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!
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)
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.
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)
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)
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
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:
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]
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]
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?"
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).