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.


Messages - Mjollna

Pages: 1 2 [3] 4 5 ... 16
31
Resources and Tools / Re: [PROJECT] Gillijim Project
« on: February 08, 2016, 06:59:22 pm »
Hi there !

Why is this thread in FuTa subforum ? Well anyway...

I've slightly updated the alpha conversion exe, so here's the link for those interested :
http://gaming.mjollna.org/static/docs/gp_release.zip

The Bitbucket repo has been updated too.
If you want to compile yourself, I've tested on Debian stable with gcc and on Win7 64bit with mingw, both are ok even though there are some warnings.

The update should allow people to open/edit conversted files in Noggit. Have fun !

32
General / Re: Shoutbox
« on: September 12, 2014, 10:34:14 am »
Hi Steff,

Is it possible for you to connect on #modcraft channel, and change some permissions ?

- schlumpf is not perm +ao and it really should be.
- since you're not on irc 99% of the time, is it possible to grant him or me or both the rights to use CHANLEV ? ( https://www.quakenet.org/help/q-commands/chanlev )

Thank you very much ! :)

Mjollna

33
Resources and Tools / Re: [TOOL] OBJ to M2 converter + Sources
« on: July 31, 2014, 06:19:50 pm »
Hi there !

Thanks for the converter Garthog, it works really well :)

Some tips for people having problems/errors with 3ds max :

- Before converting, open the obj file in a text editor.
- Remove every comment (lines starting with "#")
- Remove lines starting with "s"
- Remove every empty line
- Change texture names (material used line) with the name of the actual texture without extension
- Mass replace lines starting with "v  + 2 spaces" by "v + 1 space"

Conversion should run smoothly with these settings.

34
Hi everyone, long time no see :)

I don't know if that can help someone in the future, but I've solved a #132 labeled 0x85100084.

I had created a custom m2, and when launching the game with that model it crashed. I realized I had forgotten to add a dummy "stand" anim in the mdl before converting from mdlvis to m2.

After that, no more error. It might be very specific, but maybe someone will face this case again some day.

35
General / Re: Shoutbox
« on: March 03, 2014, 12:12:37 pm »
Hi everyone :)

I'm more or less retired, but I'm still on the IRC channel #modcraft almost all the time.
I'm posting now because I see some people trying to use the chan like the shoutbox, whereas both don't socially work the same way.

On the shoutbox, you would post something like "hey I have this problem can you help me ?", close your forum tab, come back later and read the answer.

On IRC, you will probably end frustrated doing this. Some people connect for a minute, they ask "can you help me ?", "hey I have this problem what do I do ?", "anyone here ?", or even /msg someone, and then disconnect a few minutes after.

How can we have a chance to answer if you're disconnected ? Most of the time people in the chan are not even in front of their keyboard, so of course no one answers quickly (we're not a support hotline xD).
IRC is more about chatting, being idle and say something from time to time. The whole point lies in the time you're being connected. The longer you stay, the longer you try to get along with people in there, the more you'll get answers and participate to the community.

The chan is also what you'll make of it. The more people connected, the more lively :)

----

On technical aspects, you can use the direct link to the webchat on the forum main page to join, or get a client on your computer or even phone/tablet ( http://en.wikipedia.org/wiki/Comparison ... at_clients ).

If you want to be "authed" (= identified) on Quakenet, you can follow this :
https://www.quakenet.org/help/q-commands/auth

And to hide your IP if that's important for you :
https://www.quakenet.org/news/231-security-on-quakenet

See you online soon !

36
Noggit / Re: [RELEASE] Latest Version: SDL 1.3
« on: October 21, 2013, 10:14:41 pm »
Wow great news ! :)

Huge work guys, and re-opening source is also really really cool.

37
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: June 17, 2013, 12:48:52 pm »
I'm just doing some support for the converter, but I'm not planning to add new features any time soon... So I won't decompile All Water.

38
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: June 17, 2013, 10:32:16 am »
Mmh, ok, thanks !

Maybe it's hex-editing then... We might never know :)

39
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: June 17, 2013, 09:48:22 am »
Yeah I know about Gretchin's tool, the Adt converter already handles that fine. What it doesn't handle is the new problem I've mentioned above.

Hence my question : are there tools for water that are already used by people in this forum for custom patches that have that new behaviour ?

Regarding your question, the Adt converter we made is clearly not the right tool to go to create a retro-conversion to 3.3.5. I think Will finally made a script that works for that. You can also look at gillijim project source (it's on bitbucket), I had awkwardly started to make Cata -> lk conversion, and iirc terrain worked.

40
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: June 17, 2013, 08:08:36 am »
Hey everyone,

I've had an mp from someone having problems with the adt converter. He had 3 files (in a huge patch) where water chunk (mh2o) was a little bit unusual.

Are there new tools that save water ? I know some people were more or less working on something including water saving (fearless_wind... ?).

The chunk was at the end of the file, but it had the right size indicated after the chunk's name, which cannot happen with Gretchin's tool, where the size is always "GRET".

We had adapted our tool to two cases :
- mh2o at the right place with the right size
- mh2o at the end of the file with GRET as size
... But both mixed make the converter angry, hence my question.

(And normally my own Gillijim Project puts the mh2o chunk at the right place with the right size).

If the case happens to your own patch, you can fix that in a very quick and dirty way : replace the size by "GRET" and use the world building option :)

----
PS : added fean's update in the first post of the topic as a complementary download. Thanks fean :)

41
Level Design / Re: Vashjir Converting Problems
« on: September 01, 2012, 02:41:09 pm »
Hi Eatos,

Saw your bip on chatbox...

I don't really get which screenshot is what... Is it Cataclysm screens ? Lk screens ? One Cata and one Lk (and if yes, which one is which version ?) ?

Do you mean the coral sort of clips and disappears when you move the camera ? Does it slowly fades when you go farther in distance ? Does it have collisions ?

For the blurriness problem I don't understand how it's supposed to be... ?

42
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: August 18, 2012, 09:19:14 pm »
Oh ok, cool then.

No idea if I'll ever have the courage to finish this... Especially since I have no use for it myself.
If I ever do it, I'd like it to be integrated nicely in the whole project, which cannot be the case without restructuring a lot.

43
Yes it does.
So don't forget to add the skin files as well in the folder where the app and the M2 to convert are.

44
How do you run the program ? Do you add the necessary argument (a M2 file name) ?

Edit : ok, cool :)

45
Serverside Modding / Re: Naked Players
« on: August 13, 2012, 02:41:11 am »
I don't know where the problem is, but for a while (maybe mid-LK to mid-Cata... ?) this also happened on retail servers + unmodified clients. So I don't know if that really helps to know this, but it might not be directly related to modding.

Pages: 1 2 [3] 4 5 ... 16