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Topics - Vel

Pages: [1] 2
1
THIS IS ALPHA, and havea many bugs (it will be fixed)

[youtube:1hnvcjca]http://www.youtube.com/watch?v=yQ5hlWK2AVg[/youtube:1hnvcjca]

and the screens






















2
Quote from: "raulero"
hi guys, I've been trying to get the animations in my models for a couple days now... and can't finnish it :(

Here is the problem: I create the animations succesfully in MDLvis, you can see them in MDLvis and War3 model editor, they are 100% perfect.....
But theeeeeen, idk why, the animations in WoW model Viewer / inside WoW they doesn't work as good as in the other editors. I think that maybe the problem is in the MDX to M2 converter, but I use the normal one.... (the lazy version) wich has worked for almost every other thing I've tried.


Here is a video showing up everything, I just uploaded it =)



Any help will be greatly appreciated, thanks guys ^^

in your model missing "set" transparency (0:32767 by default) (more details seein the console from pymodeleditor)

or post own model here(in m2), i check any errors

3
continent: Otherland
Zone: Artful sands (From the Russian is not fully translated) "Коварные пески"
Area: palm grove
Sub area: Thorn'khorn Keep





old, but still relevant screen:


Update:


4
Noggit / quality 3d mapping in SDl ?. impossible.
« on: April 30, 2012, 03:44:59 pm »
1. outlands "crack's" in SDL with 1 texture.

http://imagr.eu/up/4f9e968e495270_missingShadows.png

2. how it in 2d? - in 2d there are shadows.

http://imagr.eu/up/4f9e96ca5c2d29_missingShadows2.png

3. But you will say "Turn on F9 and this problem is solved" - okay:

http://imagr.eu/up/4f9e9710bbee04_missingShadows3.png

Quote from: "Zim4ik"
Dear noggit dev`s,
This, is the work of my friend. This land was made in noggit 1.3
Make a new versionzz)))
This is my screen using the 120 noggit rev.
origin screen: http://img861.imageshack.us/img861/3131 ... 100500.jpg
This is possible only in noggit 1.3 [2008] by becket. (and maybe on r104)

what is missing?



I think it would be nice to create a new function:
enable  disable shader mode: shift + a - enable | Shift + z - disable

5
Showoff - what you are working on / [SHOWOFF] Wargate World
« on: February 24, 2012, 04:53:20 am »


SCARLET MONASTERY HEROIC 81+

Difficulty: [35]:

Status: 30% complete.



Graveyard  - 81+ (items 81 - 81): Fallen Champion(Undead) ( 81),  Golvar Siabi(Undead) (81), the Graveripper(Undead) (81)
----------------
Library  - 82+ (Items 82-83): Archmage Gaelorn Doan(Humanoid) (83), Scarlet Librarian Avithur Doan(Humanoid) (82)
----------------
Cathedral  - 83+ (Items 83-83):  Scarlet Commander Mograine (Humanoid) (84), High Inquisitor Whitemane(Humanoid) (84)
[spoiler:3sqfwo6b]Scarlet inquisitorial council Phase 1 - Cathedral
Quote




Scarlet High guidance Phase 2 - Cathedral
Quote

[/spoiler:3sqfwo6b]
----------------
Armory  - 83+ (Items 83-84): Scarlet Champion Herod(Humanoid) (84)


Topic will be updated

6
Level Design / Re: [QUESTION] Setting AreaIDs without Taliis
« on: January 27, 2012, 06:49:11 am »
Quote from: "iindigo"
FIrst of all, sorry for all of the questions I've been asking lately! I did a search on this but couldn't find anything.

How does one assign AreaIDs to a map/a bunch of ADTs without using Taliis? Taliis won't open my ADTs, so I can't complete Eluo's AreaID tutorial. My DBC files are ready, I just need to set the AreaID to the ADTs.


Taliis very badly changes AreaID. Very often it is wrong to change chunks areaID flags.


I use this for 010 hex + adt template.

In the same way I make Holes in ground.
---
100% safe method for Vanilla ADT, TBC ADT, WOTLK ADT, СATA ADT.

With adt template can also repair damaged ADTs. (At least I have learned)

7
Level Design / [SUGGESTION] Adt converter(extractor)
« on: January 26, 2012, 03:55:50 pm »
I propose that fully adt to txt converter (advanced analog loadinfo  fileinfo)
using a cmd tool can be:
Transferswap Heighmap
Transferswap  Texturemap
Transferswap  Water heighmap
Transferswap  m2
Transferswap  wmo
Transferswap  chunk flags
Transferswap  tilesets
Can manually (via notepad) repair damaged ADTs
------

ADTexport.exe (for extract adt > source)
ADTimport.exe (for import with compile to adt)


*Converts process (for example Kalimdor_0_0.adt > Kalimdor_0_0.adt.txt > Kalimdor_0_0.adt)

I myself do not own C + +  Delphi  C # etc, however I think that there are people who support me, this tool is very necessary.



As I imagine it work:

1) ADTexport.exe  > Kalimdor_0_0.adt  = (see below)

Quote from: "Extracted files"
Kalimdor_0_0.adt.Heighmap.png - Heighmap in PNG (Approximately as Taliis) (but taliis most often corrupts ADT)

Kalimdor_0_0.adt.Texturemap0.png
Kalimdor_0_0.adt.Texturemap1.png
Kalimdor_0_0.adt.Texturemap2.png
Kalimdor_0_0.adt.Texturemap3.png
0-*** (Depending of the  tilesets number)

Kalimdor_0_0.adt.water.png - Heighmap in PNG

Kalimdor_0_0.adt.doodads.txt  - m2 and wmo info

Kalimdor_0_0.adt.detail.txt - detail doodads IDs and Detail doodads chunk spawn flags (00000000,b)

Kalimdor_0_0.adt..txt - base info:
path to all extracted files from this adt (Loads of these pathways within Txt, all files to compile into .Adt

Quote from: "Kalimdor_0_0.adt.txt structure"
Heighmap path: C:Program filesModKalimdor_0_0.adt.Heighmap.png

Tileset 0 TilesetWestfallWestfall_road02.blp path: C:Program filesModKalimdor_0_0.adt.Texturemap0.png

Tileset 1 TilesetWestfallWestfallLeaf.blp path:  C:Program filesModKalimdor_0_0.adt.Texturemap1.png

Tileset 2 TilesetWestfallWestfallGrassDark.blp  path:  C:Program filesModKalimdor_0_0.adt.Texturemap2.png

Tileset 3 TilesetWestfallWestfallrock.blp path: C:Program filesModKalimdor_0_0.adt.Texturemap3.png

Water path: C:Program filesModKalimdor_0_0.adt.Water.png

Doodads path: C:Program filesModKalimdor_0_0.adt.Doodads.txt

Detail path: C:Program filesModKalimdor_0_0.adt.Detail.txt


.....

2) ADTimport.exe  >  Kalimdor_0_0.adt.txt  = Kalimdor_0_0.adt

8
Level Design / Re: [QUESTION] Shadow maps
« on: January 22, 2012, 03:31:51 am »
Quote from: "iindigo"
Out of curiosity, has anybody built a shadowmap rendering utility that renders the shadows of M2s and WMOs onto the terrain? For a lot of mods and custom content, it's the one thing that keeps it from feeling professional.

I know dynamic shadows exist in-game, but many players might not be able to or might not want to enable them, so I think static shadows are still important when doing serious world building… at least if mods are meant to be used on a private server.
I think it will take wow.exe opensource
Maybe I'm wrong

9
Showoff - what you are working on / [SHOWOFF] My team Statue
« on: January 21, 2012, 07:41:33 am »
As many already know I have my own team, which develops wow the project:

WGcore (wargate core) (global wow mod with their own client on the basis of which can be further created new modes)

We have long thought to call command, the original name was: CreoT (Creo-team), but over time it began to seem silly name. So we came to a new name - GATEKEEPER.



And in honor of this event, I made a statue of our team:
Ferox - C + +, Lua, Web, wow emu dev, Music (on synthesizer) - Game character - Tauren male.
Toshix (aka aviri) - C + +, wow emu dev, moovemaker - Game character - Undead male
Vellear (aka vel) - world builder, texturer, modeler, sounds  music (mix and treatment), client builder (custom repack), Chronicle (own project lore), Questmaker & adding zone population - Game characters - Vanilla goblin
----
Screens:






MDLvis video:
[youtube:1qn60orn]http://www.youtube.com/watch?v=aKODY2nFFw0[/youtube:1qn60orn]

ingame video: is coming

ORIGINAL IDEA: http://blokbasteronline.ru/images/men-i ... cc2f0c.jpg

10
Yjazhnir (90%) (0)
Images temporarily unavailable
-----------------------------------------

Northfall (15%) (0)
Images temporarily unavailable
-----------------------------------------

Andh'renord (3%) (0)
Images temporarily unavailable
-----------------------------------------

Andh'Rathart (0%) (0)
Images temporarily unavailable
-----------------------------------------

Andh'rethorn (0%) (0)
Images temporarily unavailable
-----------------------------------------

Others - Islands (∞) (1)

[GALLERY] Dreadmist islands.(27).Updated: 04.11.2011 [wip screens]
-----------------------------------------


sometimes I will update this topic

11
Showoff - what you are working on / [SHOWOFF] Northfall custom doodads
« on: August 26, 2011, 10:21:05 am »
Northfall (Northwood) - Location is east of Burning Steppes.
With Northfall border as two zones:
Andh'renord (Ancient.Lang: North andh'r Kingdoom)
Andh'rathart (Ancient.Lang: South andh'r Kingdoom)
-----------
the Andh'r Kingdoom was destroyed a thousand years ago, and it remains engulfed most of the forest.
-----
Current inhabitants of:
+ ancients (Awakened some Viri'idon(devourers of time)):
• Ancient Soldier.m2
• Ancient Siege.m2
• Ancient Colossus.m2
• Ancient Berserker.m2
• Ancient Minion.m2

+ Animals and Other ...

Custom Doodads video 4**:
Tree01:
[spoiler:3383c3js][youtube:3383c3js]http://www.youtube.com/watch?v=0RiWvdjyNyo[/youtube:3383c3js]

Tree02:
[youtube:3383c3js]http://www.youtube.com/watch?v=oN3MvyeWOt4[/youtube:3383c3js]

Tree03:
[youtube:3383c3js]http://www.youtube.com/watch?v=FlE_qSqWT70[/youtube:3383c3js]

Tree04:
[youtube:3383c3js]http://www.youtube.com/watch?v=KO9KtFzdgg8[/youtube:3383c3js][/spoiler:3383c3js]

12
Miscellaneous / Environment and Atmosphere
« on: August 25, 2011, 07:47:38 am »
Every MMORPG has its own atmosphere.
Thus achieving atmosphere?:
* Models (trees, bushes, fences, sky, etc.)
* Tiles (Tile the road, rocks, etc.)
* Relief (pits, cliffs, rocks, etc.)
* Water (Waterfalls, lakes, seas, etc.)
* The sound environment (Music and ambience)
* Lighting
* Lore of zone
* dwellers of zone (spiders, bears, skeletons, zombies, etc.)
* Quests

------------
Do you like atmosphere in the World of warcraft?
Who would say yes, someone - no. But everyone going to modcraft wants to make the world something new.
------
Those who create custom zones, sometimes notices - Despite the fact that it is completely Custom zone, it is strongly associated with other similar areas. Will agree it's unpleasant feeling.
------
The problem is that world builders use a standard doodads of WoW
- Atmosphere stays the same (the one to which we have long been accustomed)
-------------
Northrend - Wrath of the lich king
Outland - The burning crusade
Cataclysm - Updated Azeroth  Kalimdor.
--------
Have you ever noticed that all these bands are completely different?
--------
But what if we make:
* Custom Skybox (Animated!)
* Custom Doodads (Animated + Collision)
* Custom NPCs (Animated, 80% blizzlike)
* Custom Items (Animated + particles)
* Custom Music
* Custom Quest's
* Custom capital (On Custom doodads)

* Custom Shaders

A lot of people think that this is impossible, I will prove that it is not. Certainly not right away ...
--------
Theme is designed for those who have not decided whether he be engaged in model editing. And for those who have lost an inspiration.
--------

Topic will be updated!

Step 1:
* I replaced the one-tree model (for custom animated)
* I changed lighting

80% Dark Forest:
[spoiler:dcnbp215][youtube:dcnbp215]http://www.youtube.com/watch?v=gRwUz3FtwLc[/youtube:dcnbp215][/spoiler:dcnbp215]

Bright Forest:
[spoiler:dcnbp215][youtube:dcnbp215]http://www.youtube.com/watch?v=KBXb0aO9s0Q[/youtube:dcnbp215][/spoiler:dcnbp215]

mysterious forest:
[spoiler:dcnbp215][youtube:dcnbp215]http://www.youtube.com/watch?v=Ok9vtqSV79A[/youtube:dcnbp215][/spoiler:dcnbp215]

This is just a tree ...
And if replace all?

13
Resources and Tools / [TOOL] M2i blender plugin (Import\export)
« on: August 25, 2011, 12:01:11 am »
[center:3t4cld90]M2i (M2mod3)[/center:3t4cld90]
[center:3t4cld90]Blender plugin[/center:3t4cld90]
[center:3t4cld90]-----------------[/center:3t4cld90]

info:
Import  export M2i> m2
+ M2i plugin for blender (support bones  attachments  camera etc.)

DOES NOT WORK on the new blender (which uses python 3.0 +)

pllugin requires Python 2.6 only

Tool author: redaxle
Download 1: http://www.ridiculousx.net/Projects/M2Mod3.zip
Download 2: http://filebeam.com/download2.php?a=957 ... 9831663343

14
Showoff - what you are working on / [ShowOff] Wargate Bestiary
« on: August 07, 2011, 08:32:04 am »
[center:2j8vqf7l][/center:2j8vqf7l]







[center:2j8vqf7l][/center:2j8vqf7l]
Quote
This topic is dedicated to all guys who deal WoW model editing.  How many people play World of warcraft? 10.3 million? - And NO I answer you. Who we are? who play on private servers? We intractable counting ...
10.3 million people play on the Live servers. About 500 thousand plays on Private servers, and how many people know about WoW model editing? ... no, not the same ... not Race Swaps ... no Armor swaps ....
And those - who creates his own zones their models, and their worlds ...
Some people us despise, others laugh, and assured that we will never create nothing the really great ...
Maybe after watching this topic, skeptics will be a little less, and who then think seriously - "Maybe World of warcraft Modmaking have a future?"

[center:2j8vqf7l][/center:2j8vqf7l]
[center:2j8vqf7l]Creatures completed: 3
*Deep Nightmare
*Andric legionnaire
*Necro-Dragon

Creatures in development: 2
*Evil Cactus
*Andric Colossus
[/center:2j8vqf7l]

[center:2j8vqf7l][/center:2j8vqf7l]

[center:2j8vqf7l][/center:2j8vqf7l]

[center:2j8vqf7l][/center:2j8vqf7l]
[center:2j8vqf7l][/center:2j8vqf7l]
[center:2j8vqf7l][/center:2j8vqf7l]


[center:2j8vqf7l][/center:2j8vqf7l]

[center:2j8vqf7l][/center:2j8vqf7l]
[center:2j8vqf7l][/center:2j8vqf7l]
[center:2j8vqf7l][/center:2j8vqf7l]


[center:2j8vqf7l][/center:2j8vqf7l]

[center:2j8vqf7l][/center:2j8vqf7l]
[center:2j8vqf7l][/center:2j8vqf7l]
[center:2j8vqf7l][/center:2j8vqf7l]

From time to time topic will be updated. And also my channel on Youtube - Enhiddog, where I sometimes add new videos with their developments.

15
Showoff - what you are working on / Custom Gears
« on: July 30, 2011, 11:31:03 pm »
Can inspire somebody, to create their own models of weapons and armor.
----
In this topic I post screenshots and video of custom models for World of warcraft.
----
If the topic is interesting - it'll update.
What was used?:
MDLvis - 3d editor (mdl  mdx)
Mdxconv ​​(mdl  x> m2)
Pymodeleditor (effects on the custom models).



Axe1
[spoiler:13em1i7h]
[/spoiler:13em1i7h]

Axe2 (up axe1)
[spoiler:13em1i7h]
[/spoiler:13em1i7h]

Axe3 (up axe2)
[spoiler:13em1i7h]
[/spoiler:13em1i7h]

Axe4 (up axe3)
[spoiler:13em1i7h]
IN DEVELOPMENT![/spoiler:13em1i7h]

----------
Sword1
[spoiler:13em1i7h]
[/spoiler:13em1i7h]

Sword2 (up sword1)
[spoiler:13em1i7h]
[/spoiler:13em1i7h]

Sword3 (up sword2)
[spoiler:13em1i7h]
[/spoiler:13em1i7h]

Sword4 (up sword3)
[spoiler:13em1i7h]
[/spoiler:13em1i7h]

...
......

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