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Messages - Lurivar

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1
Yup, for some reason blender renamed the texture, adding a few letters of the end of the name to it, I changed it and it works perfectly. Thank you <3

https://puu.sh/qOsbO/678422e759.png

2
Well it'd seem weird to me that the guy that upped them did it wrong since he already added a few items IG (although i'm not exatly if he has to do the same things, but whatever), and he used "Lktocatam2"

Anyway, I just tried to do it myself and manually, so I changed "uint version" to 272 and "uint lName" to 27, to match those of the base m2, but I got an error #132 again.
So I looked a bit more, and I noted something strange. There's a whome section in the new m2 that isn't in the original one :

"int16 _AnimationLookup[474]" just before the "struct Bones" which I can expand. In it, it's like this :
int16 _AnimationLookup[0]
int16 _AnimationLookup[1]
int16 _AnimationLookup[2]
int16 _AnimationLookup[3]
...
int16 _AnimationLookup[473]

and each and every one of their value is -1, except for int16 _AnimationLookup[0] which has a value of 0.
I tried deleting this whole section, as it isn't in the original .m2 file, and it got me back to my forst problem : no wow-error, but the item straight up not appearing.

So, any idea ?

PS : As for the export from Blender, when i'm done removing vertices, I select all (A), then export as obj, using those options :

Apply Modifiers
Include Edges
Write Normals
Include UVs
Write Materials
Objects as OBJ Objetcs
Path Mode : Auto
Scale : 1.00
Forward : -Z forward
UP : Y Up


Edit : Ok so, I used the LktoCataM2 script for BOTH the .m2 and the .skin file (while the guy that helped me only used it for the .m2, and I got this :

http://www.noelshack.com/2016-34-1472164677-skrine.png

Which is ... Better than nothing, I guess.
It may not be in the right direction because of Z axis and shit (even tho I was sure to have chose the right ones) but what bugs me is the texture .... I didn't include à .BLP nor changed anything about it (used the base one to see if it was working in blender, and chose the base path for it in ObjToM2, aka : ItemobjectcomponentsShield )

So well...

Stuck again

3
Hello,

I've been trying to modify the Bulwark of Azzinoth for quite some time now (the old one, aka shield_2h_outlandraid_d_06.m2) by removing the spikes on the front.
So I've extracted the model from WMV (Cataclysm version as I can't make the WOD one work for some reason) as wavefront obj, edited in in Blender by removing every vertice composing the spikes then reconverted it back to M2 with ObjToM2.exe.
No problem so far, I put the files in the right folders and launch the game. I try to preview the shield and there's my first problem :

It's just not there, not appearing, invisible, I dunno.

I talk about it with a few people on my server and one of them tells me : Ah, it's normal, you need to convert the M2 to WOD with 010editor's templates.

So I give him the files, he converts them and give them back to me. I put them in the right folder again, deleting the old ones, and try again to launch the game and preview the shield, and comes my second problem :

The game crash, and give me a WoW-Error #132.

The guy also tried to redo everything by himselg but got the exact same two problems.
So now i'm a bit lost on what I should do, as I'm pretty sure it should work but have no idea why it doesn't.

TL;DR : I need help :'( ( And any would be much appreciated :) )

In advance, thanks

4
Level Design / Adding light on the ground
« on: April 17, 2016, 02:14:14 am »
Hello,

I'm having an issu i can't seem to solve myself, and I haven't found any tutorial or post that helped me so far.
I made a custom map (well, I modified a Blizzard one but whatever) and I'd like to remove the light in some places (where I deleted torches, for example), and add some where I added objects that should emit light.

To summarize, I want to do that http://puu.sh/okZyg/755ca5f63b.jpg where I put objects that should emit lights, and remove it, where it shouldn't be there

I thought it was in the light.dbc, but I can't seem to do anything with it but change skyboxes
Any help about this will be greatly appreciated.

Thanks :)

5
Hello there,

I have a problem with some custom .wmo I created (nothing out of the ordinary, just copied some old ones, changed a few textures and renamed them, but whatever).
I want to put minimaps to those .wmo so they don't just show a green square, but I don't really know where to put my .blp files. I know where to put the .blp for a complete new map, and I looked a bit at how it works for .wmo too but I can't seem to make it work.

Here's where my .wmo is in my WoW folder :

MyWoWFolderGobsAnotherFolderMyCustomWMO.wmo

I already tried a few paths already, but none worked yet. So if you've got an idea where to put my .blp, feel free to tell me :)

Thanks.

6
Noggit / Re: [QUESTION/BUG] Why does noggit 1.3 create duplicate obje
« on: June 30, 2015, 11:15:19 pm »
Quote from: "Skarn"
Noggit water is similar to the original one while AllWater's one is at the end of the file.

I've just tried, and it still doesnt work. But I think Mjollna said it was the converter that was at fault anyway.
Otherwise it works perfectly, it'd just be nice to be able to choose water level / opacity for each red square instead of only one / adt (like in All Water).

Keep up the good work.

7
Noggit / Re: [QUESTION/BUG] Why does noggit 1.3 create duplicate obje
« on: June 30, 2015, 09:32:41 pm »
Quote from: "Skarn"
Thank you for such a feedback. There is a bug in SDL 1.4 v3.0.22 that makes some models randomly removed sometimes. So, better use something else for spawning and that version for cleanup and water editing. I think 3.0.15 is more stable in terms of model spawning but I am not sure.


Roger that cap'n, althought I'll still use All Water for my water as I have to convert my maps to Cataclysm and / or WOD, and Mjollna's converter doesn't seem to like Noggit's water. (Tho I haven't tried with the 3.022 water, I should try it sometime, see if it still doesn't work).

8
Noggit / Re: [QUESTION/BUG] Why does noggit 1.3 create duplicate obje
« on: June 30, 2015, 08:05:48 pm »
Hi again, and thanks for the quick answers.

I've tried to add '#include <cstring>' and it worked indeed. Too much, in fact, as it even delete the original object, leaving nothing behind, and even some that werent duplicated.

Quote from: "Skarn"
There is a button in SDL 1.4 to clean duplicates.

I wans't aware of the kill duplicate button on SDL 1.4, as I was still at the 3.0.15, i'm gonna try it right now and see what happens. ( I'm a bit scared that it'll make Noggit crash because of the too high number of duplicates, but we'll see).
Thank you anyway, I'll tell you if it worked.

Edit : It... It worked.... Thank you so much, you have no idea how much I love you right now. I've been trying tons of things in the past year to try and delete those fuckers, and there it is, finally. I'll forever be in your debt :D

9
Noggit / Re: [QUESTION/BUG] Why does noggit 1.3 create duplicate obje
« on: June 30, 2015, 03:32:01 pm »
Hi,

So, I know I probably should'nt bring back old posts like these, but I've been struggling to find a way to delete all the duplicates I've had with Noggit in the past in one of my map (and there's easily around 40k of them, so no way I'm going to delete them one by one) and I stumbled upon this :

Quote from: "schlumpf"
if file info&loadinfo does not work, you're fucked, unless you have an own tool for it, like ...

http://pastie.org/9628702


If I understand correctly, this should do the job. The thing is... I can't seem to compile it.
I'm no expert in those types of thing, but I've tried to open it with WxDev and CodeBlock then compile it, but both tells me there's an error :

[spoiler:3f7panav]C:UsersLucDocumentsLunaworkDuplicate Deletepastie-9628702 (1).cpp|43|warning: multi-character character constant [-Wmultichar]|
C:UsersLucDocumentsLunaworkDuplicate Deletepastie-9628702 (1).cpp|44|warning: multi-character character constant [-Wmultichar]|
C:UsersLucDocumentsLunaworkDuplicate Deletepastie-9628702 (1).cpp|47|warning: multi-character character constant [-Wmultichar]|
C:UsersLucDocumentsLunaworkDuplicate Deletepastie-9628702 (1).cpp|48|warning: multi-character character constant [-Wmultichar]|
C:UsersLucDocumentsLunaworkDuplicate Deletepastie-9628702 (1).cpp||In function 'int main(int, char**)':|
C:UsersLucDocumentsLunaworkDuplicate Deletepastie-9628702 (1).cpp|65|error: 'memset' was not declared in this scope|
C:UsersLucDocumentsLunaworkDuplicate Deletepastie-9628702 (1).cpp|78|error: 'memset' was not declared in this scope|
C:UsersLucDocumentsLunaworkDuplicate Deletepastie-9628702 (1).cpp|85|error: 'memcpy' was not declared in this scope|
C:UsersLucDocumentsLunaworkDuplicate Deletepastie-9628702 (1).cpp|88|error: 'memset' was not declared in this scope|
||=== Build failed: 4 error(s), 4 warning(s) (0 minute(s), 0 second(s)) ===|[/spoiler:3f7panav]

So, my questions are : Am I doing something wrong ? Could someone help me use this correctly ?

In advance, thanks for the help.

10
Noggit / Re: [BUG] WMO partially traversable
« on: December 02, 2014, 07:51:32 pm »
Good news everyone. I fixed it.
It happens that this bug was due to Noggit SDL 1.2, after redownloading the good one (SDL 1.3), deleting my old 1.3 which didn't save anymore and replacing it with the freshly downloaded one (viewtopic.php?f=48&t=6458) I just had to move every one of my WMOs just a bit for them to work again completely.

Thanks to everyone who read me and tried to help me in any way.

11
Noggit / Re: [BUG] WMO partially traversable
« on: December 02, 2014, 02:11:29 am »
Well I did look at the ADT files with FileInfo to see if something was missing but nothing seemed strange to me.
Just in case, with the same bridge, here's the info on the .txt I get : (Cut to only have what's interesting us, though I'll put the full file as attachment)

MMDX   118
(...)

MWMO   17
(...)
12   worldwmoazerothcollidable doodadselwynnvalleyofheroesbridgeherobridge.wmo
(...)

MDDF   21398
(...)

MODF   169
(...)
12   37938425   18872.685547   -12.340096   18445.115234   0.000000   179.999985   0.000000   18719.033203   -109.399376   18439.195312   18934.152344   83.901039   18528.511719   0
(...)
12   37938609   18871.167969   -14.693037   18662.751953   -28.999990   1.000000   0.000000   18717.515625   -111.752319   18656.837891   18932.634766   81.548096   18746.154297   0
(Yes there's two of them on this ADT and I have no idea which one's the good one, might not be the best exemple after all...)
(...)

Edit : For info, I didn't use modelviewer, only the copy and add from textfile function. Also I'm pretty sure I copy/pasted each time before adding from the textfile as I seem to remember that it crashes otherwise.

12
Noggit / Re: [BUG] WMO partially traversable
« on: December 01, 2014, 08:17:23 pm »
New info. After testing on a bigger object I found out that an object can work fine on more than 1 chunk (red square) but not on all of them.

Exemple below :



The bridge part between the two red lines works fine. I can walk on it, no problem. On the other hand, what's on the rightern and leftern parts of the red lines doesn't work properly and I go through it.

13
Noggit / [SOLVED] [BUG] WMO partially traversable
« on: November 30, 2014, 06:50:35 pm »
Hello, it is me again with yet another problem.

Here's the situation : I'm using Noggit SDL 1.2 (because 1.3 won't wave anymore for some reason) on 3.3.5 files that I then convert to Cataclysm with ADT converter.

Now some WMOs I've placed are partially traversable (For exemple, let's say I have put a house, well half of it will work correctly while the other half will be traversable and invisible with a certain camera angle). So, I know there's this problem for WMO placed between two ADTs but this is not my case. (Well, not for all my buildigs at least). I also read that editing the bordering ADTs would fix this bug, but it didn't work for me.
Now, after testing a bit, it'd seem that the WMOs "break" at the red borders instead of the green ones. Exemple below :



In this case I noticed that on the right of the red line, the house works fine while on the left, I just get through its floor and if I place the camera in this zone I can also see through it.

Any idea on how to fix this ?

14
Level Design / Re: Weird ground texture
« on: November 28, 2014, 09:26:24 pm »
M'kay. Still that would mean having to re-download all Azeroth only for a few ADTs so that's not a very good solution. Plus as far as I know there's no Cataclysm to WOTLK ADT converter, only the other way around.
I'm gonna serach for another solution, and worst case scenario I'll put my ADTs in an unusued instance or something like that I guess.

15
Level Design / Re: Weird ground texture
« on: November 28, 2014, 06:02:42 pm »
So if I get it right, Taliis WDTs have this flag checked and Noggit's ADTs support it while Cataclysm default WDT and ADTs don't support it, and thus this would mean that the only solution would indeed be to have my custom WDT not overwriting the default one, right ?

Just in case, if this can help, here's what happens if I try to use the default WDT with custom ADTs :


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