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Messages - Laduguer

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1
Miscellaneous / Re: SirFranc's stuff
« on: June 16, 2015, 03:02:52 pm »
I think people mostly consider his stuff to be good out of a kind of mystique created by how secret he was with his edits. The edits themselves really aren't that great. I mean they're impressive from a technical point of view I guess, but in terms of the more artistic qualities of the edits they're unoriginal and not very atmospheric.

Good luck in your hunt regardless, but personally I think you'll be disappointed!

2
Neo / Re: Neo - A WoW Development Suite
« on: February 22, 2015, 12:12:28 pm »
Quote from: "Cromon"
Im working on the asset browser as a preparation for texturing and model spawning. Meanwhile ive also added the two ways of asset transformations. Exporting files to the filesystem and importing them back into the client. Right now its only implemented with meta functionality for textures. If you export a texture it will be exported as png and if you import an image file (jpg, png, bmp, gif, etc) it will be converted to a blp texture.

When importing you select the file youd like to import (yes, folders are planned) and then the options (for folders it will check what kind of files are present and show the appropriate ones) for the file import can be choosen:
.

That looks incredible. I notice models on the list there; does that mean we can import models from formats like .obj etc. and Neo will convert them into m2/wmo?

3
A damn shame this has fallen inactive, very much admire all the hard work that went into this. I recall Filipsons mentioning earlier in the topic that he intended to share the Afterfall content upon release; is anyone still involved with the project willing to share any of said content? It'd be a great help to us modders interested at breaking away from the fantasy theme.

Completely reasonable if not, of course, given the amount of work; but worth a try anyway!

4
Showoff - what you are working on / Re: [SHOWOFF] Terror Vale
« on: February 17, 2015, 02:17:39 pm »
Quote from: "Barov"
True that. Well at first I wanted to do something outside of Azeroth and it's Lore but I quickly ended up working on a huge mess all by myself so I gave up. Later I started editing Blizzard's maps and surprisingly it wasn't really difficult to integrate a whole new Lore as a continuity to the original one.

The trick is not trying to necessarily write a whole new world. For your setting, the players wake up without remembering where they are or how they got there (maybe they don't even remember who they are!). Maybe part of the fun of this setting is them trying to piece together information about this strange gothic world bit by bit, allowing you to gradually develop new lore as you go along.

Either way, good job and looking forward to more progress from this.

5
Showoff - what you are working on / Re: [SHOWOFF] Terror Vale
« on: February 17, 2015, 12:28:16 am »
Looks great, a creative use of an old zone. Good atmoshere. The lore sounds cool too, but it seems like you should just go for your own original setting rather than sticking to Azeroth; might be more appropriate and give you more freedom.

6
Recruitment / Re: [Paid] Looking for an experienced developer (converter)
« on: February 11, 2015, 02:45:49 pm »
Damn, i'd be willing to do it, but i'm a Dwarf. :

7
Neo / Re: Neo - A WoW Development Suite
« on: February 09, 2015, 02:18:26 am »
I liked WoWDev! But hey, the merit of a project is in it's performance and not it's name. Looking forward to it!

8
That looks really fantastic Skarn. Excellent job.

9
Quote from: "Skarn"
Quote from: "Laduguer"
Quote from: "Kaev"

Like in SharpWoW? Shouldn't be a big problem. :)

Ah, here's a little video for you guys:
https://cloud.cromon.ch/f/96349608efcb1 ... 000367490f

I recall you were unable to save any light changes in SharpWoW, but the basic functionality was really great, so if you could shove that in then that'd be awesome!

No, you're able to save changes. I have already done this for my canyon map.

Hmm, I must have been using an older version then, because none of the changes I made persisted.

10
Quote from: "Kaev"

Like in SharpWoW? Shouldn't be a big problem. :)

Ah, here's a little video for you guys:
https://cloud.cromon.ch/f/96349608efcb1 ... 000367490f

I recall you were unable to save any light changes in SharpWoW, but the basic functionality was really great, so if you could shove that in then that'd be awesome!

11
Quote from: "Kaev"
Bad news: I dropped the Noggit port.

Good news: Cromon started to develope a new map editor and i'm helping him. :)
He's working on the UI stuff atm and will start to do the rendering part soon.
I just finished the NPC classes and started the MySQL stuff to allow database things like NPC spawning via the editor.
I would love to hear which features you would like to have in the editor.

The editor is written in C#.Net (.NET Framework 4.5.3 Preview atm) and you can find the GIT repository here:  https://gitlab.cromon.ch/Cromon/woweditor

In my opinion, these are good news for the whole WoW modding scene. :)

Some form of light / skybox changing functionality would be very welcome! Great to hear you guys are working on something.

12
This is a common issue. First, export your model to .3ds from Blender. Then import the .3ds file back into Blender. -Then- export to OBJ and convert using OBJtoM2. Your issue should be fixed.

13
Modelling and Animation / Re: [QUESTION] M2Mod3 Error
« on: January 11, 2015, 05:38:17 pm »
Quote from: "phantomx"
Open the m2 and make sure nParticleEmitters and ofsParticleEmitters are set to 0.

Both set to zero. Oh well! I think i'll just use OBJtoM2 given that all i'm doing is fiddling with static models. I'll leave this open incase anyone wants to look into it further.

14
Modelling and Animation / [QUESTION] M2Mod3 Error
« on: January 10, 2015, 03:55:11 pm »
Hey guys!

So, I converted a simple helmet M2 to M2i using M2Mod3. I opened it up in Blender and just added a few new vertices and did some simple transforming.

However, when I try and merge the edited M2i with the original M2 the program crashes like so:

http://gyazo.com/e72a4a6a86beb6c31268e91748a5de22

Anyone have any ideas about what could be causing that? I know it's not a lot of information but i'm hoping this might be a common error i've made.

15
Tutorials / Re: [TUTORIAL] Custom WMO's Survival Kit
« on: January 08, 2015, 02:51:11 am »
Thanks so much for this tutorial, looking forward to the installment on lighting.

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