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Messages - abdalrahman9

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1
Modelling and Animation / Re: [QUESTION] MLIQ of WMO
« on: September 18, 2016, 09:04:23 am »
Well here is how far i have reached with my research!


From what i found out is that first two unint 16 in the height maps is the bitmap coordinates of the vector. This means the first unint 16 is the x coordinates and the second is y_coord. Then comes the float which is the height of the vertice which is known. Now the type was harder and have yet not understood it fully. But what i found is as happyhack said, it is used to hide tiles that don't want to be shown. Unfortunately, i have seen many different numbers used for the same purpose such as numbers 15 and 64. I haven;t found out the difference between the two yet. If i get anything else i will post back here.

Thank you again for the help you two!

2
Modelling and Animation / Re: [QUESTION] MLIQ of WMO
« on: September 09, 2016, 09:36:02 pm »
I see, well thanks for the reply. I will investigate more in depth and if i find anything i will reply back stating my findings! (Thanks for always answering my questions schlumpf!!)

3
Modelling and Animation / [QUESTION] MLIQ of WMO
« on: September 09, 2016, 06:54:38 am »
Hello there Modcraft, i just have a few questions that i want to ask about MLIQ of a wmo. So here goes:

1: So for the heightmaps, i don't get what the first four bytes are referring to. From what i found it is trying to refer to UV map or another words texture coordinates of the vertices and the transparency. However, i don't understand how they are represented. Is each byte a specific information or every two bytes? Here is a picture to elaborate my misunderstanding:



2:Does anyone know what the types of the tiles are which come right after height maps? I have tried to play around with them but weird things happen when i do. Another pic for understanding:



If anyone knows any type of information that will be of great help. Thank you again for reading!!!

4
Resources and Tools / Re: [WotLk] 3ds max WMO Exporter
« on: March 09, 2016, 12:19:54 am »
The one i used is 2015 but haven't tried on others. Anyways, for now it would be a better idea to use the blender wmo exporter as that is more stable than my wmo exporter as if now. I will work on it once i finish this semester off.

5
Showoff - what you are working on / Re: [SHOWOFF] What Are You Working On
« on: February 28, 2016, 12:25:08 am »
Ya i personally think it is better now. It looks gorgeous! (Though i personally do like the first picture with only the bricks than the second with the two textures together.)

6
Showoff - what you are working on / Re: [SHOWOFF] What Are You Working On
« on: February 27, 2016, 07:38:57 pm »
As always great work. Maybe for the street texture for outside the village you might want ot use a texture that is similar to something like this:

7
Showoff - what you are working on / Re: [SHOWOFF] What Are You Working On
« on: February 20, 2016, 08:22:01 pm »
Awesome work PhantomX. It is amazing that you reported the monk animations to WOTLK!!

8
Quote from: "Supora"
For regular mounts you need to use spellvisual.dbc.
Thank you!! It seems that i had to change the m_stateKit in the spellVisual.dbc to change the position. Thank you Supora!!

9
you are most likely going to say that this is a stupid question but why is it that there are only 58 columns that i see in the vehicleSeat.dbc but there is 64 columns in the wiki?.

10
Okay thank you. Though do you know if it is the vehicle.dbc that i have to change?

11
Hello there. So my question is exactly like the title of this topic. What i want to do is in my WOTLK WOW, i want to make the character stand on my mount instead of sitting down on it. The only example i found was the Disk cloud (thanks Kruithne) but as you can see, it had appeared in the MOP patch after WOTLK. I had tried to report it to WOTLK but when i mounted it, the character unfortunately just sat on the mount instead of standing. I had tried to see if any attachment information changed from the MOP and WOTLK version but i couldn't see any difference. So my only guess would be that it has to do with the database. Any ideas how i can make my WOTLK mount compatible with the character standing instead of sitting down?

12
Resources and Tools / Re: [WotLk] 3ds max WMO Exporter
« on: February 10, 2016, 01:11:17 am »
Hello there, Now there are still things to improve to this tool and currently i am short with free time as university started again. I will most likely work on this script again when i come back and i know many have said the same didn't ever come back. However, i am still interested in this project and i hope i still will be when i finish this semester. Though, if you guys have any suggestions still please send them over.

13
Tutorials / Re: [TUTORIAL:Texturing/2D-Art] Learn basics : Workshop with
« on: February 03, 2016, 05:09:52 am »
Cool thank you for this video. Hopefully when i have time i can watch all of it and get better in my texturing!

14
Resources and Tools / Re: [WotLk] 3ds max WMO Exporter
« on: February 01, 2016, 10:42:05 pm »
Currently Imported and exported a temple in the darnassis to test me exporter. As i thought, there are some parts that have collisions problems huh.... man i really thought that i did the BSP perfectly...


15
Resources and Tools / Re: [WotLk] 3ds max WMO Exporter
« on: February 01, 2016, 07:39:00 pm »
Okay then, i will be making a standard material that contains a tiles map a liquid. I am currently studying the MOLQ and i just want to ask what is the the materiad ID,heightmaps, and the different types of liquid there are?

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