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Messages - sshroud

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16
Curious about seeing how it'll turn out, with WoW being an MMO and the engine clearly created around the limitations that entails I can't imagine the mechanics being very good compared to what you'd have in a regular singleplayer RPG like Witcher, Dark Souls or Zelda. Nonetheless I don't underestimate how far you'd be able to push it if you're creative about it.

Good luck!

17
Neo / Re: Neo - A WoW Development Suite
« on: August 06, 2015, 11:19:01 pm »
Quote from: "Steff"
that dont mean noone works on it.
but we babe vacation tim and i bave to do also many other stuff ;)

Always happy to see even the smallest signs of life with this project, but there's one thing that's puzzling me and that is why do you make so many typos?

18
"Retro-Porting" / Re: Various Issues [1.12.1] Blood Elf conversion.
« on: August 05, 2015, 06:33:31 pm »
Quote from: "Method"
Found "A" facialhairstyle dbc file, however, i have no idea how to even begin deciphering this.


Visit pxr.dk for documentation of the DBC files.

19
Modelling and Animation / Re: Help with custom .wmo
« on: August 01, 2015, 09:57:55 pm »
Do you also have the .mtl file or just the .obj file?

20
Resources and Tools / Re: [TOOL] LKBC M2 Converter v0.4
« on: July 24, 2015, 10:41:40 pm »
Quote from: "spik96"
New Update ! Compatible with WoD character models and the program can now also convert to Classic ! (1.x)
So I guess it's LKBCCL now, but let's keep the name it will be easier.
There is even help showing in the terminal when you do something wrong !

Quote from: "sshroud"
I haven't really looked at how you did it, but knowing the data structures and the significant differences in the data is it feasible to turn it into something that we can use as a generic platform for handling conversions?

Not just the significant differences. All differences. A single thing could make the client crash and if you ever had a WoW Error you know WoW errors are NOT easy to understand (I don't at all, in fact x) ).
And that's the problem. We don't have a nice documentation about these formats. There is a big lack of knowledge.

It's certainly finicky, but don't you require full knowledge of the 3.3.5 .m2 format for writing to the 1.12.1 .m2 format? (Which could then be potentially reversible?)

21
Resources and Tools / Re: [TOOL] LKBC M2 Converter v0.3
« on: July 17, 2015, 12:33:49 am »
Speaking of .mdx it could be really interesting to get to port the old WoW models (pre 1.0) to modern formats, e.g. 1.12.1 or even 3.3.5.

There are a lot of interesting examples such as the old character models, Ogres, Succubus, Infernal and the Doom Guard. Yeah, Doom Guards looked quite cool back in the early leaked alpha, like a mix between Kruul and the TBC Doom Guards, can't find any screenshots of it unfortunately.

I haven't really looked at how you did it, but knowing the data structures and the significant differences in the data is it feasible to turn it into something that we can use as a generic platform for handling conversions?

22
Quote from: "spik96"
Work in progress, the little frog is not a bone mashup anymore x) And bones are at their correct place.
Next step, see if she can walk !

That's awesome, huge congratulations on your progress!

23
Great stuff, I must admit it doesn't remind me very much of Dalaran from the WC3 cinematic, but I like your take on it.

Did you create much of the WMO yourself or is it stitched together using existing pieces?

24
Level Design / Re: Designer Island Temple Texture Location
« on: May 31, 2015, 09:40:08 am »
Quote from: "akspa420"
Quote from: "TheMetalCarrots"
Thanks, I got there in the end; turns out it was in DUNGEONSTEXTURESTESTS and TEMP.

Interesting, all those textures are suffixed with 'WAILING'. The textures from Wailing Caverns are dated 1 November 2003, while the textures in the above paths are dated 13 June 2003. Perhaps that awesome sprawling above-ground bit that we thought for so long was dragon isles-related is nothing more than the original Wailing Caverns entrance!

* I'm basing the file dates off of the 0.5.3 files, not current data *

I think the textures were just used when blocking out the layout and has been stuck with since then. :p

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