I did random builds, and deleted them after I tested all I could think off, now I've just started a small project and just build it over (a very long) time, whilst still properly betatesting Nogg-it.

I've called the world I'm building ''Artraigh'', doesn't have any lore yet, but as it's far from completion, I personally don't bother thinking of lore yet. It isn't very detailed yet, and it's only a village, but it's a start, and I'll try to update this thread over time.

Arthon Village

[/spoiler:2ibt28af]

Whilst I'm not planning to make it an uberleet worldbuild (unless I suddenly find myself a lot of spare time), tips and criticism is appreciated!

(Also note that this is my first serious worldbuild, so don't be to harsh.)

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