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Messages - Shelldon
1
« on: January 09, 2018, 04:00:58 am »
Filters, textures and hand-painting. A lot of hand-painting. Second image you posted (black rock) is 100% hand-painted, maybe it was a concept before actual dungeon release.
2
« on: November 25, 2015, 12:40:23 am »
Just a bit of fantasy and time:   About non-hardcoded blps: If we speak about creatures, then it is not very hard to guess which name texture uses. With 15-10 variants in listfile you should guess how it is called. (I was too lazy to find other way, just wanted those 2 things from legion)
3
« on: October 31, 2015, 11:47:30 pm »
 Looking for appreciatory c++ programmer. We'll give you the task, you'll have to complete it as fast as you can. All work is paid, well paid if we speak about private servers. Language: english/russian. Examples of the task: custom battleground scripts, scripts for converted from cata/mop battleground. If you're intrested then add me in skype as fast as you can: fukkkar01
4
« on: October 17, 2015, 07:38:38 pm »
Hi, I'm trying to make client-side part of 3rd specialization and I wanted to ask people who probably done it before if I done everything right. Maybe I just forgot to edit some files, or I had to make a fully custom code instead of trying to create blizzard-like looking spec. Anyway, the problem is that I can't work with my 3rd spec same as I work with two others. Buttons in the 3rd spec are just not responding to any of my actions and it starts right from the button that has to switch me to that spec. I can't show you the server part (another man works on that) but I need you to just tell me what else can I do in the client, if I did not enough changes. Interface/addons/blizzard_talentUI/Blizzard_TalentUI.luahttp://pastebin.com/mMdVAvqwInterface/addons/blizzard_talentUI/Blizzard_TalentUI.xmlhttp://pastebin.com/Ddx64PVRInterface/framexml/constants.luahttp://pastebin.com/x86GGPs5Interface/framexml/Gloablstrings.luajust added few new strings for the name of the spec and glyphs Interface/framexml/Talentframebase.luaMAX_TALENT_GROUPS = 3; instead of MAX_TALENT_GROUPS = 2; I'll be really greatfull for any of your suggestions and ideas. p.s sorry for my english, I hope you understood the main idea
5
« on: June 21, 2015, 05:24:18 pm »
6
« on: June 10, 2015, 11:18:22 am »
Looks amazing, PhilipTNG, vertex lighting its a great improvement in wmo creation. axel0099, its Silithus alphamap. It would look much more better if I could use vertex shading in this location, but unfortunately Neo can't work with my map. There are few new screens of area in imgur album:  
7
« on: June 08, 2015, 04:22:23 pm »
Nice tower, Insanity, very simple but pretty. As for me, working on dungeon for tosl company, I hope you'll like it.   P.S also I released a new login screen few days ago, I just can't say how I grateful to Mordered for his LS system. [media:2khe2lps]https://www.youtube.com/watch?v=-6dtlu-2Xq0[/media:2khe2lps]
8
« on: May 13, 2015, 05:46:41 pm »
Well, great work on this belts but if it is really just a spell then it is nothing hard to do for others, I think if you'll make a tutorial about that then many people will be able not only make belts, they'll be able to do things as on Alastor's screenshot. well yeah ... in generaly ... dont you know spell that can spawn model on head and hands too ? im may too lazy to create VisualKit for it lawl .. About that. It is not very hard to do the fully custom visual kit for spell from 0. It took less than a hour when I tried to do it first time. There is my strange representation of that which can help you.  With those dbcs you can set your own aura effect, point which it has to be attached, the effect of appearance and many others. I hope it will motivate you to be not so lazy about very usefull things  (don't give a shit about numbers on this picture, I used them to remind things I did long time ago) Few results that I got not so long time ago  :   
9
« on: March 30, 2015, 12:35:56 pm »
Finally done with bloodelf and draenei npcs and now looking for someone who can reduce polygons on WoD hd models for all geosets working. We'll have almost 100% working hd characters content on 335 in that case. (or I'll do it by self, but it will take a really long time  ) 
10
« on: March 24, 2015, 09:10:04 pm »
Is that some sort of movable camera that could work as a screenshot camera? Yep, something like that. It has exactly the same effect as machinimatool for 3.3.5. It would also be very good for use as a spectator mode on arenas.
11
« on: March 24, 2015, 01:22:32 pm »
Some simple realisation of commentator's mode functions
12
« on: March 10, 2015, 07:05:24 pm »
Fantastic news, fantastic work and thank you for that. I really hope that it will support old (and most likely different) kinds of trinity core db. I also wanted to suggest you to make creature creator (with texture or using Rochet2's patch). And now about problems I faced before using your tool: 1 - I couldn't run latest ci version until my friend compiled it and sent me the whole folder (the same error as Supora already posted here) 2 - Also, whenever I try to use my custom locale patches (ruRU) I always get that:
20:59:26 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5Datacommon-2.MPQ 20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5Datacommon.MPQ 20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5Dataexpansion.MPQ 20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5Datalichking.MPQ 20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataPatch-2.MPQ 20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataPatch-3.MPQ 20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataPatch-M.mpq 20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataPatch-N.mpq 20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataPatch-W.mpq 20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataPatch-Y.mpq 20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataPatch.MPQ 20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUbackup-ruRU.MPQ 20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUbase-ruRU.MPQ 20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUexpansion-locale-ruRU.MPQ 20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUexpansion-speech-ruRU.MPQ 20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUlichking-locale-ruRU.MPQ 20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUlichking-speech-ruRU.MPQ 20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUlocale-ruRU.MPQ 20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUpatch-ruRU-2.MPQ 20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUpatch-ruRU-3.MPQ 20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUPatch-ruRU-4.mpq 20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUPatch-ruRU-H.mpq 20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUPatch-ruRU-L.mpq 20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUPatch-ruRU-Z.mpq 20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUpatch-ruRU.MPQ 20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUspeech-ruRU.MPQ 20:59:30 Program.cs:15 - Debug: System.ArgumentException: Элемент с тем же ключом уже был добавлен. в System.ThrowHelper.ThrowArgumentException(ExceptionResource resource) в System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add) в WoWEditor6.IO.Files.DbcFile.Load(String file) в c:UsersAdministratorDownloadswoweditor.gitWoWEditor6IOFilesDBCFile.cs:строка 121 в WoWEditor6.Storage.DbcStorage.Initialize() в c:UsersAdministratorDownloadswoweditor.gitWoWEditor6StorageDBCStorage.cs:строка 40 в WoWEditor6.IO.FileManager.<InitMpq>b__2() в c:UsersAdministratorDownloadswoweditor.gitWoWEditor6IOFileManager.cs:строка 150 в WoWEditor6.IO.MPQ.FileManager.<>c__DisplayClass1.<InitFromPath>b__0() в c:UsersAdministratorDownloadswoweditor.gitWoWEditor6IOMPQFileManager.cs:строка 53 в System.Threading.Tasks.Task.InnerInvoke() в System.Threading.Tasks.Task.Execute() --- Конец трассировка стека из предыдущего расположения, где возникло исключение --- в System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task) в System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) в WoWEditor6.IO.MPQ.FileManager.<InitFromPath>d__3.MoveNext() в c:UsersAdministratorDownloadswoweditor.gitWoWEditor6IOMPQFileManager.cs:строка 40 --- Конец трассировка стека из предыдущего расположения, где возникло исключение --- в System.Runtime.CompilerServices.AsyncMethodBuilderCore.<ThrowAsync>b__0(Object state) в System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) в MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler) в System.Windows.Threading.DispatcherOperation.InvokeImpl() в System.Windows.Threading.DispatcherOperation.InvokeInSecurityContext(Object state) в System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) в System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) в System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) в System.Windows.Threading.DispatcherOperation.Invoke() в System.Windows.Threading.Dispatcher.ProcessQueue() в System.Windows.Threading.Dispatcher.WndProcHook(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled) в MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled) в MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o) в System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) в MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler) в System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs) в MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam) в MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg) в System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame) в System.Windows.Threading.Dispatcher.PushFrame(DispatcherFrame frame) в System.Windows.Threading.Dispatcher.Run() в System.Windows.Application.RunDispatcher(Object ignore) в System.Windows.Application.RunInternal(Window window) в System.Windows.Application.Run(Window window) в WoWEditor6.Program.Main() в c:UsersAdministratorDownloadswoweditor.gitWoWEditor6Program.cs:строка 36
It doesn't matter if there is only 1 patch or more, I inevitably will get that :C Anyway, good luck for you guys, I believe that it will be the greatest modding tool at the final version.
13
« on: January 11, 2015, 10:40:07 am »
Well, that probably won't work, but try to use different blp settings (dxt type) you can use blplab or blp photoshop plugin for it.
14
« on: January 04, 2015, 09:26:27 pm »
Thank you once again, used it here:
[media:206hnsfl]http://www.youtube.com/watch?v=VvJP_zdtGCI&feature=youtu.be[/media:206hnsfl]
Also I noticed few bugs like no double slash in code when you press "Save" in tool, error if you have custom light settings in your model.
15
« on: January 02, 2015, 11:27:38 pm »
Very likely that you have a wrong flag.
http://www.wowdev.wiki/index.php?title=M2/WotLK#Particle_emitters It seems to be wrong texture id, idk about flag, but with my test I didn't ever get the same result as on the screen (I use 4 flag for almost all new particles, it works just fine). I recommend you, Krang Stonehoof, make few experiments with textures on this particle, choose the one that seems to be ok to you (check blp file by file) in the current time it is the only way to get good looking particle. *Or you can combine few blps as Anthony did and then set them (one edited file) in particle as a texture for better result.
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