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Messages - Eluo

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16
Well for starters at which point exactly can't you follow the tutorial anymore?
I normally explain every step deeply detailed.
But if you have further questions don't hesitate to ask, you just need to bring up a certain issue so that we can solve it.

greetings :)
Eluo

17
Noggit / Re: Ground affects/Doodad ID
« on: July 19, 2012, 12:52:00 am »
Quote from: "coolguy1"
Okay, so I already know how add them but where can I find the IDs?

Oh the irony.

18
"Retro-Porting" / Re: MoP models don't show IG
« on: July 14, 2012, 12:34:55 pm »
Check if it is a UniqueID problem, by relogging directly in Front of the models(Just return to the character screen and log back in). If they appeared now,then you have a UniqueID problem which can be solved.

But do the check first and tell us what happens.
*e*
But as it's just the MoP models which don't appear, i guess it's more of a problem with either the path to the models or with the models itself.

19
Noggit / Re: [Bug] Feralas instantly crashing noggit.
« on: June 23, 2012, 02:18:56 pm »
Same for me:
http://pastebin.com/zQ1z6ALd

My guess is, that it's the instance that is in feralas.. i don't know the name right now.

20
Level Design / Re: [QUESTION] Ground details
« on: June 19, 2012, 02:10:27 pm »
You may also want to check the Beginners guide in worldbuilding as there is a  tuoiral about it ;)

21
What? xD

If you assign the layer the ID 0, it actually sets the ID to 0(no gorundeffect doodad).
If you type in -1, it leaves the ID as it is. Meaning if the layer already has the GE ID 2437 then it will leave this ID assigned to the layer.

22
Well its a nice start but... 4 chunks and you want a opinion of that?
Sorry but that is like drawing a thumb and asking a opinion on your skills of the understanding of the human body ;)

The thing is with worldbuilding: yes small areas are very fast and easy to create. You can also put much detail in it.
But doing something like this as bigger areas is something compleatly diffrent.
You also missed out that you still have to be able to fight ingame in an area like this. Considering that there are everywhere models, which obstruct you sight, will make an area if it is too cluttered unplayable.
Same goes for the ground, if it is too hilly, it just feels strange if you walk over it.

And on the textures, you could try to paste them not so thikly on it ;) It looks better if there is a transition between the basic texture and your above layered. The best results to get a good transition is to lower the pressure when you are painting and reducing the brush size to very small , and painting very small dots.
Have a look at the blizz adts ;) they do it all the time.


Keep on going, but also try out to make bigger areas,which will also teach you something about worldbuilding as you get to know how much work it actually is to do this on a much much lager scale ;D

23
Texturing and 2D Art / Re: [Question/Request] Retexturing Runes.
« on: June 13, 2012, 08:00:05 pm »
1.) If you wanna make new go objects, the according dbcs have to be modified, client and serverside, which leads to the conclusion,that you either way have to use a patch. So basicly it makes no diffrence if you spawn it with noggit on a adt or if you spawn it ingame.

2.) Of course it works with blp as this is the standart texture format. But still: it is a model that spawns and it is just like any other model. What you want is quiet impossible as you sort of want the texture to be reflected on the ground.

greetings

24
Quote from: "schlumpf"
This tool is deprecated as of Noggit, revision 520 (ce528f31e12a).


26
Tutorials / Help me to make this tutorial better.
« on: May 30, 2012, 08:15:23 pm »
If you can find any mistakes in this topic,wether typing mistakes or any other mistakes, please copy that passage and send me a private notice with that passage and a suggestion for improvement.
Thank you very much!




27

How to spawn Doodads/wmos with Taliis(outdated)




There are soooo many ways to spawn a doodad on a adt.
I picked taliis to do this. Why?
Taliis is a very effective and powerfull tool to work with adts.

After we finished the terrain ,all that is left for our nearly finished area is to spawn trees,bushes,houses and everything else what is needed for our area.

First of we need to make a list of the models what we need.

We need for:
the forest[/color]
-trees
-bushes
-dead trees
-generic stuff


the dock[/color](at the cliffs because the ships have to land somewhere)
-a little house
-fences
-torches
-generic human stuff

The castle
[/color]
-a big castle or stuff we need for a castle
-random generic human stuff
-fences
-houses?
-a wall

the path to the castle
[/color]
-lights
-fences

In order to find those models and their path ,we open the worldofwarcraft Modelviewer
Then we search for the models which we want to add and write down the path of them.

An eample for a path would be:
worldexpansion02doodadshowlingfjordhfjord_tree_01.m2

Well the model itself has the fileending of .m2 BUT nearlyeverywhere in the Wow Files like the DBC or adt Files those models are named with the Fileending .mdx instead of .m2.
Why? the MDX format is an intern used fileformat..so we will need to use that in our adts too.
So just take that path and the modelname and replace the fileending .m2 with .mdx

worldexpansion02doodadshowlingfjordhfjord_tree_01.mdx


========= Part 1/2 finished

Open up the ADT where you want to spawn your Doodad/Object.(File->Open)
Switch in the Naviagtion to DoodadFiles


On the Right upper side enter the path into the white Commandfiield next to the red minus and the green plus buttons.



Now press the green plus button.
A new line will appear.
This step is just to tell wow which doodad CAN be spawned.
The First row of this line is the ID of the doodad... keep that number in mind.
If you want to spawn another doodad just enter the new path in the command field and use again the green button.

WARNING: Never try to add the same doodad path again. The number of the spawned doodads will be set in the next step.
---
Switch to Appearing doodads.
There also just press the green plus.
A new line will appear.


First i will explain you what every row means:
~~~~~~~~~~~~
#File ID = This is the id of the path you entered in DoodadFiles. Switch that number to switch the object to be spawned
#UniqueID = This is a unique number that shouldn't be used twice in the range of the boarding adts. Neither for doodads nor for wmos.
#x = This row is the x-coordinate of the spawned doodad.
#y = This row is the y-coordinate of the spawned doodad.
#z = This row is the x-coordinate of the spawned doodad.
#Scale = this is the scale the doodad has. 1024 is the Normal size which means that it has its actual size.
#Flags = Those are the flags for the doodads.
#rota = This is the rotation around the x-axis
#rotb = This is the rotation around the z-axis
#rotc = This is the rotation around the y-axis
~~~~~~~~~~~~

Now the good thing in taliis is: we don't have to change very much.
So if i want to spawn the tree not only once, no i want to spawn it twice or three ,four or fifty times.
For that we just have to create a new line. And every time we press the green button a new tree will appear.
You can leave the coordinates and nearly everything just as it is.

If you now want a diffrent sort of trees repeat the whole thing. Add the path to DoodadFiles remember the Id and switch to Appearing doodads. Now As we press the plus the new line automaticly has the default values and it still is the first object as the First row reads the id 0.
Now because the ID of the new tree has the ID 1 we will need to change the first row #File ID to 1.







========= Part 2/2 finished

WMOS




Well you just learned how to spawn Doodads.
But what about spawning Wmos?
This is in taliis nearly the same as with doodads.
First you will also have to look up the path and the name of the wmo.Then ,in taliis, go to Object Files and enter in the white command field the path and press the green plus.
Switch to Appearing Objects and again,press the green plus.

Here again you can leave nealy everything as it is. Exept if you want to spawn diffrent WMOs, then you will have to change the FileId just like with the doodads ,to the ID of the to-be-spawned object in Object Files.





~~~~~~~~~~~~
#File ID = This is the id of the path you entered in ObjectFiles. Switch that number to switch the object to be spawned
#UniqueID = This is a unique number that shouldn't be used twice in the range of the boarding adts. Neither for doodads nor for wmos.
#x = This row is the x-coordinate of the spawned wmo.
#y = This row is the y-coordinate of the spawned wmo.
#z = This row is the x-coordinate of the spawned wmo.
#Flags = Those are the flags for the wmos.
#rota = This is the rotation around the x-axis
#rotb = This is the rotation around the z-axis
#rotc = This is the rotation around the y-axis
#DD Set = This is the Id of the doodadset,use modelviewer to find out the Id of the DDSet you want to have(0-9)
#Name Set = This is the DBC id of WMOAreaTable.dbc. Use the DBC id to set the name of the wmo showing ingame
~~~~~~~~~~~~



28
Resources and Tools / Re: [TOOL] Ground Effects CMD Tool
« on: May 19, 2012, 07:43:57 pm »
Could you reupp it?

29
viewtopic.php?f=22&t=26&p=395#p395

I made a tutorial on that matter 2 years ago ;)

30
Random / Re: can i make wow with UDK engine
« on: May 16, 2012, 09:42:29 pm »
Nothing is impossible.
But its rather unlikely that you will sucess...

And introducing fullstops in you sentences would help the readability ;)

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