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Messages - LIMEEE

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Nice wmo's edits. BTW Forsaken hall still looks alot like scarlet monastery that you use as a source.

Yeah that was the point of it i sill wanted the scarlet structure/layout but i created every single wmo model in those screens by hand and nothing is reused of the original sm.
The first picture in the forsaken halls album is the original sm parts stuck together to give me an idea about the layout, i even ported all of that ingame at some point :)

Hey LIMEEE.
Nice to read you again :)

Was checking out the forum and i was glad to see the modding scene moving forward still,
nice to see some edits with wod water! 



2
Oh boy have it been long since i was on this site or any other modding community, Most of you probably have no idea who i am but i was a very active world builder a few years back.
I was going over some screens from a old disk and found the time to actually make an album with almost all of my projects starting back in 2009,to the latest being 2013(Forsaken halls).
As i have not followed the modding scene for a long time i have no idea how things are going but i hope you have better tools these days than what was available back then.

Here is the Album with everything organized: http://jungla.imgur.com/

//LIMEEE/Jungla

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Resources and Tools / Re: [TOOL] OBJ to M2 converter
« on: August 19, 2013, 12:59:11 pm »
Quote from: "Steff"
it will help to male this tool happen.  We will only get forward if we work all together.

I am sorry Steff, but you really did serve me this one, if you say he should update the docs to help "everyone" out, maybe you should make noggit open soruce so actually people that want to add features / fix bugs, can do so, like you said, "We will only get forward if we work all together"

4
Resources and Tools / Re: [TOOL] OBJ to M2 converter
« on: August 13, 2013, 11:16:35 pm »
To people that have problems with textures being messed up ingame. First of all make sure everything is in a 0.1 range. 2nd nothing can be welded together, Select all Verts and use Break, then export to obj, That should fix the texture problems 90% of the time.

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Resources and Tools / Re: [TOOL] OBJ to M2 converter
« on: August 13, 2013, 10:08:25 pm »
Glad you released it, And if people have any questions about what to do in max, you could always try to ask me, as i was the one helping Garth to bug test this fantastic tool.

6
Resources and Tools / Re: [TOOL] 3ds/OBJ to WMO
« on: August 08, 2013, 03:52:38 am »
AnthonysToolbox, I also had the problem with Transparency on textures, but i had a talk with Gmah, And he found a solution for it. However it seems like he can't put it into mirrormachine, you need to manual adjust the wmo file in hex, and change the blend mode from 0 to 1. for the material with that kind of texture. As i don't have any Hex knowledge at all, i can't explain to you how to do it, but maybe Gmah can write down a short tutorial about it.

7
Hello Modcraft i have a problem i would need some help with, I am working on my own custom instance, now that we have a working wmo exporter, One of the areas i am creating have a lot of gravestones but like most of you know the game can only render "small" objects to a certain degree and they go away if you are to far away from it. So my plan was to export the whole ADT with every gravestone data in place and import it into 3ds and export all the gravestones as one big wmo group. (would remove the view distance bs)

Thing is i only know 2 programs that can do this, one of them are "ModelExporter" it is an old program that only supports 2.x files and when you try to export a 3.x adt with m2 model placement info, you can't export it.
The second program is Machinima Studios which have up to 5.x support and it works fine on mop adt's but the program can't even open the 3.x ADT's So i am clueless right now on what to do, thats why i am asking you guys for any tips that might help me fix this, or any other program that can actually do the same thing,

EDIT: Never mind i figure it out, i used the ADT convert for mop, and that actually made Machinima studio support the file and i could export it then export it back into 3ds.

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Resources and Tools / Re: [TOOL] 3ds to WMO
« on: May 19, 2013, 05:08:31 pm »
Thanks Steff, Well you're model is bigger then mine but mine is more complex and i have about 9-14k polys and you're has 1,5k So i guess that is the problem the converter can't handle all the polys, hopefully Gamh can fix that as 9-14k polys are nothing compared to a full blizzard raid model ^^



EDIT, They can Steff i have imported plenty of blizz models to check my self some of them have over 20k depending on size, And like i said does not matter if i split the model up into parts there is still a collision issue, So it is the converter that can't handle it, Even Gmah said the "tree" is really bad and he was gonna fix it.

And if the converter can't handle more then 2k polys you can't make anything decent with it anyway, you're model is made up with squares and cylinders that works as a temp model but its not something i personally would use as a complete model.

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Resources and Tools / Re: [TOOL] 3ds to WMO
« on: May 19, 2013, 04:18:00 pm »
Quote from: "Steff"
Hmm my model works full with collision. I also have pillars and stairs and many other stuff inside.
Looks very nie btw!
Can you please upload a image of you're wmo i want to see the size and how much polys does it have?.

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Resources and Tools / Re: [TOOL] 3ds to WMO
« on: May 19, 2013, 04:13:17 pm »
Quote from: "fearless_wind"
Nice. I guess there are bugs with collision on ladders, aren't there?
There is a collision error on the whole model, about 2 pillars have collision, so has nothing to do with the "stairs"
Even if i split the model up in 10 parts only 80% of it have collision, and that is not good enough in the long run having about 300 wmo parts is not good. I tired for about 4-5 hours yesterday to fix the collision problem i did pretty much everything i could think of that might mess it up, but i can safely say that there is nothing wrong with my model, it's the way the converter handles collision, And the corridor only has like 10-14k polys and that is nothing if you compare it to some of the models blizzard have done.

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Resources and Tools / Re: [TOOL] 3ds to WMO
« on: May 19, 2013, 03:43:28 pm »
Well i did say i was gonna post some screenshots with textures, My progress on the custom instance is pretty much zero right now as i don't want to continue when i can't get the model to work with 100% collision,

I most say it looks really empty and boring without any light and m2 groups, but i will start on that when the collision of the exporter works a bit better.
Click to make bigger:





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Resources and Tools / Re: [TOOL] 3ds to WMO
« on: April 14, 2013, 02:32:44 am »
Quote from: "Steff"
But this way is not realy easy if you want to position the wmo also I dont know if this is very good for client performance. But if you dont wnat to , I dont to push me :)


I don't really think you understood my post, I don't export the model as different parts, I just split it up so i have More meshes in 3ds (Aka Wmo groups) after the export, it is still a single wmo ^^

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Resources and Tools / Re: [TOOL] 3ds to WMO
« on: April 13, 2013, 05:23:58 pm »
Well Steff as i did write in my post i actually figured out how to fix the collision by spliting the model and i wrote / posted pictured explaining how to do it also, So i don't need any help with that, thanks anyway tho. ^^

Btw will post a few screens with all the textures later or in a few days.

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Resources and Tools / Re: [TOOL] 3ds to WMO
« on: April 11, 2013, 02:57:46 am »
Just wanted to share some more progress on the corridor(sorry for the horrendes colors)
Well the model is pretty much complete now and i figured i would show my progress so far, even tho there is no proper textures.








And for Gamh/Everyone else, I would like to share some things that might come in handy if you are planing on doing some large models, After almost getting ass mad of the model not having proper collision (10% of the model had collision) ingame, And i tried to export it over and over again with different settings and doing changes in 3ds, but nothing was working so i tried with having just one corridor part because i thought the exporter had problems handling a big size model and failed at applying the collision correct. ( And yes it did work 100% ingame) But i figured i would test spliting the model up instead of having it as a single mesh,(The reason why i tested this last was because when i exported my old wall model, a splited model would not work after the export as the Z axis would be all messed up for the wmo groups, and that was everything i had to do for the model to work ingame with collision Split the model in parts (wall,roof,floor,pillers etc)

Corridor Part - Works with everything as a single mesh.


Whole Corridor - Does not work as a single mesh.


Splited into part corridor (Ofc everything on the same Z axis) - Does work ingame.

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Resources and Tools / Re: [TOOL] 3ds to WMO
« on: April 08, 2013, 10:27:17 pm »
Once again i can't thank you enough Gamh, and i wanted to post 2 new screens,
Now that i can actually import my own models i figured i would start doing a raid or 5man instance just for the fun and i created a pretty basic corridor to test out the scaling and stuff.



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