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Featured => Noggit => Topic started by: Petisoo on February 07, 2015, 08:45:03 pm
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Hi,
first of all, I already know how to solve this bug, but I want to know if there's another way to solve it WITHOUT USING noggit.
For example: I want to fix the bug here
download/file.php?id=2517 (http://modcraft.io/download/file.php?id=2517" onclick="window.open(this.href);return false;)
ONLY THERE.
But if I try to do it, noggit adds more ADTs to my map. Like this:
download/file.php?id=2516 (http://modcraft.io/download/file.php?id=2516" onclick="window.open(this.href);return false;)
Is there other way to solve 0x007B31F8 read 0x00000010 without using noggit?
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Fill all the chunks with 4 textures on adt. It will work fine. The problem is caused by wrong groundeffects data.
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I know, but take a look:
I want to fix THAT adt:
[attachment=1:3ak796dh]image1.jpg[/attachment:3ak796dh]
But when I do it, noggit adds 3 more...:
[attachment=0:3ak796dh]image2.jpg[/attachment:3ak796dh]
I do not want that 3 ones. Because that means 3 more wowerrors, and 3 more, and 3, and 3, etc, etc, etc.
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That is becaus you need ro save the adts around. Models that are on an adt corner mist be added to both ants they scrath. If you change models and dont save the adts around also you get problems.
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What if I've a 1 adt map? I've to save all Easterns to that? Is there another way to do it? I mean, to solve 0x007B31F8 read 0x00000010 error without saving the entire map to correct 1 simple ADT.
P.S: Now I know why people often says that they don't recommend to modify Blizzard maps, is just a pain in the ass.
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Stop caring about the quantity of adts. If it is 6 more adts it will be nothing in a well-compressed mpq.
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Well, after some headaches I solved the problem.
/CLOSE.
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Fill all the chunks with 4 textures on adt. It will work fine. The problem is caused by wrong groundeffects data.
Thank you, I've had problems with this before. Thanks a bunch!
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Fill all the chunks with 4 textures on adt. It will work fine. The problem is caused by wrong groundeffects data.
Thank you, I've had problems with this before. Thanks a bunch!
Does this mean every single grid space? I tried with just every adt but still having crashes. Also it seems to be using textures I did not select.
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Can you explain? Because if you really used the lowest pressure and the lowest opacity settings for painting textures for filling chunk maximum, they should not be visible at all. You say that there appear textures you didn't use - thats even more strange, if you haven't edited tilesets before.
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Can you explain? Because if you really used the lowest pressure and the lowest opacity settings for painting textures for filling chunk maximum, they should not be visible at all. You say that there appear textures you didn't use - thats even more strange, if you haven't edited tilesets before.
Sure; In noggit it looks like this:
(http://i.imgur.com/jQlifb7.png)
in game it looks like this, and frequently crashes in some areas that seem to have nothing in common::
(http://i.imgur.com/0h6gNHk.png)
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Update: I fixed it, first every single little spot needed the 4 textures, which was explained but I thought it was adt not every single tiny grid, that was causing the crashes, and specular lighting was causing the green stuff.
Thanks though whoever updated my images.
Next issue doodads :P (Though I'll give it a couple days to figure it myself before I bug people, I'm sure the answer is looking at me)
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Textures which get grean ingame miss _s texture in game data. If you have ever looked into images in Tileset/.. folders, you know that nearly every texture has 2 versions. Its always something like Stwbushy01.blp and Stwbushy01_s.blp. Those _s textures are used for showing reflections of daylight on ground. Some textures don't have those _s versions - and thus they are green ingame. You need to use another texture or to create specular map of texture you want to use. Check this topic for more info:
viewtopic.php?f=22&t=8965 (http://modcraft.io/viewtopic.php?f=22&t=8965" onclick="window.open(this.href);return false;)