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Topics - larrylaffer

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1
Noggit / Error in last version of noggit
« on: February 21, 2014, 02:00:52 am »
Hi,

I have an ADT that it can open normally in noggit 1.3, on even in older versions.
But i cannot open in any version after 1.3 (i.e. 1.3.166)

I tried the following to understand the error:

-I opened and saved the ADT using 1.2 and 1.3 version
-I erased all the liquids of the ADT (by saving using 1.2)
-I erased all the objects

But not of these seems to work.. the ADT still crash in 1.3.166
Other ADTs of the map opens without trouble.

Any idea of what else could be?

Regards

2
Serverside Modding / [QUESTION] Vmaps bugging destructible buildings
« on: July 22, 2013, 05:24:59 pm »
Hello,

We have an issue while adding Vmaps to the Strand of the Ancients BG.
The problem is that, when a door is destroyed, the Vmaps doenst recognize that the door inst there anymore, so you cant pass trough the door, as if there is an invisible barrier.

If we take out the vmaps, the BG works fine.
We are currently using the v.4 version of Vmaps.

Does anybody have this issue while using vmaps on the BG?

UPDATE:

For a misunderstanding, i though that the bug with the collision with the doors was a Vmap thing. My technician told me that the Vmaps bug is not related with the collision of the doors.

It appears that we resolved the thing about not passing through the doors.

Now, the real bug with the Vmaps, is that if a player is standing in the destroyed door, another player cant cast a spell on him. It says that "the target cannot be seen", as if the player was behind the door.
Even if the door is destroyed, the Vmaps cannot seen that, and if a player is standing in the destroyed door, for the Vmaps is like the player is behind a door, so no one can cast a spell in that player.

Regards

3
Noggit / [BUG] M2 lose collition on certain points of the map
« on: June 27, 2013, 03:10:42 pm »
Hello fellas,

I have an issue that is crack in me up for some time.
I have a custom map with some m2 (collumns, walls, etc.) that have partially lost collition ingame.

This happens in a specific point of the map, in the intersection between ADTs (the green lines).
Most of the objects are in the intersection point of four ADTs, and a couple between 2. Here they partially lose collition (one side of the object collides, and the other one doenst). If i move the object with noggit in a point more centered of the map, it restores his collition.

This happens with several versions of Noggit, including the last one. On early versions of noggit, the objects were duplicated because of the duplication ID bug (the noggit generated differents IDs on every ADT).
But even after erasing all the duplicates with the last version of noggit, the remaining objects still have the collition problem.

I also tried to erase one of the objects and put a new one, but the problem persists.

And no, i cant move the objects to the center of the ADT as a workaround... i need them on that position of the map because i already design it like that.

If someone knows how to fix thi, please tell.

Most Regards.

4
Level Design / [QUESTION] Tool for rotate ADTs?
« on: June 25, 2013, 05:10:13 pm »
Hello,

I was wondering if there exists a tool that rotates an entire ADT to 90°, with all his objects included.
I know that a tool like that is kinda hard to make, but i was wondering if it is possible.

Regards

5
Level Design / [QUESTION] Vmaps not working with WMO of Custom Maps
« on: January 29, 2013, 04:16:12 pm »
Hello,

We are having an issue with vmap4 on custom maps.
We extracted the maps from the custom patchs, but the NPC falls to the underfloor from any WMO.
It happens only if the NPC is inside the WMO of a custom map.

Some Info about this matter (edited 05-feb-2013):

-The NPCs only falls if is inside of an WMO of a Custom Map (blizzlike maps that we did notmodify doenst have any issue). They fall once you interact with them (by attacking or talking) passing the floor and ground. If you dont interact with them, they stand still. If the NPCs fly, it doenst fall to the ground, however once you kill him, the body will do.
-We use TrinityCore Emulator, last revision (4.19 i think) for 3.3.5a WOTLK Server , with vmaps and mmaps for that version.
-This issue started with vmaps3... older revisions worked fine, but we cannot use those now because there are not compatible with our current version of TrinityCore.
-Our custom Maps are made in Noggit SDL 1.2 (the raw ADT and WDT are made in Thalis), but it also fails with other revisions of Noggit. We tried to add the wmos from noggith and also with the cryetictool "FileInfo" and "LoadInfo" commands. We saved our maps both with noggit and thalis in order to test if the ADT is corrupt.
-We extract the Vmaps by adding all our custom ADTs,WDTs and DBC files into a custom MPQ file called "patch-4" (this MPQ is solely used to extract the vmaps). The extractor reads this mpq (and all the blizzard mpqs) and create the files for the vmaps. Then we upload those to the server side. And of course, the vmaps and mmaps are activated in the configuration.
-We tried to change the IDs of our custom maps several times (both in the dbc and the DB), recreating the vmaps with each try.
-We tried to use low IDs for the WMO objects in the ADT (i.e., instead of using a large number generated by noggit, like 200000000, we used something short like 10000)
-We tried to load blizzard NPCs with a low GUIDs,
-We tried to load a raw blizzard server with nothing custom but only one map. We created the vmaps for this custom map,  and activate them (but no the mmaps). However, the NPCs keep falling underground from inside the WMO of the custom map, but no of the blizzlike maps.
-We have only two custom maps that works fine  (with or without vmaps and mmaps).IThey only have one WMO underground. Both maps use the same ADT model (we used the same ADT for creating two maps in different WDTs, but each have a different WMO). This ADT model is extracted from a blizzlike map. What i mean is that we took some random ADT, rename it, put a WMO underground with noggit, and then we assign the ADTs to a new WDT.

I am not sure if the problems are the WMO itself, the ADTs, or the vmaps

Here's a custom ADT (with his WDT) wich WMO present the issue:

http://www.mediafire.com/?vcyuo4y57v8htb2

If someone can give it a look to find the error, we would be gratefull.

Most Regards.

6
Showoff - what you are working on / [SHOWOFF] Undead War Mount
« on: September 13, 2012, 03:20:51 am »
Hello,

I made this mount like a month ago..... after that work and studies consumed most of my life.
Anyway, i am sharing this to you, is a mount for the forsaken

Hope you like it







Regards.

7
Level Design / [QUESTION] Ingame error: npcs falling to ground from WMOs
« on: September 13, 2012, 03:08:00 am »
Hello,

I am currently having a very annoying problem with some custom maps of my server.
In my maps i have WMOs like a fortress... plataforms... caves, etc.
The problem is that the NPCs that are inside those WMOs, fall under the floor when they move.
This problem happens when the NPC moves around or get aggro, if dont, you can see them stand normally in the wmo floor.

Funny fuct is that only happens in some custom maps, but not in others.... and the wmos that i am using works fine in blizz maps.

I tried several things to fix this:
-Remake the map from 0
-Save the map with the latest versions of noggit
-Respawn the wmos... etc.

But nothing works. Each time i upload a new version to both the server and the client, it still have the same problem... the damn npcs just fall under the floor. I dont know if it is a problem within the wmo.. the server.. the emulator... etc..

The server emulator is Trinity. I used mythcore before, but we change it.

If anyone knows how to fix this problem... i will be very grateful

Most Regards.

8
Modelling and Animation / [QUESTION] Fade effect in fire textures
« on: June 28, 2012, 04:57:56 am »
Hello,

I ported the Fire Raven God of Cataclysm into WoTLK with 010 Editor. However, the textures of the creature doenst look good:





As you can see... the Fire Textures of the model doenst Fade.
I tried to modify several attributes in the Skin Files with the Skin Template in the 010 Editor, and also change the rendering... however i dindt manage to properly fade the textures.

If someone knows how to properly fix this, i will be very gratefull

Here's the model ported to WoTLK:

http://www.mediafire.com/?2hjrpaa46mkwhp9

Most Regards

9
Modelling and Animation / [QUESTION] Adding sound to a model
« on: May 31, 2012, 01:32:12 am »
Hello,

I have an issue with a mount:
When you use the /mountspecial emote, it doenst make any sound.
I need to know how to add sounds to a model when it does an particular event (emote).

I understand that i need to modify the events structure of the model with M2 Template...
I also read the Event structure in WoWDev.. however i dont understand what i need to change in order to add a sound to the creature in a certain event.

If someone know how to do this, please tell me.

Regards

10
"Retro-Porting" / [SHOWOFF] War Mounts
« on: March 16, 2012, 03:53:17 pm »
I made a couple of War Mounts with Blender, taking armor/textures from different creatures and mixing them here and there..

Hope you like it


War Ram:







In game pic:
http://imageshack.us/photo/my-images/41/wowscrnshot031612112126.jpg/

War Sabre Tiger





In Game Pics:
http://img802.imageshack.us/img802/8498/wowscrnshot031612112635.jpg
http://img818.imageshack.us/img818/2918/wowscrnshot031612112704.jpg

11
Showoff - what you are working on / [SHOWOFF] Hell Bike Model
« on: February 16, 2012, 03:03:52 am »
My second model made in Blender, i call it "Hellraiser Bike"

I tried to add fire particles in the wheels... but i dont have any idea of how to do that :(

Anyway, i hope you like it:

WMV screens:






In game screens









12
Modelling and Animation / [QUESTION] Textures in Mesh
« on: February 13, 2012, 08:55:06 am »
Hello,

I am making a model in blender wich has multiple meshes, each one wich his own texture (blp file).

However, when i generate the m2 file with m2mod, it only creates one single skin file, and one texture is applied to all the model.

What i must do in order to create a skin for each mesh and link that mesh with the proper blp file?

Regards

13
PyModelEditor / [SOLVED] OpenGL error
« on: December 23, 2011, 12:21:10 am »
Hello,

When i am trying to open pymodelerror, i got the following error:

from glView import *
glView.py", line 3, in <module>
from OpenGL.GL import *
ImportError: No module named OpenGL.GL

Wich is strange since i installed PyOpenGL 3.X for python 2.6

Anyone knows how to solve this?

Regards

EDIT: I downloaded a new version of both pyqtr and pyopenGL, and with those i managed to run pymodeleditor.

14
Showoff - what you are working on / [SHOWOFF] Infralus
« on: December 21, 2011, 03:28:05 am »
Hello,

This is the first thing i made on Blender. Is not too much, but considered that a week ago i dint even know what Blender was... i am kinda happy with it.

We call it "Infralus". I made with the body an animation of Kil Jaeden, the head of an skeleton, and the horns of Illidan.

Hope you like it.












15
Modelling and Animation / [QUESTION] Adding textures files into an object
« on: December 15, 2011, 03:37:04 pm »
Hello,

I modified a creature using blender and m2mod3. I got the kil jaeden model, and changed his head with a head from another creature (wich i imported in 3ds format). Then i joined this new head with the rest of the body to form one single object, and assigned the bones of the head to the new head and everything worked nice (dont sure if it was necessary to merge the new head with the body in order to assign the bones of the head.. but i did it that wat).

Problem is, that the head uses the kil jaeden blp for texturing, and of course, the new head looks awfull with those textures. Plus, the UV Coords of the new head are the ones that original had in his model.

Now, i can modifiy the BLP adding the image of the desired head, and then modify the UV Coords to match this image... but is a tedious job... and besides the BLP of the new head have more space on his texture image dedicated to the head, wich gives more resolution. The Kil Jaeden texture image have little space dedicated to the head.

So, i want to take all the faces of the head and assign them a link to a new texture file... problem is that i dont know how to do that.

If you people know how, please telll me! Dont sure if i can do it on blender of i need another program.

Regards

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