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Messages - Supora

Pages: [1] 2 3 ... 10
1
Noggit / Re: Looking for recent Noggit version.
« on: October 14, 2017, 08:38:08 pm »
I guess you need to have proper dlls of qt to run it

2
Serverside Modding / Re: Loot tables not working
« on: October 03, 2017, 07:31:27 am »
Did you set up a GroupId in loot_template?

3
Random / Re: [HELP] Converted wmo error
« on: September 17, 2017, 07:48:56 pm »
Modelviewer show those textures like this just because it's a two-layered material. BTW theme might be some errors with the flags in root wmo when you use materials that required more than one mocv chunk. So maybe you can upload yours root files(no need for me in group files).

4
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.
BTW you can try wmo import-export script for blender. With current version you can edit doodadsets direct in blender. Vertex paint is another feature in the list. You can even set batch types for faces or make two-layered materials with this script. So if you're still interrested in wow modding and wmo editing in particular then you can check the latest version here.

5
Nice wmo's edits. BTW Forsaken hall still looks alot like scarlet monastery that you use as a source.

6
Auto selection off is simple the way noggit did it in the past and I dont need the triangle cursor to exactly edit stuff....
Also there is vertics edit mode now, where you can even select vertics and move and angel them specificly so even this usecase is no longer a point. In my opinion to much features are not always good. Sometime less is more. Special if you are new to an Application and start to learn it.


So finally I can edit terrain in noggit and not in blender. Yay!

7
Pretty nice sculpting. You could even try to create your own animated logo for video-intros. Sadly I never got good results when I tried to sculpt something.

8
Miscellaneous / Re: Custom Quests showing on map
« on: April 09, 2017, 05:24:25 pm »
I think it's all about points of interests in database

9
Resources and Tools / Re: [TOOL] Blender 2.5+ WMO import/export script
« on: March 10, 2016, 09:28:28 am »
try to change "0x2A    uint16       Number of batches interior" to the value of "0x2C    uint32       Number of batches exterior". And then set "0x2C    uint32       Number of batches exterior" to 0.

10
For regular mounts you need to use spellvisual.dbc.

11
Modelling and Animation / Re: [QUESTION] WMO surface without collision?
« on: February 15, 2016, 09:47:36 am »
Change flags in mopy chunk per face to disable or enable collision. But I prefer to use happyhacks wmo import-export script for blender to make custom wmos.

12
Tutorials / Re: [TUTORIAL] Custom WMO's Survival Kit
« on: February 05, 2016, 09:22:32 pm »
I gоt it wrong

13
Resources and Tools / Re: [WotLk] 3ds max WMO Exporter
« on: February 01, 2016, 08:54:53 pm »
Quote from: "abdalrahman9"
Okay then, i will be making a standard material that contains a tiles map a liquid. I am currently studying the MOLQ and i just want to ask what is the the materiad ID,heightmaps, and the different types of liquid there are?
Oh, didn't read this earlier. So material id is id from momt chunk. heightmaps stores info about verts. First four bytes may be transparency and uv-map, second four bytes are height values of verts. For types you can read previous post.

14
Resources and Tools / Re: [WotLk] 3ds max WMO Exporter
« on: February 01, 2016, 08:46:53 pm »
So can I export second MOTV and MOCV for two-layered material? It would be very useful when making models where you need some smooth transition between two textures.
About water: didn't figured out how exactly info about transparency and uv-map is stored(I can mention that slime  liquids need to uw-mapping, but water works fine even without it). Also I tried to set material to regular diffuse material or to material with terrain type = 10 or 11(terrain type none and terrain type water) but it does nothing to my liquids so I don't know if it's really needed to have another material for water. But anyway I think that transparency and uw map stored in [heightmap] in first four bytes(height value is second four bytes) per vertex. Vertecies goes in column order. Same with tiles as I think(types in MLIQ chunk on wiki). Btw didn't actually figued out what a those types are. But they are defines which tiles will be filled with water and which won't. BTW maybe here in those types are actually two values(half of a byte for each)(wrong info. Seems that types are actually types. But if set second half of a byt to F then this water tile will not be filled)
Here is what I get just with hexing:

15
Modelling and Animation / Re: Urgently need help! Paying $$$!
« on: January 30, 2016, 02:01:33 pm »
can you upload a model so I can take a deeper look at it?

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