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Messages - Mjollna
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46
« on: August 12, 2012, 08:26:33 pm »
Oh I missed particles -_- I don't remember reading what to modify for particles, but I can try to change the script to include them as well. Any hints to make me gain time are welcome... I more or less never mess with M2 so my knowledge of the files is very very shallow.
What's wrong with the skin files modification ? Maybe I can correct that ?
And thanks for your comment/reply ^_^
47
« on: August 12, 2012, 07:44:37 pm »
You can use the compiled version included in the archive, but if you want to compile it, any c++ compiler should do the job. There's only one file and nothing fancy included, so it's really easy. I've used g++ this time (because I was too lazy to create a new project in msvc ), so in a Windows console : g++ main.cpp I have http://www.mingw.org/ installed.
48
« on: August 12, 2012, 06:47:45 pm »
Thanks for adding the link to your post And yes I always include sources, or a link to them.
49
« on: August 12, 2012, 02:59:47 pm »
Ok so after a bunch of pm's, I sum up the conclusions here : - It seems to work even with MoP models, which is good news.
- For missing libgcc_s_dw2-1.dll it works when you donwload it... I always forget to add that kind of files >.<
- And if you only have one model to convert, you can drag'n'drop the M2 file on the exe.
50
« on: August 12, 2012, 01:31:48 pm »
And quicker for a bunch of files, if it works correctly.
51
« on: August 12, 2012, 12:24:46 pm »
Hi guys ! Well, I got several pm about that Cata -> LK conversion... I didn't really have time to look at it, then I opened a file out of curiosity to look for a few minutes at the camera fix, and finally... I ended up with scripting something that groups all the changes mentioned in the thread in a single, easy-to-use way. And I lost a whole night sleeping time in the process. Here it is : http://www.mjollna.org/docs/misc/CataToLkM2.zipUsage (it's a command line program) : CataToLkM2.exe nameofthemodel.m2 Don't forget to add all the necessary skin files in the same folder as the M2. I hope I haven't forgotten any fixes, it shouldn't break models, but you never know. I've tested on an innocent rabbit model and the draenei female model, both seemed to be fine... but more tests are probably necessary. Tell me if it works... If it's ok I'll add it to resources > tools. Thanks & credits in the source file. Have fun !
52
« on: August 07, 2012, 12:01:56 am »
Videos look really cool, that's great you continue on this project
53
« on: August 03, 2012, 12:51:52 pm »
I don't have the crash you describe near DK starting area, on 335a (nor in Cata). There may be something wrong in your patch then. What's the error exactly (use pastebin ) ?
54
« on: August 02, 2012, 12:14:51 pm »
About the crashes you mention : on Cataclysm+, if a wmo is missing, the client adds a pink cube instead. On 335, client crashes. So around sunken temple, deadwind pass and probably other places, the game will crash if you don't add a dummy wmo with the same name to fill the space.
And I've found where map holes are in the files (actually, that was a really easy one), so I'll probably add that today.
55
« on: August 01, 2012, 08:09:27 pm »
Mmmh, I've tested the alpha -> lk converter in 335 client and everything seems to work fine, out of the box : I have objects at the right place, with collisions. So I don't know what your problem is, but it shouldn't be something big...
56
« on: August 01, 2012, 10:10:29 am »
Thank you for your reply ! Mmh, I haven't tested the files on LK yet, we've converted them directly to Cataclysm to see them on the current format... I'll try to see what's broken today.
57
« on: August 01, 2012, 04:22:55 am »
Up ! Threads are mixed up for ADT Converter and the alpha adt > current adt part of Gillijim Project, so I guess the easiest is to update here. Added objects placement to alpha adt > current adt conversion So now you can get a "ready-to-go" half-broken with objects (but fun) alpha converter. It's the *current* objects that appear on the map though, so some things may have changed since alpha... not that many though O_o So for now, no old IF or UC, since there's no models conversion at all. Use this as main.cpp when you compile the latest version (commit 9cffe24b1597) : http://pastie.org/4368790
58
« on: July 30, 2012, 03:00:22 pm »
Result looks really nice, gratz It must give a special feeling to lighten the area as you walk.
59
« on: July 22, 2012, 06:46:50 pm »
You can take the road, open it in mdlvis, remove the vertices of the "turn" = straight road That's here for help about how to do it : viewtopic.php?f=20&t=1060
60
« on: June 25, 2012, 08:27:50 am »
It's "page down" key
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