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Messages - Valium

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1
Resources and Tools / Holidays.DBC date calculator
« on: April 28, 2016, 02:24:27 am »
This tool makes it really easy to edit/add datetimes in Holidays.dbc.  I know it works for 3.3.5, unsure about other versions.  some of the dates use the year, some don't.  Some use the day of week, some don't.

Example of it working with Sept 19th (Pirate day)
[attachment=1:1vxh8tin]proofifproofwere needed.png[/attachment:1vxh8tin]

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Tutorials / Re: [TUTORIAL] Creating accurate Minimap images.
« on: April 07, 2016, 09:00:07 am »
I'm going to have to re-create the images entirely.  Apparently I shouldn't have used imageshack to host them.

3
Resources and Tools / Re: [TOOL] M2i blender plugin (Import\export)
« on: November 16, 2013, 12:38:20 pm »
Quote from: "Elinora"
Quote from: "phucko1"
Besides, just increasing the polycount of the race models won't help you get anywhere. The textures and animations will also need refining if it is going to look anything close to good.


In most cases (especially in wow) the level of texture quality can make a bigger difference than the polygon count.


Using 15k polygons for a race is 3 times as many polygons as the revamped models of Warlords of Draenor. Now that makes the demand to quality really really high.

if it's not the same level, no point in adding extra polygons, as game design is all about undercutting the polycount to make the game smoother yet beautiful.

I'll be retexturing as well.  I should note that I'm not really doing this in a game design sort of way.  I'm just seeing what I can do with the models, not that hey are something one should actually use in a game.  With the camera at a normal playing distance the differences are not noticeable.
Quote from: "Elinora"
In most cases (especially in wow) the level of texture quality can make a bigger difference than the polygon count.
I completely agree.

4
Resources and Tools / Re: [TOOL] M2i blender plugin (Import\export)
« on: November 15, 2013, 11:25:41 am »
Well, I am up to 13.354 polys in that particular mesh, however that is including quads so I'm probably well over 20,000 when it gets triangulated.  Looking in 010 I have 15,824 verts.  I believe this may be the issue then.  I guess I need to simplify the model a bit.

Thanks Anthony.  (Sweet Lambo BTW, been using it since you released it, my buddy Simping showed it to me.  It's the very reason I decided to start messing with models and not just terrain.)

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Resources and Tools / Re: [TOOL] M2i blender plugin (Import\export)
« on: November 14, 2013, 06:27:49 pm »
So I was working on a player model, smoothing it out, and everything was going good, until this;

I don't know what happened, but I lost my body mesh.  I mean, it's there, but it doesn't show up in the m2.

Any ideas what might have caused this? maybe something got detached somehow?  This happened after I went through and touched up all the hair.  Is there a poly limit?

6
Noggit / Re: [RELEASE] Latest Version: SDL 1.3
« on: October 22, 2013, 05:40:50 pm »
Quote from: "Steff"
- better Vertics Rendering ( Hanfer )

I'll say.  I stopped making my map because of this particular bug.  Now it works wonderfully.  Thanks a million guys.

Any way to add new water?

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Noggit / Re: [QUESTION] Noggit Language
« on: April 20, 2013, 10:24:38 am »
Quote from: "Hobbilis"
Unless I downloaded them with WoWmodding folder Steff put together, I dont have any deDE client or any german language pack.
If it's not a deDE client, then it's very possible that you have a custom patch that has a Map.dbc that is from the german client.  Noggit itself, as schlumpf said, doesnt even have those strings.  That menu is generated from your wow files.

Pertinent code found here, if you understand C++.

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Noggit / Re: [SOLVED] [BUG] noggit can't work well in windows 8 x64
« on: April 18, 2013, 07:04:12 am »
Quote from: "Filipsons"
Steff check this > http://www.classicshell.net/
Good program, but I didn't care for it, personally.

Also, this info is just a tad old.  I've been Noggiting on windows 8 x64 since about a month before public release (MSDN FTW).  Not a single issue with it aside from one small hiccup where I had to install drivers from nVidia, not microsoft; but you should really do that anyway.  the Microsoft provided drivers don't have OpenGL support.

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Noggit / [SHOWOFF] Doing It Right?
« on: April 15, 2013, 08:46:50 pm »

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Noggit / Re: [QUESTION] Odd rendering/ Possible Bug?
« on: April 15, 2013, 05:09:39 pm »
Quote from: "schlumpf"
We don't draw all lines, we draw the vertices wrong.
Compare noggit's wire frame against that of WoW and you will see.

Thanks Schlumpf.

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Noggit / [QUESTION] Odd rendering/ Possible Bug?
« on: April 15, 2013, 09:01:39 am »

This is Noggit, I tweaked it a bit to show the wireframe topology.


This is WoW, my friend modified WoW to show the wireframe topology.

I may be wrong here, but it would seem Noggit may be missing vertices, or wow is adding them.  I don't quite understand the format so I was hoping to get some info on what's happening to cause this issue.

12
Tutorials / Re: [TUTORIAL] Creating accurate Minimap images.
« on: April 15, 2013, 02:30:22 am »
Quote from: "Steff"
Yes Ill do the same in 3d mode. Its a bit tricky ut then you can have also wmos and water active.

Thanks for the guide :)

I would have done 3D mode, except that you can't point the camera straight down, or have orthographic view.  If we could do that, well then, super detailed maps would be entirely possible.

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Tutorials / [TUTORIAL] Creating accurate Minimap images.
« on: April 14, 2013, 10:06:29 pm »
Today, I'm going to show you my method for creating accurate minimap images, using noggit and photoshop.

the first thing you want to do is open up the map you're working on in noggit, then press U to get to the 2d paint mode.  Make sure to hit F7 so you can see the grid, this is the key to the whole operation.

Using Q and E, get as many squares on the screen as you can, while making sure that your squares are at least 256 pixels in size, each. I'm talking about the green lines here, not the red.

Now you want to take a screenshot, on windows, use Win+PrtScr;  This takes a pictures of your entire desktop and places it in the screenshots folder in your pictures library.


Now Hit F7 and take another screen shot, this time without the lines.


Repeat for other sections of the map.




Now, you want to find all your images, and open them in photoshop.


PROTIP.  Have all your images in windows in photoshop, that way you can shift+drag the layer from the image with the grid, to the corresponding no-grid image.  Holding shift auto-aligns the layers.


Now you should have your image with 2 layers, the top layer having the grid.


Now, you need to create guides, if you have the ruler showing, you can click and drag on it to make one.  If not, you can go to the view menu and click new guide.  Use the selector tool to align it with one of your green lines.  Repeat as needed so you have one guide for each green line.


Now, that you have your guides in place, click the slice tool.  It's the one that looks like a little knife.  If you don't see it, click the crop tool and hold down, it should let you choose the  slice tool from there.  On my screen, it is right below the magic wand.

you now need to find this button  and click it.

This slices up your image.  If you want, you can go to the properties of each slice and name them, or do it to the files later.

From here, you simply turn off the visibility on the first layer so your grid lines are gone, the choose save for web and devices in the file menu. make sure to save as whatever format your BLP converter can handle.  
You will end up with some extra images that you can't use, just delete them.

After that, you can either resize each image individually to 256x256, or use a batch processing tool, like XnView.

At this point you should have a series of map tiles that are aligned with the ADTs  You may want to go and paint on the WMO's and M2s, I didn't, but I probably should have.

Now do this.
http://modcraft.io/viewtopic.php?f=21&t=188

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Development and Presentation / Re: [SHOWOFF] NoggitWin32/SDL
« on: April 09, 2013, 11:40:10 pm »
Quote from: "detonatorss"
no the little problem, is the boost i don't know how to define the path, can you help me?
Make a new thread for this please.

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Development and Presentation / Re: [SHOWOFF] NoggitWin32/SDL
« on: April 09, 2013, 09:44:58 pm »
Quote from: "detonatorss"
i have a little question can you help me i know how to compile the noggit but where i have to put the boostht? i am really angry with the shit of the cmake
What revision are you trying to compile?

I had to put the boost include directory in manually.


I woke up this morning and realized that while an interesting excursion, doing the win32 stuff really is pointless.  not much to be achieved there.

So I'm currently compiling the latest qt revision, hoping for good things.

***Compile is done, now which of the qt dlls should I copy over?  <-- Nevermind.

Hmm, having a bit of a issue on startup, I hope its not due to debug version.

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