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Messages - Mjollna

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196
Miscellaneous / Re: Model editing Cata
« on: November 15, 2011, 04:48:37 pm »
You can ME in 3.3.5 and then convert your files :

viewtopic.php?f=59&t=931

There is still a (probably MCRF) problem with the converter on custom maps, but otherwise it should be ok.
I'd be really happy about any bug report btw.

197
Showoff - what you are working on / Re: [SHOWOFF] Custom M2 : Road
« on: November 14, 2011, 10:36:09 pm »
Thank you <!-- s:) -->:)<!-- s:) -->

-------------------------
I've just made another one ^^
I needed a kind of platform, that shared the same theme as the road. I think I'll add some other m2 in the corners, lights or something like that...

Anyway, if some people want to play with it, here it is :

http://gaming.mjollna.org/static/docs/m2_platform.rar

198
Noggit / Re: Problem with saving objects
« on: November 14, 2011, 04:27:03 pm »
Oh you can ignore these messages, it's usually ok even with those "errors".

You can check if the paths and spawning are ok in Taliis. There might be something wrong in there ?

199
Noggit / Re: Problem with saving objects
« on: November 14, 2011, 03:18:26 pm »
Are you sure Taliis actually saved your adts ? Sometimes if you don't "save as" in another folder it doesn't.

200
Tutorials / Re: [TUTORIAL] Creating non-animated custom M2 with mdlvis
« on: November 12, 2011, 11:54:52 pm »
I have no precise idea sorry, it can be a lot of things...

- Does the model look ok in mdlvis ?

- Have you re-scaled the model (the "0.02" option when converting to M2) ? If it's too big there's a chance you won't see it ingame even though it's there.

- If you try with the base model I gave, do you see it ingame ? Try comparing the mdl of this model with yours to spot the possible differences, it might help.

201
Tutorials / Re: [TUTORIAL] Creating non-animated custom M2 with mdlvis
« on: November 08, 2011, 11:56:49 pm »
Oops forgot to answer yesterday, sorry xD

It's weird that you see your box ingame but not in Noggit... Never had that problem, and I have no idea what it could be if it's the very same file you're trying to display in both programs.

For collision adder, are you using the latest version (not in the first post, read the thread it's on page 2) ?
Are there collisions in the model at all (open it with 010 editor and check with the M2 template, they should be at the end of the file) ?
Have you had any errors/crashes with the collision adder ?

202
Tutorials / Re: [TUTORIAL] Creating non-animated custom M2 with mdlvis
« on: November 06, 2011, 12:29:26 pm »
The link to the converter "lazy" is at the beginning of the tutorial. Check the second post of the thread :)

203
Development and Presentation / Re: Tîntai
« on: November 01, 2011, 03:51:07 pm »
Hi !
 
So I made two models, I hope it's close to what you're looking for.
I didn't feel like making something from scratch, so I chose 2 Wow models, and I exported both from Wow Model Viewer as obj.
All the edits were done in Blender 2.59. I'm not really what you can call an expert 3D modeler, I now my UV-mapping has flaws, but I did my best in a few hours.
On both models I think the texture coords are 2D, and I exported normals every time.

[center:q65fem05]http://www.mjollna.org/docs/models.rar[/center:q65fem05]

---

- The first one is pvpentrance_nightelf.
On that one, I removed the rocks that were behind the house, as well as the sides, and I added a few faces to make the edge of the house cleaner where it previously touched the rocks. I also removed a part of the inside room and made a wall instead.
It's supposed to be out of reach, half into a cliff, on a map I'm editing.

It doesn't have too many vertices, and it's supposed to be quite small... If it's not small enough I can shrink it on saving, so tell me and I'll change that.

There are 2 weird faces in the model (on the roof) I can't correct, so I've made 2 saves in case they're really buggy : with thoses faces and without those faces.
The original model has 13 meshes. I made 2 versions of each : 13 meshes and 1 big mesh.

---

- The second one is much bigger (I hope not too much), it's the famous old CoT, or actually only a small part of it (1st wmo, part 8 as far as I remember).
I've made the edit for a friend, and if you can switch it back to wmo you'll make that someone very very happy :)
The edit I made consisted in deleting a lot of the remaining pieces in order to keep only the center spiral. I had then had to add something like 8 faces and re-stretch one texture, to close properly a hole that was left by the deleted bridge at the spiral base.

You'll have several versions of it in the zip file : It indeed looked very big, so I let the original size, and I also saved the model rescaled much much smaller.
The original saving has 13 meshes. I also made 2 versions : 13 meshes and one big mesh.

---

Tell me if there's anything I can change, if I forgot something, etc.
There are lots of different saving options for obj import/export in Blender and one way may be better than the others.

My email if necessary : mjollna.wow AT gmail.com
And I'm always on irc/Quakenet.

204
Showoff - what you are working on / Re: Wargate WorldBuilding
« on: October 31, 2011, 07:45:12 pm »
It's absolutely beautiful, very detailed.
The step by step pictures are great too and will probably help people creating their own areas.

205
Level Design / Re: [SOLVED] Ground effects question
« on: October 30, 2011, 03:44:55 pm »
It would, indeed, be a really nice feature to have in Noggit.

I added it as "feature request" to the bug tracker.

206
Level Design / [SOLVED] Re: Ground effects question
« on: October 29, 2011, 10:56:14 pm »
Yay :)

The latest wiki edit a few days ago (adt page) greatly helped, thanks !
I had to edit the mcnk "ReallyLowQualityTextureingMap" too with some values.

It's a real pain to edit, but at least now I know to solve it.

207
Showoff - what you are working on / Re: [SHOWOFF] Custom M2 : Road
« on: October 28, 2011, 10:40:06 pm »
@Pinkhair3d : Thank you for the compliment. And I really love your artwork/videos btw <!-- s:) -->:)<!-- s:) -->

---------------

I made a second model <!-- s:) -->:)<!-- s:) -->
I needed a path to link a house and a "darkshoredock.m2", so I added some kind of wooden bridge in between. I'm not too happy about the number of vertice (probably too many), but it looks ok ingame... and it made UV mapping so much easier.

I used the same method I described in the tutorial to make it. The texture is a Blizzard one, the same as the dock.



And the download link if you want to use/tweak it (M2, texture and mdx) :

http://gaming.mjollna.org/docs/m2_bridge.rar

208
Tutorials / Re: [TUTORIAL] Creating non-animated custom M2 with mdlvis
« on: October 27, 2011, 11:34:44 pm »
Thank you very much for the sticky :)

--------------

If some of you have problems with the mdx not passing conversion, try this archive :
http://gaming.mjollna.org/static/docs/m2_base_model.rar

It looks like zipping/unzipping the file causes some problems to the mdx to m2 converter, but *.rar seems ok.

209
Resources and Tools / Re: [TOOL] [M2 edit] Collision Adder
« on: October 27, 2011, 10:09:33 pm »
You'll have to thank Schlumpf on this one, not me :)
I just uploaded a compiled version.

210
Resources and Tools / Re: [TOOL] [M2 edit] Collision Adder
« on: October 27, 2011, 09:38:28 pm »
Ok, thank you :)

I upload a compiled version (no changes).

Direct link : http://www.file-upload.net/download-383 ... 7.zip.html

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