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Author Topic: [Project-RP] Wake: Fall of Arathor  (Read 12218 times)

matija168

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #30 on: October 03, 2015, 11:10:41 pm »
Tbh both Arkispro and myself actually worked on Prologue/Legacy whatever you want to call it and I personally developed a large chunk of their content back in the day.

And no, the core WAS uploaded to github to be seen and used, I think I would know better as I've spent several years in that circle of people and actually worked alongside the guy who uploaded it in the first place. I still talk to most of these people regularily.

Either way, as I mentioned, it's a temporary thing while we're workng on our own, better core.


@Amaroth.

I know, and I actually did use random size and rotation on it. It's probably a bit harder to spot due to the sheer amount of trees. Didn't think of tilt though, don't know why - I can see how it adds to the atmosphere on that image you linked. Thanks for the suggestions. I probably won't revisit this specific zone as I'm mostly content with how it turned out and since there's thousands of trees in there (a very large map with thick forests) but I'll keep an eye on it when it comes to expanding the playable world.

I actually did redo Thoradin's Wall, but it's still fairly simple. Don't think I posted the updated image here. I'm personally content with it since the goal is to keep it minimalistic. It allows me to finish models faster and doesn't stand out too much with the atmosphere being more simplistic than that of real WoW.
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Amaroth

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #31 on: October 04, 2015, 09:37:26 am »
Random tilt adds +- 5 to both X and Z rotations. I know that your Y rotations are random, it definitely is visible, otherwise... well, if you didn't have it there, it would be easy to spot too :D. Thats why I told you to change X and Z rotations for at least some of those trees. Btw, +-5 can be sometimes a little bit too much for some models, so you may actually need to set those rotations by hand. Still, 2 more short clicks per model, which can do a lot.

Anyway, keep it up, this is still one of far most succesful projet which was trying to put a bit of reality into WoW in graphical aspects. Its very difficult and results quite often end up as something what is looking pretty bad. You managed to look quite good, and for this kind of projects its great result.
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Ascathos

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #32 on: October 04, 2015, 03:06:35 pm »
To give sort of a moderative directive here...

Quote from: "kojak488"
Plus all of you people talking about legal issues with no real legal knowledge is hilarious. /popcorn.

^This. That aside, legal rights can differ depending from state of judication you live in. So, let's keep it at that.

Claims of using "morally questionably" released content were claimed. Staff gave an explaination/stance on it.

That's it. Move on. We couldn't change this if it's the case anyway. Take the server for what it is.


It looks interesting, but I am not sure I wold find pleasure playing on it. Personal perference, though.
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kojak488

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #33 on: October 04, 2015, 11:00:20 pm »
Quote from: "Amaroth"
Still, 2 more short clicks per model, which can do a lot.

Or just write a script to do it based on the .txt file you get through the FileLoadInfo tool and be done in what, a few minutes to write the script and all?
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MountainLion

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #34 on: October 08, 2015, 10:11:24 pm »
Tried out the server earlier today. It's pretty decent I liked the general concept and the work behind the maps and areas. I think it has potential. Huge thanks to Harald for showing me around from the Arathor Team.
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Slevin

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #35 on: October 08, 2015, 10:27:18 pm »
how do i get out of the first zone =) =)???
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MountainLion

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #36 on: October 09, 2015, 12:58:15 am »
Quote from: "Slevin"
how do i get out of the first zone =) =)???

Actually that puzzled me for quite a while as well. Outside and to the left of the medium sized building where you train your class spells, there are two banners; One is red and the other is green. Below them, on the ground, are purple colored ritual circles that you can click. They will port you to the live world.
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Amaroth

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #37 on: October 10, 2015, 11:17:03 am »
Thats why I always use NPC called Teleporter with gossip menu-bound scripts.
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MountainLion

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #38 on: October 10, 2015, 07:31:09 pm »
Quote from: "Amaroth"
Thats why I always use NPC called Teleporter with gossip menu-bound scripts.

Yea, although in this case, I think they decided to use that method there because (spoiler) across the world and sometimes hidden for the player to discover, there are these small ritual circles all over the place that you can use to access areas. Sometimes there are ladders players can climb (click ritual circles) and they are teleported upstairs, inside a building or prison, etc. All these places otherwise inaccessible are now available for players!

Neat idea similar to other video games I have played before in the past.
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Amaroth

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #39 on: October 12, 2015, 11:59:07 am »
Or one can use invisible gob trigger which gives players in range of for instance 3yds hidden fly aura for 1sec and spawn such gobs next to ladder, so you can literally climb up and down and stay in middle and jump from it somewhere and... whatever else you desire :P. But such solution has also its flaws, so maybe they didn't choose it with a good reason.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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