This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - larrylaffer

Pages: [1] 2 3 ... 10
1
Level Design / Re: [QUESTION]  Phased Zones
« on: January 27, 2016, 04:13:48 pm »
Quote from: "Rangorn"
Quote from: "larrylaffer"
Only problem than copy-pastying maps is that you can only do it in zones with not too many ADTs, otherwise your custom patch will be too heavy.

Too bad, in Wod we have a special column in map.dbc for (copy paste ) an existing map in a empty map  8-)

Cool, too bad it doenst exists in MoP...

2
Level Design / Re: [QUESTION]  Phased Zones
« on: January 27, 2016, 02:18:05 pm »
Only problem than copy-pastying maps is that you can only do it in zones with not too many ADTs, otherwise your custom patch will be too heavy.

3
Level Design / Re: [WotLk] M2 mountain style (skyrim-esque)
« on: January 27, 2016, 02:13:26 pm »
Looks badass if you ask me.
I suposse it takes more time to make mountains using M2  instead of textures with alphamaps, but cant say that the result looks pretty cool

4
Tutorials / Re: [TUTORIAL] Injecting Alphamaps
« on: January 20, 2016, 04:44:06 pm »
Quote from: "hinur"
Quote from: "Jøk3r"
Alhpamaps. Heightmaps are not possible afaik at the moment

In the tutorial, there are 4 layers, but in FuTa, when i extract the alphamaps there is only 3. Is this a problem. Which layer is which?

The first layer is the "base texture" of every chunk. This one doenst have alphamap, is the entire chunk painted in that texture. The 3 layers extracted by FuTa (or by any program that injects alphamaps) are the second, third and fourt texture of the chunk, wich have alphamaps, an are painted over the base texture

5
Noggit / Re:  [RELEASE] [BETA] Noggit SDL 1.4
« on: February 24, 2015, 05:10:36 pm »
I will ask to add another features for next ver:

-Change nameset flag for WMO. As you may know, some WMO have a flag that is related to a DBC that defines the name and type (pvp, conquest, sanctuary) of the area inside the WMO.

Check the MODF chunk, uint16_t nameset flag:

http://www.wowdev.wiki/index.php ... MODF_chunk

Currently change that flag is only is possible using 010 Editor (after properly creating the area in the nameset DBC)


-Clear/Fill holes of the ADT

An option to clear all/fill all holes in the current ADT. The fill is needed cause sometimes, when you need and instance that is only an WMO, the  UV Maps and Vmaps enter in conflict with the Vmaps of the WMO.

6
Noggit / Re:  [RELEASE] [BETA] Noggit SDL 1.4
« on: February 19, 2015, 01:02:36 am »
Well there's this bug:

When saving an ADT that have ground effects, if the ADT have one chunk without 4 textures, it will cause a WoW Error 132 on game.

It shouldnt matter the quantity of textures on all chunks... the ground effects soulndt reference to a texture that doenst exists in a chunk.
This error will often happens while saving Blizz maps.

And i know that the workaround is fill the 4 textures in all chunks, but is a pain in the ass... it shouldnt be necessary

7
Noggit / Re:  [RELEASE] [BETA] Noggit SDL 1.4
« on: February 06, 2015, 07:12:07 pm »
Quote from: "Skarn"
That is not a hole related bug. It is just the selection bug or smth, I do not even have an idea how to fix it.

How about to change the funtion in order to make a single hole with each click? In that way, even if you keep pressing the mouse button, you will just get one hole per click and reduce the chances to make random holes

8
Noggit / Re:  [RELEASE] [BETA] Noggit SDL 1.4
« on: February 05, 2015, 06:57:49 pm »
Quote from: "Skarn"
Can you please join our group on skype? I will explain you there. The link is in the first post here.

Im not currently at home, and i dont know how to add contacts or join a chat in the hotmail web chat...

I send you a private message with my hotmail so you can add me to skype and invite me to the chat group

Regards

9
Noggit / Re:  [RELEASE] [BETA] Noggit SDL 1.4
« on: February 05, 2015, 06:10:50 pm »
Quote from: "Skarn"

1) No rendering for sure. It was a huge pain in the ass to make a stupid MCCV rendered which is more simple in its sturcture, and even now it is not properly rendered in noggit. Editing - yes, maybe. By the way, you shoud not use either FuTa or Taliis for making grass because there is a nice tools called groundeffectadder.

That tool it is very very nice, however it has some issues:

1-It is a cmd app with no visual interface
2-It asks the effect ID for every texture in the map (if you have like 20 textures in the map and just want to edit 2, is annoying), also if you screw up the ID for a single texture, you need to run it again for the 20 of them
3-It can only add effects for a single ADT at the time. If you have a map with 40 ADTs.... with several textures in every one of them... is a annoying.
4-It add the same effect on all the chunks of the ADT. You cant have differents chunks with the same texture using differents effects (with taliis at least you can do that).

However, it is a great tool anyway cause the effects are properly added regarding all the textures levels of a chunk.
But it would be great that noggit can add this feature, so it would be easy and faster to adding/modifing the effects, and you wont need another app.

Quote from: "Skarn"

5) There is no random holes bug. You're just using this feature improperly. You need to be careful with it.

Mmm then how's the way to using it properly? Cause i tried to set the camera above the hole, looking directly over it, and then create the hole with a single mouse click... and that sometimes creates a random hole anyway in some place of the map...

I think that problem is that when you create the hole, the mouse cursor end up being over nothing...
So what happens when you edit terrain when the cursor is not over terrain? The editing happens randomly in other part of the map. For instance, when you are editing either textures... or terrain level (making mountains of stuff...) and you suddenly pass the mouse over one of those damn cracks, you end up with some terrain pool or a texture stain in other part of the map (is not exactly random, is just when the cursor "was" when you pass it over a map crack).

So i think that the same thins is happening with holes. You create a hole, but now the cursor is no longer over terrain. And since you can maintaing pressing the mouse click in order to create multiple holes at the same time... since you are constantly passing the mouse cursor over nothing, you end up generating holes everywhere, even when you use just a single mouse click.

Try it, it happens and is annoying.
However as you just said, maybe i am using the tool wrong. If you know a way to properly use the tool without screwing up like me, please tell me.


Anyway, im anxious over future versions of noggit with new features.
Keep up with the great work.

Regards!

10
Noggit / Re:  [RELEASE] [BETA] Noggit SDL 1.4
« on: February 05, 2015, 03:23:24 pm »
Quote from: "Skarn"
Quote from: "larrylaffer"
Can you consider the following features?:

-Multiple m2/wmo selection for editing (moving/rotating multiple objects at the same time). No.
-Import/Export alpha maps (Futa currently do this) Yes.
-Kill shadows (taliis did this, dont remember if there's another cmd app for this) Yes.
-Filter textures by both type and zone. Currently you can use just one filter at the time (a very minor feature but may be useful sometimes and i dont think is hard to implement). Maybe, but no a proprity.
-Add different brushs for texture painting. Most likely no but I want it too.
-doodad sets adder (this is something i saw on Crysys map editor): it means to add multiple decorative doodad sets (trees, bushes, flowers, etc.) in a area, instead of adding them one by one. Maybe.

Keep up the good work!!

Quote from: "Lawes"
water auto opacity option is fucked in 1.4

True, sometimes it works... sometimes not...

Too bad about not doing the multiple objects selection, it would be a great feature, but i understand that it may be a little to hard to implement...

Some other features i forgot:

-Edit textures ground effects (both animation and objects). Futa and Taliis do this (but Taliis dont get right the ground objects for textures..., just works for the first texture level). The edition should have the option to either edit the whole ADT textures or by chunk. You should consider also the option to render the ground effects (texture animations are rendered but no the ground doodads).

-Increase/decrease ADT height: This means to modifiy the whole height map level (and their objects too). It would be useful when you import/export ADTs from others maps, but the level is not quite right with the rest of the map. Or when you are working on a map and you  realize that you wanted some ADTs be a little more higher/lower in order to match with the rest of the map.

-Hide/Unhide single objects: Sometimes you have so many objects in a map that is hard to select and edit one without selecting other by accident. (Specially with some doodads like fog...), so i was thinking if it is possible to have the option to hide single objects. The object hided it would have a "flag" in noggit that indicate that it should not be rendered (however it would still exists in the ADT), and ergo, you cant select it.
Then there would be a "unhide all" option (that in facts already exists) to show all the hidden objects.
I think that this would be useful sometimes.

-Minimap generator: Dont know if it is possible, but would be good that noggit can automatically export the minimap files of the map.


And please... if you can fix the holes bug (it makes random holes everywhere) would be great, i think is currently the most annoying bug right now since there's no workaround for it (unlike others map features that have others apps for them in case the one in noggit is bugged).

Regards and keeup up the excelent work!!

11
Noggit / Re:  [RELEASE] [BETA] Noggit SDL 1.4
« on: February 04, 2015, 04:16:58 pm »
Can you consider the following features?:

-Multiple m2/wmo selection for editing (moving/rotating multiple objects at the same time).
-Import/Export alpha maps (Futa currently do this)
-Kill shadows (taliis did this, dont remember if there's another cmd app for this)
-Filter textures by both type and zone. Currently you can use just one filter at the time (a very minor feature but may be useful sometimes and i dont think is hard to implement).
-Add different brushs for texture painting
-doodad sets adder (this is something i saw on Crysys map editor): it means to add multiple decorative doodad sets (trees, bushes, flowers, etc.) in a area, instead of adding them one by one.

Keep up the good work!!

Quote from: "Lawes"
water auto opacity option is fucked in 1.4

True, sometimes it works... sometimes not...

12
Noggit / Re:  [RELEASE] [BETA] Noggit SDL 1.4
« on: February 03, 2015, 02:46:31 pm »
Quote from: "Darkkang"
I say that if we could get ADTs structure of Mjollna Converter Cataclysm, and enter it into the code of Noggit... Wotlk converter to Cata does not work, There is no way to convert maps?
Thx
Sorry for my english

Use CTRL + SHIFT + ALT + left click (the manual just says ctrl + shift, but u need the ALT too)

13
Noggit / Re:  [RELEASE] [BETA] Noggit SDL 1.4
« on: February 01, 2015, 03:41:45 am »
I dindt expect a new version of noggit! Very happy about it.

Love the crop water functionalitty, however there's some bugs in the water chunk editing...

Random holes problem is still a problem...

I posted a couple of tasks in the bug tracker...
One is about water chunk editing
The other is about textures.. however it was not a bug, just the key binding is wrong...

Regards and keep up the good work!

14
Modelling and Animation / Re: [QUESTION] Custom WOTLK m2 to CATA
« on: January 27, 2015, 05:23:34 pm »
I am interested on this too.. i need export some wotlk custom models into cata/mop (without doing the long path trhough blender)

We tried to modify the model using the 010 hex editor, changing the version of the model and fixing the camera.. but the model crash in game.

15
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: January 19, 2015, 08:20:33 pm »
Quote from: "Rangorn"
Quote from: "larrylaffer"
Is this tool still in development? The wmo collision was fixed?
Im interested to know since i want to try to edit maps for MOP

Regards

The wmo collision was fixed with new rev or unstable noggit, i don't remember

Oh cool, then i am going to try to make some maps using the last version of noggit, then using this tool to put them in MOP

Thanks!

Pages: [1] 2 3 ... 10