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Messages - frezer748
1
« on: January 13, 2013, 04:35:50 pm »
Actually, I am testing my own custom ones right now and they work fine. Well the objects also have collision? (You can't cast through Walls, NPC's don't fall through objects, if they move on them ?) Some custom maps got converted for me, but the collision still not working (you can still cast through objects and npc's which are on the objects and than move fall through the objects.) # Well I modified the vmap extractor file, so that he also read out the patch-4. I took a look into the Vmap folder, but it seems that he don't create all Custom map adt's.
2
« on: January 12, 2013, 04:54:30 pm »
Still nobody got custom maps with vmaps to run?
# Some custom maps will convert, but the continent map doesn't there the vmap extractor crash.
3
« on: January 12, 2013, 04:18:57 pm »
Mhm Well, the mdx to m2 converter crash always on the Point "Geosets" if I move the .mdx file on the converter. The Model have 10 geosets and only 2 Bones.
Well got the Tree to work (but only the 1 Geoset Version, the version with many Geosets still not work)
Well some Problems I still have, what they could be? :
http://i.minus.com/ib2i5SGBt299th.jpg The Strain Texture looks weird
http://i.minus.com/ijdFYXhruID6D.jpg The Strain/mask Texture looks weird
http://i.minus.com/i5t4wRRMfSvlM.jpg Under the Tree the Leaves aren't filled
http://i.minus.com/ibxQWnwc8Vcq9m.jpg When I'm far away from the Tree, the Tree (Texture?) looks weird Broken Texture. Try a different converter. I suggest BLP Lab (works properly most of the times) and check if each offset works properly.
WoW I had an very old Version so Tool Problem fixed.
5
« on: January 07, 2013, 05:39:19 pm »
1. Make the leaves and the tree itself (the stem) two different geosets. 2. Set the leaves to a different renderflag. 3. Try again.- But the .mdx to .m2 Converter, can just read out Models with 1 Geoset, or I'm wrong? :O
7
« on: January 06, 2013, 02:30:41 pm »
Well I'm right now in Pymodeleditor with my model .m2 . But the Render Flag thing is weird, no where is something like "transparency" or kind of this. Or what of these things I have to check/select? ... Test around ? Translate the words to your respective language or get a definition of them ? Compare to other models to see their flags ? Show some self-initiative.
Well I did it already by my own, and try all through. Still not working...
8
« on: January 06, 2013, 02:08:03 pm »
Well I'm right now in Pymodeleditor with my model .m2 . But the Render Flag thing is weird, no where is something like "transparency" or kind of this. Or what of these things I have to check/select?
9
« on: January 06, 2013, 02:00:15 pm »
Render flags are in the model, per geoset. And how do I do that in mdlvis? I don't work so often with Mdlvis, or is this not possible to make in Mdlvis. Or in which Tool I'm able to add/change Render flags
10
« on: January 06, 2013, 01:47:34 pm »
You didn't set proper renderflag. Could also be that you didn't set an Alpha channel for the texture before converting it, but that would've been my second guess. Where do I set the render flag? In the PNG to BLP2 converter, or in Pymodeleditor?
11
« on: January 06, 2013, 03:00:44 am »
Good Evening Modcraft, Well I have a problem with a "custom" tree, my problem is that the part between the leaves is white. I made in the .png file in Photoshop a transparent background, so that no white colour exist anymore. Than I saved it as .png and with the function interlaced. Than I put the .png file on the PNG to BLP2 Converter, after creating the .m2 and the skin. I edit in Pymordeleditor the texture path to the tree texture (100% correct path and also made "Hardcoded Texture"). After put the files into the Patch, I log into my server and saw that the part between the leaves is still white. I don't anymore what's the Problem for. Is there maybe a function in Pymodeleditor, to fix the Transparent thing on the .m2? Screenshot: http://i.minus.com/ibxhTgq1fU5Vjf.jpg- Yes I also rebuilded the model and entered the .blp name into the Tree.mdl. - When I open the model in Warcraft3ModelEditor, is it white too but when I go into (material>select the material> and check "Transparent") it's showing correct. - Model is created in Mdlvis.
12
« on: January 02, 2013, 01:37:03 am »
You should use more pictures, and more free strings between the text, so it's easier to read. But the Content is good. In my opinion.
13
« on: December 09, 2012, 11:38:14 pm »
Really annoying the vmaps for custom maps... Hope there will be a tool soon or a fix that creatures don't fall anymore through objects on custom maps, or that you can't cast anymore through objects on custom maps.
14
« on: December 09, 2012, 08:40:21 pm »
You wrote Catalcysm Water, Well is it 100% the catalcysm Water or just the alpha version of it? If it is exactly the same water as in catacylsm please upload the needed file for it here. Need them  would be great!
15
« on: December 09, 2012, 12:12:30 am »
In the System.cpp (.../src/tools/map_extractor/System.cpp) there are some rows that forms a list of MPQs that will be load, so as i understand this you must add the names of your MPQs (for example patch-h.mpq) and recompile the Extractor. I will try it
Edit: And for VMaps open the vmapexport.cpp and look for "// open expansion and common files" If it works, it would be great if you wrote it into this thread. Well I succesfully converted vmaps from my custom maps. But I still can cast through objects :/
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