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Author Topic: [SHOWOFF] Eluowind  (Read 15019 times)

Steff

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Re: [SHOWOFF] Eluowind
« Reply #30 on: November 10, 2011, 11:46:13 pm »
I just clean the ADTs and bring them ingame. 2 ADTs have m2 problems. Will try to find them. All other work in noggit and ingame now.
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Eluo

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Re: [SHOWOFF] Eluowind
« Reply #31 on: November 11, 2011, 03:24:55 pm »
They always worked ingame..just with low fps and collision problems.
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Steff

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Re: [SHOWOFF] Eluowind
« Reply #32 on: November 11, 2011, 04:57:22 pm »
I have added the pack you have uploaded and my wow crashs.
First problem i had was that aaypt folder was not in the subfolder custom.
And some adts crashed noggit.
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Steff

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Re: [SHOWOFF] Eluowind
« Reply #33 on: November 13, 2011, 02:54:14 am »
Works now for me and i have no lags.
Only the collision problems at some points. I will have a look:)

A BTW it is very atmospheric build. Like it much.
And all the details, Eluo you are mad:)
The only thing is found is that at some points you have texture problems because of your injection method. You see the borders of the areas.

And i love the stargate rings;)
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Eluo

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Re: [SHOWOFF] Eluowind
« Reply #34 on: November 13, 2011, 12:30:59 pm »
Wow would be madly awsome if you could fix it Oo

Maybe with the updated collision adder of Mjollna we could fix it :D
Would you mind to send me the patch so i could have a look at the m2 collisions?
Should be only about 6 models to run through the collision adder.

And one wmo is another problem... i used it for the city walls. (How can a wmo be without collision? Oo)
But i could work around that one....
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schlumpf

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Re: [SHOWOFF] Eluowind
« Reply #35 on: November 13, 2011, 01:45:10 pm »
Quote from: "Eluo"
(How can a wmo be without collision? Oo)
MCRF                 .
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TheBuG

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Re: [SHOWOFF] Eluowind
« Reply #36 on: November 13, 2011, 01:54:59 pm »
Quote from: "Eluo"
Wow would be madly awsome if you could fix it Oo

Maybe with the updated collision adder of Mjollna we could fix it :D
Would you mind to send me the patch so i could have a look at the m2 collisions?
Should be only about 6 models to run through the collision adder.

And one wmo is another problem... i used it for the city walls. (How can a wmo be without collision? Oo)
But i could work around that one....

I suppose you use the Stormwind Harbor walls? I'm pretty sure those are without collision. Usually when I use those I just use a collision wall from pvp.
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Eluo

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Re: [SHOWOFF] Eluowind
« Reply #37 on: November 13, 2011, 02:26:41 pm »
Quote from: "TheBuG"
I suppose you use the Stormwind Harbor walls? I'm pretty sure those are without collision. Usually when I use those I just use a collision wall from pvp.
Aye .. but the solution with adding such a collision isn't very pretty ;)

Quote from: "Schlumpf"
MCRF .
You know, that we tried that one.
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Steff

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Re: [SHOWOFF] Eluowind
« Reply #38 on: November 13, 2011, 06:04:16 pm »
I have now all but 1 clean. The one with the ca 5000 doodads. I search now witch on brings noggit to crash.In the other one with the many doodads inside i found 2 wrong paths and fixed them.


http://is.gd/GVZCCY

After this I will try to fix the 4 collision problems I found.
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Steff

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Re: [SHOWOFF] Eluowind
« Reply #39 on: November 13, 2011, 11:46:34 pm »
Now full working in Noggit3.
3 model instances from over 4000 where bad :)


http://is.gd/ZV7RUA

Ingame only WMO wall problem left. I will look at this tomorrow. Perhaps soon the Maruum civilians can enjoy walking the streets of this wonderful city :)


http://is.gd/TanDle


http://is.gd/f6MpIk


http://is.gd/5TeF8H


http://is.gd/lWHpQf

And again Eluo... as more I walk the streets. I LOVE your details:) This little stage in the doorway for speakers. Nice.
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Eluo

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Re: [SHOWOFF] Eluowind
« Reply #40 on: November 14, 2011, 12:40:47 pm »
How freakin awsome :O
Thanks steff... thank you really.
Actually if you have some ideas left, i'd be glad to work on the city again. I was thinking of creating a theatre where scripted npcs could play stuff or even for players to present a show.

Aww awsome :D
And i had some problems with blinking/flickering doodads. Is this gone too? Because i couldn't erase that error even with the mcrf fix and stuff.

PS: Maybe you already saw that but i added a particle emitter in every chimney so when it is night you can see the smoke emitting out of the chimneys.

Srsly im very exited right now ...
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Steff

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Re: [SHOWOFF] Eluowind
« Reply #41 on: November 14, 2011, 01:02:31 pm »
This only apperas when the gfx settings are set to low.
I will pack everything together so you can work again on it :)
And if the root is here you can direct test the stuff there if you like.

I love this scrippt idea.
Also some civilians that walk around the citi whould be nice. Will ask some scripters if the are itnerested in try some new stuff to get a more realistic feeling.

I also fixed some holes the players can fall in and hide some objects that stand out off walls.

Yes i saw the smoke. Very nice ass all the stuff. I walked around 1,5 houres yesterday just to feel the atmosphere of this nice city.
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Shruik

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Re: [SHOWOFF] Eluowind
« Reply #42 on: November 16, 2011, 02:43:28 pm »
Could you offer a working copy of the patch here please? :S
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Re: [SHOWOFF] Eluowind
« Reply #43 on: December 06, 2011, 10:25:46 pm »
What's the cords?
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Steff

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Re: [SHOWOFF] Eluowind
« Reply #44 on: December 07, 2011, 10:08:27 am »
Are you not able to calculate cords form adt number?
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