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Topics - samgartell

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1
Showoff - what you are working on / Remaking Skyrim Assets for WoW
« on: April 02, 2016, 12:22:48 pm »
I recently started to remodel, Re-UV map and retexture Skyrim assets to fit the theme of WoW.
For the most part I've been removing smaller details that won't fit into WoW's cartoon style, modelling new features on that do fit in, and re-accentuating the weights of the Buildings to appear "Heavier", more rounded and less harsh.

A single house so far takes 1-2 days to "fix", so I might be slow to update this post.

I personally won't be using these, they're purely made as an experiment of converting Realism to Cartoon, so I might later release them.

Let me know what you think!

Farmhouse01
UV's entirely redone
Polycount reduced drastically
Removed noisy details
Extended roofbeam and draped Leather over it for A-Symmetry
Repurposed Thatch Texture from garrisons to reduce Texture Samples.




Farmhouse01 Variation
Tent Texture replaces Woodboards on Walls
Modelled some tusks to replace wooden posts at Entrance
Reuv'd flag to support half-texture banners




Farmhouse02
UV's entirely redone
Polycount reduced drastically
Removed noisy details
Added leather Rug and wrapped rope around several beams for variation.
Remodelled to appear bottom-heavy.



2
Resources and Tools / [TOOL] Machinima Studio Trial Extender
« on: February 11, 2015, 06:53:10 pm »
Hey! Just dropping a simple tool to reset the trial period on Machinima Studio - Honestly I don't know if this exists elsewhere or if there's an easier way to do it, because reinstalling and repairing did nothing for me and never has.

What this does:

- Extends the trial or resets it if it's already finished.

What this doesn't do:

- Activate the software
- Remove any wait times etc

If this goes against any rules of the forum, feel free to remove this thread, I made this for personal use anyway.
I've reset the trial twice with this, but if it doesn't work for anyone, send me the log (If it throws an exception), and I'll look over it.

As with most tools like this, the software edits registry, and therefore I can't promise it won't set off a false positive on virus software.

To manually reset the registry key, Open Regedit, navigate to "SoftwareBCMachinimaStudio" and remove "feedbackUrl"

Support the creators of Machinima Studio by purchasing a copy!

VirusTotal Scans

Download Mirror

3
I'm trying to use the Basic Procedural Water row in LiquidType.dbc to replicate Cata styled water, but I'm getting strange artifacts such as this:


Not only is it creating the purple/white/pink colours, it's basically killing antialiasing around terrain, not sure if that's a normal thing, but the bright colours and the compressed look of the water isn't.

I assume the compressed look is being caused by the water texture being 256*256 so stretching is occurring.

In the attachment is the original PNG, the BLP and LiquidType.dbc. Presumably somebody who understands it more can tell me where it's going wrong, or more likely, where I'm going wrong.

EDIT: Another question, which column does it inherit the specular map from? Column 16 seems most likely, but column 16 refers to ProceduralDepth textures, and I'm not even sure where they're stored, they don't include a filepath, are they stored in-engine?

4
Just a quick edit to the area around the Scarlet Monastery, to make it a bit more sinister, with a name like "Venomweb Vale", I imagine it should differ slightly from the surrounding area. It's my first build, and it went well as far as my standards go. Need to scale the trees, add more foliage and clean up the textures.

*Ignore floating hanged bodies, totally didn't notice them in Noggit







5
After screwing about with WoW assets I decided to make something with them, and came up with a few of Team Fortress 2's game modes, King of the Hill (Capture the point) and Payload.

They're done entirely in kismet and matinee with a custom gametype made in unrealcode extended from UTTeamGame for any people who use UDK and would like to know. :)

Screenshots:


(Control Point)


6
Tutorials / [FULL GUIDE] WoW to UDK
« on: June 14, 2013, 10:16:31 pm »
In this tutorial I'll be covering literally everything, from exporting to making a scene in UDK half way through writing this, it's become abundantly obvious I'm not just writing about WoW, I'm writing a full fledged guide on how to use UDK, be prepared for this. I'm posting it in Level Design, because it's the closest to what building scenes in UDK actually is. If I'm off, extremely sorry.
First off, you're going to need a few things;

- Time, and capacity to learn. (Maybe over-said, but you really WILL need these this isn't going to be a "Do this, do that, repeat tutorial, It'll be in-depth, explain everything, and hopefully teach you something about the engine, and not just the process it takes to rip models from WoW.)
- Unreal Development Kit (Link)
- A World of Warcraft installation (Any should do)
- A Model Viewer, such as Machinima Studio
- To speed things up, a bulk/batch image converter (UDK Won't support JPEG - Use PNG or TGA for least compression and best results)

With all that, we can get started.

Index
1. Exporting
2. Preparing UDK and Importing
3. Compiling Material Shaders
4. Applying Material to Mesh
5. Terrain Nodes, Tilesets, and Painting Landscape
6. Building a Scene
7. Dynamic and Static Lighting
8. Matinee and Kismet
9. Building/Compiling Scene
10. Finalising


1. Exporting

First, open your chosen Model Viewer, you should be presented with a viewport for the model preview, and a treeview of WoW's data. We're going to be using a simple model as an example, such as a tree from Grizzly Hills (worldexpansion02doodadsgrizzlyhillstreesgrizzlyhills_tree02.m2,) double click the model, or the model of your choice


You'll notice it's in the .M2 format, a format made by Blizzard, this will NOT work in UDK, it won't even pick it up as a file, so importing it won't even be an option. To fix this, we have to export it in a format UDK can read, the fastest option is to export it as an FBX, there are other options (Such as exporting as OBJ and then opening in a modelling program and exporting as ASE or PSK for skeletal meshes.) but we can settle for FBX as any cons are negligible.
To do this, you can either right click on the model in the file browser, or in the model browser, and press Export, like this;


When done, if using Machinima Studio, it'll ask you to wait for 10 seconds, (this can seem tedious if you're wanting to export multiple models fast, but Machinina Studio more than makes up for it in terms of having less bugs than WoWModelViewer) After the ten seconds is up, press continue, the exporting menu will open, below, you'll see the options you'll need ticked/selected in green, and any others either aren't relevant for this part of the tutorial, or are already ticked or selected, so leave them as they are.



Now press export.
Export it to a place you can remember, somewhere safe, to avoid losing it.
Now that you have the file exported, and in a format safe for UDK, go ahead and open your chosen batch image converter, find the folder you exported to, and convert every JPEG to PNG, even though you chose to force PNG textures in the exporter menu, the normal map will still be JPEG, we don't NEED a normal map, but it can really improve a model by telling the engine how to render lighting over it, giving it a 3D effect if done correctly.

Now open UDK.

7
Miscellaneous / [QUESTION] GlueXML Error After Adding New Race
« on: November 12, 2011, 09:23:32 pm »
I've done everything as it should be, but no matter how much I do this it always gives me the error
Quote
Interface/GlueXML/VideoOptionsPanels.lua:470: bad argument #2 to 'SetFormattedText' (string expected, got nil)
I'm not sure why, I've not edited VideoOptionsPanels.lua and as far as I know, I shouldn't have too.
Can anybody lead me in the right direction as to why this is happening? Not expecting anybody to do anything for me, just want to know WHY it could be happening so I can fix it.

8
Noggit / [QUESTION] Noggit Saving ADT's
« on: October 29, 2011, 10:38:43 pm »
Hey, I've recently started using Noggit, it runs fine occasionally crashes, but that's a given.
It's the actual saving of the maps I'm having trouble with, I've tried lots of different things from all over the place but none have worked (Saving in Taliis after, offsetfix.exe etc.) and it's all leading to corruption in game. Missing textures, strange things like having the camera thrown to the top of the world leaving me looking down at my character all sorts of things. Another thing would be the water, I think that's pretty obvious to fix, export the watermap from the original ADT and import it to the new one?
Heres a picture of my current progress (A small edit, expanding the Twin Spires in Zangarmarsh) Taken in Noggit, because as I say I can't in-game.

9
Tutorials / [TUTORIAL] Change Login Screen For a Picture
« on: October 29, 2011, 07:10:13 am »
Tools Required
BLP Converter
MPQ Editor
(Both inside this package from Eluo's thread http://bit.ly/w2StYU - Mediafire)
Any Picture Editor
(I recommend GIMP 2.6 http://www.gimp.org/ any should do though)
As pointed out by Sina, some particle effects from the dragon and the rumble still take place, nothing too serious, but just a warning.
How To

To get started, I'm not sure if this has been posted before, if it's old news or anything along those lines. I have no intentions of making a spam post, so if it is un-needed, feel free to just remove it.

OK. Start by finding your image, try to get a high quality image because it WILL lose some quality, by picking a good one now, it will at least be respectable quality later. I picked this [spoiler:2el99kgo][/spoiler:2el99kgo]

Open that image in your chosen editor, and rescale it to 1024x1024, then make sure to save it as a PNG, any other format will not work in the converter. After saving, drag and drop the PNG file onto the BLP Converter, after doing so, you should notice another file pop up, the same name as your PNG, but with the file format .blp, if you don't right click the blp converter, go to properties, compatibility then tick "Run as administrator", press OK and try the step above, again. Once this is done, rename the new BLP to "WotLK_Login_Citadel01" without quotes.

Now this is done, you can create a new MPQ using MPQ editor and name it anything from Patch-A.MPQ to Patch-Z.MPQ, (1-9 works too) inside it, you want the file tree to look like this


Drop "WotLK_Login_Citadel01.blp" into both
"Interface/GLUES/MODELS/UI_MAINMENU/Northrend" and
"Interface/GLUES/MODELS/UI_MainMenu_Northrend"

But, this leaves unwanted effects like snow, the skybowl, and the dragon, we don't want that. So I've done those textures already, making them completely transparent, meaning they won't show up, download them here: http://www.mediafire.com/?e5muxtpt9d0c9hy Extract them from the ZIP, and put ALL the folders inside "Tut", inside the root of the MPQ.

With all that done, start up WoW and you should have got something like this:
[spoiler:2el99kgo][/spoiler:2el99kgo]

If I've explained something strange or wrong, which looking at the time would not be a surprise at all, just let me know and I'll correct it straight away, whether it be a spelling mistake or something more important.

(My MPQ so you can take a look around and edit it to how you want: http://bit.ly/rFf9Dt)

10
Random / Gilneas on Minecraft Project
« on: June 01, 2011, 01:05:13 am »

Basically my aim, is to make the whole of Gilneas, yes, ALL of it, on Minecraft.
Here are what I'm doing at the moment:
Small houses (Done)
Medium Houses (1 more)
Small Features (x3-7)

Here is my list of what to do next:
Large house (x1)
Lighthouse (x1)
Landscape editing
The City (x1)
Water features (x5)
Lanterns (Both City, and Path Lanterns)
Harbour
Marsh
The Greymane Wall
Greymane Manor
More to come...

For the Area I will be using this map to try to make it as accurate as possible:


For the City, I'll be basing it off the city map itself from WoW, seen here:



Here's a preview, I have since finished small houses and made a medium house.
[youtube:3rlzfigf]http://www.youtube.com/watch?v=loLdycbMbw4[/youtube:3rlzfigf]

UPDATES:

Two more houses:
[youtube:3rlzfigf]http://www.youtube.com/watch?v=lbYN4KicSX0[/youtube:3rlzfigf]
Currently making my own Gilnean Texture pack Updates will be listed here:
[youtube:3rlzfigf]http://www.youtube.com/watch?v=S4BO0YrZzeg[/youtube:3rlzfigf]
New Lamps,
Scratches on doors,
Fade on bottom of walls,
New smoke particle.

Related things;

Saw this and I thought the art was amazing, and you guys might like it:

11
Serverside Modding / A Little Help Please [Ruby Sanctum]
« on: September 02, 2010, 03:56:19 am »
DELETED :P

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