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!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Laduguer

Pages: [1]
1
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.

2
Miscellaneous / [QUESTION] Vertex Shading Issue?
« on: November 05, 2014, 03:03:53 am »
Hey guys!

So, today I converted the Ironforge .wmo from the WoW Alpha over to 3.3.5a using Mirrormachine to convert from WMOv14 to WMOv17.

Everything works fine ingame, however I seem to be getting an issue with the vertex shading. It should be a warm red colour like this:





Instead, it's a green colour like this:





At it's face this would seem to suggest a missing texture, but if it is then I can't for the life of me figure out which. Peeking around on WoWDev and hex in general hasn't revealed much. Any thoughts guys?

EDIT: The vertex shading displays correctly in WoW Model Viewer.

3
Serverside Modding / [SOLVED] [QUESTION] Vehicle Bug on Water
« on: October 06, 2014, 12:28:38 am »
Hey guys!

Lemme describe to you what the issue is:


- We've made a vehicle with a levitation buff on permanently allowing it to act as a boat on water.

- However, when we try and drive it, it behaves erratically and jumps up and down the moment it starts moving on water.

- This bug occurs to everyone except whoever's driving it at the time, for them it appears to sail smoothy.


Here's what it looks like:


http://i.gyazo.com/b156db51deb0cb1966a2206301439797.gif



Possibly it's an issue in communication between the client and the server, maybe we need to do something with the vehicle dbcs, but I haven't got a clue.

Appreciate any help you guys can offer.

4
Development and Presentation / [SHOWOFF] Tides of Azeroth RP
« on: September 21, 2014, 05:29:15 pm »
Hey guys!

So, whilst my other project is on hiatus, i've been working on another project. It's early days but I thought i'd share what i've made so far.

The basic premise of the project (which is also being ran as a roleplaying server, if interested please check here: http://toa.coe-roleplay.com/index.php) is exploring the seas and islands of Azeroth. There are a lot of locations under that umbrella so expect this thread to be updated continually with different builds.

Naturally all the screenshots below are WIP and likely missing ingame-spawned clutter unless stated otherwise.

 Anyway:





Balor Isle:



This will be the primary starting location for Alliance characters. A prime strategic position for exploring the Great Seas, characters living here will become well accustomed to the high seas. However, the presence of an old Stormreaver ruin from the time of Balor's occupation by the Horde in the Second War brings trouble closer to home.






FULL ALBUM: https://imgur.com/a/vDOn7


Hiji:



Hiji will be the primary starting location for Horde characters, a territory aquired in the last few years by the Darkspear Tribe. Here they'll have to contend with the remnants of it's former Bloodscalp and Skullsplitter occupants whilst investigating the mysteries of the ancient Gurubashi temple that dominates the north island.






FULL ALBUM: https://imgur.com/a/d2aJt



-

5
Level Design / [SOLVED] Duplicating Existing ADTs?
« on: August 12, 2014, 05:50:28 pm »
Hey guys.

Having some trouble duplicating an existing ADT. Basically I took one already containing objects, copied and pasted it, and changed it's name to replace another empty ADT.

I fixed the coordinates and even updated the .wdt file just incase.

However, when I get ingame, the only thing that has been copied is the terrain of the ADT I was trying to duplicate, and none of the models spawned in it.

I used LoadInfo to look at the duplicated ADT and all the models were in there with the correct coordinates. But no sign of them ingame or in Noggit.

Any ideas what's going wrong?

6
Level Design / [QUESTION] Fog Glitch on Map?
« on: August 10, 2014, 12:42:20 am »
Hey guys,

I made a new map recently. The water level in this one is at -100, so a lot of the terrain has been lowered to that level. However, when standing on that terrain and looking up, in the distance you can see strange square blocks of fog that come nearer the lower your view distance is. They seem to be exactly level with the 0 level of the map.

Here's a screen, the fog has been coloured in yellow by WMT for clarity:





Any idea why this is? I've tried changing the lighting and adjusting my graphics card settings to no avail. Could it be some kind of ADT corruption, or an error I made when creating the initial ADT in Taliis? Possibly a save error in Noggit?

Thanks in advance.

7
Miscellaneous / [QUESTION] WMV and Edited .DBC files?
« on: June 15, 2014, 06:13:32 pm »
Hey guys!

Recently i've been wondering if it's possible for WoW Model Viewer to detect custom .dbc files. For example, adding a new item entry and display ID into the relevant .dbc files and then seeing that new item appear in the list in model viewer.

So far I haven't been able to get WMV to pick up changes, but given that all WMV seems to do is read from dbc files in the patches it's set to detect, I don't understand what i'm doing wrong!

Thanks in advance.

8
Recruitment / Concert of Empires: Quality Roleplay, Done Right
« on: June 10, 2014, 01:01:03 am »
[center:hb2sdc0j][/center:hb2sdc0j]

Hey Modcraft! Thanks for taking a moment to check out our advertisement. Below are some brief details of the project, some screenshots highlighting our progress, and what we're looking for.

Our forums and website are still partly under development, so please contact us directly through Skype if you're interested!

Please don't hesitate to ask any questions about the project.



[center:hb2sdc0j]
[/center:hb2sdc0j]


City of Ostholt WIP: http://imgur.com/a/NTa9u

City of Sekher-Aanru WIP: http://imgur.com/a/PcbHM

City of Waldau WIP: https://imgur.com/a/qgidG / https://imgur.com/a/Zh8Zt

World map WIP: http://i.imgur.com/abLrQO1.jpg




Quote
As a note, we did NOT make any of the custom models seen in the screenshots. Credit for those goes to the excellent modders behind the Napoleonic Wars, Twilight of the Sun King and Europe 1805 mods for Mount and Blade. We simply ported them over.
[/subsection]


.

9
Hey guys!

Having a weird issue. I imported a model from another game recently. It has an unremarkable number of verticles and submeshes and is generally lower quality than most WoW models.

However, when I convert it to a .wmo and put it ingame, it causes me to experience a massive FPS drop. I have imported other models from the same game before with no issues.

I tried going through the conversion process again but with no results.

Do you guys have any ideas?

Thanks!

10
Level Design / [QUESTION] Texture Shift?
« on: March 19, 2014, 02:20:25 am »
Hi there!

I'm posting this on behalf of a friend who isn't on Modcraft, who's experiencing a bit of an odd bug. Any texture work he does in Noggit will appear to have shifted about a couple feet in another direction when he goes ingame. Given that a picture speaks 1000 words:





Any thoughts / fixes you guys have would be much appreciated.

11
Hey guys,

Having a bit of trouble here with the OBJ to M2 converter made by Garthog. The UV map works fine in Blender, but when I convert it to .M2 many of the UVs get deformed. They're all within the 0,1 space and i'm pretty sure they're per vertex as required.

Anyone have any ideas?

I can upload screens / the .OBJ if need be.

(apologies for posting this here instead of in the converter thread, but I figure this may be more of a general error)

12
Texturing and 2D Art / [SOLVED][QUESTION] Unusual .WMO Texture Error
« on: January 23, 2014, 01:05:33 am »
Hey!

So, I was looking through the content of the excellent Cata/MoP content patch uploaded by Anthony and I noticed something odd occurring in some of the .wmos.

Some of the .wmos seem to be missing textures; specifically, some of them are basically big matte-colored blocks of black, beige and various other colors, but I can't figure out why. I don't think it's a case of a corrupted .skin file nor does it seem to be a case of missing textures, but I can't think what else it would be other than those two things. What's more bizarre is that some of these .wmos appear as part of larger .wmos with their textures working correctly!

Any help would be much appreciated!

13
Serverside Modding / [SOLVED][QUESTION] Map 'Atmosphere/Lighting'?
« on: January 13, 2014, 07:53:45 pm »
Hey there! Long time lurker, first time poster.

First of all, apologies for the vague topic title, i'll explain what I mean by it;

I was recently admiring the fine work chaos1920 did here, and noticed the heavy gloom (low light and poor visibility) that is found on the Gilneas map, which looks incredibly badass.

So, I was just wondering if anyone knew how to achieve such an effect with a map made from scratch? I've had a poke around the .dbc files but to no avail.

Thanks in advance!

Pages: [1]