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Topics - Lurivar

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1
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

2
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 :)

3
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.

4
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 ?

5
Level Design / Weird ground texture
« on: November 28, 2014, 02:24:21 pm »
Hello, it's me again, with another problem unfortunately :)

As a picture is worth a thousands words Il will let you take a look at this.



To get deeper in the explanations this is my exact problem :

I have modified some ADTs with Noggit SDL 1.3 on 3.3.5a files then ported them to Cataclysm with ADT converter. I created a new WDT file with Taliis and put all of this in a patch. Now my problem is that any ADT put in the WDT that I haven't modified gets weird ground textures as seen on the left while the others works fine as seen on the right. The ones that I don't put in the WDT just don't appear.

I already tried to put the default Azeroth.tex , Azeroth.wdl and Cataclysm default ADTs along with the modified ones in my Patch without it changing anything.
At this point I don't really know what to do anymore. I'm guessing if I could make it so that the WDT i'm putting in my patch wouldn't overwrite the old ones so that even ADTs I haven't put in it would appear should work but I haven't seen any way to do that yet.

So here I am, humbly asking for any help or hint to what could help fix this problem. Thanks in advance :)

6
Level Design / [SOLVED] M2 Not appearing IG
« on: November 26, 2014, 03:13:06 pm »
Ok so that might be a noob question but I'm new to this and I have this problem :

I'm using 3.3.5a files that I edit with Noggit then port to Cataclysm 4.3.4 using ADT converter.
The thing is : I have placed a few custom M2 in noggit (and they work fine in it) but they don't appear In Game.
I've read somewhere that it was a common problem and the solution was to re-save the ADT with Taliis. Second problem is : Tallis won't open my files and I've read somewhere that it's normal as it's not working for ADT saved with the newest versions of Noggit. (I tried using both saves from Noggit SDL 1.2 AND 1.3 Btw).

Does anyone know what I should do to fix that ?

Edit : Just noticed that only custom M2 won't make it In Game, Blizzard's ones have no problem. I don't really understand why considering custom WMOs do appear.

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