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Messages - Velius

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1
If Anthony managed to get that much content ported from Cata and MoP, I am curious about what he could do with WoD content once the expansion is released.

Jawdropping contribution to the WoW modding scene, he deserves a lot of recognition for all the work!

I am curious if these WMOs work with Noggit, because I'd like to experiment a bit with personal worldbuilding.

2
Simply copy/paste these tilesets to your MPQ, anything else is unnecessary.

3
Quote from: "venumfox"
Thank you, this is probably a dumb question but is there anywhere that I can see the textures not in noggit? like I can go through all the textures so i can choose which ones I would like to use? or would fit the area?

View > Texture palette > Load textures > click on a folder (burningsteppes, etc.)

Also, to get Cata textures you need to extract them from Cataclysm and import them into your own MPQ, then you can import them the same way as the others. (same goes for MoP ones)

4
Try to paint some ash textures, the terrain looks a bit bland for me... too rocky. Even in places like that grass was supposed to grow before it was reduced to ash. Try using some of Cata Hyjal or Firelands textures, but try to make your own style by mixing textures from different tilesets ^^

Also, the mountains look too spiky.

The concept is nice, though. I look forward to seeing you progress.

5
Yeah, but it would be in need of major reconstructions, since this one is basically based off Tanaris, just altered in the style of End Time dungeon. I still have files on my PC's HDD, so I might pick it up sometime, but I am occupied with another project. If I can find some time to contribute to Maruum, I will notify the dev team.

6
The project is abandoned for many months by now. I will not finish the map, since I figured out it won't make much sense afterall, I treated it more like a place to improve my skills in worldbuilding. So... this thread can be closed now.

7
Showoff - what you are working on / Re: [SHOWOFF] [WIP] Glebionis Project
« on: November 09, 2012, 06:31:22 pm »
Any lore behind this place? Because it looks like it was made of awesome, you're working like a pro.

I want to see moar, good job captain!

8
Level Design / Re: i have one error in noggit
« on: November 09, 2012, 06:25:46 pm »
It's an ADT issue, not Noggit. Maybe you have accidentally removed all textures besides the grass in the ADT chunk, and if you don't have any backup file you need to repaint the terrain.

9
Level Design / Re: Vashjir Converting Problems
« on: October 31, 2012, 03:26:58 pm »
Late reply, but I think the bluriness is because of the skybox/lighting. It must be somehow defined in Light.dbc or similiar dbcs. I found it out through LightMapper, some values define what color/transparency the water has while swimming underwater. Also, there is no known way (or at least it's not common knowledge) to change the sky/water color into brand new one, just predefined ones in blizzard DBC, you'll have to do it the hard way.

I know the thread may be no longer relevant, but someone may use this tip.

10
Tutorials / Re: [TUTORIAL] Worldbuilding Preamble
« on: October 31, 2012, 03:06:30 pm »
I use Taliis only for DBC editing for now, since most of the times the ADT files are just getting messed up, and since the tool isn't actively developed and therefore, outdated it's predictable it can cause some problems with newer Noggit-edited ADT files.

11
Level Design / Re: [QUESTION] Convert WMO
« on: October 31, 2012, 09:32:41 am »
I'll join the thread.

I'm currently thinking about porting the alliance battleship from MoP to WotLK. I have managed to fix the WMO crashing in Noggit, which was caused by missing/unhexed M2 doodads needed for the doodadset, but when I actually tried to test the ported WMO ingame, it normally pops up and can be seen from the distance - but if you get closer the game just crashes. I have every group WMOs present in the MPQ, all textures and such.

One note: the exterior of the ship looks just fine, the converted cannons are working, but the interior is purple-ish, as seen from the distance.

Pic included: http://imgur.com/czbR1

12
I have started working on a new personal project a few months ago.

The goal is to put the Draenei isles on the Kalimdor proper, as well as update it with new storylines, updated textures, new areas and so on. There are also plans for the third isle, which is going to be completely made from scratch.

I am currently focusing on Bloodmyst (or Silvergale, as it was formerly named), which is going to be changed drastically - the blood crystal radiation is mostly vaporized and the island is healed, but it's now quite snowy because of the Cataclysm.

So... what we will be seeing here?

The draenei have reconstructed Blood Watch into a proper town, reminiscent of the ancient Draenor dwellings. Admiral Odesyus remained here and built his new base, Ithacus Hold (yep, another Odyssey reference - a lot of these around here) where the satyr village, Axxarien once stood (most of the satyrs are gone now from the entire island). The other satyr base, Nazzivian is now under control of the Shadow Council, intent on summoning a powerful legion lord. The Horde is also on the move, taking advantage of all the turmoil they have claimed Bloodcurse Isle, as well as the area where the Vector Coil once stood (a large orc fortress is now here) and now are mining the Exodar crystals that remain in the ruins. And what about Kael's blood elves? They splintered into two factions: one loyal to the Shadow Council and the other joined the Horde's expedition. Last, but not least: the naga are stirring up trouble in the ruins of Loreth'Aran again.

Teaser screenshots included, but the map is still heavily WIP - lots of doodads need to be placed, empty spaces need to be filled, water isn't present, ground effects aren't changed and so on, you have been warned.

Screens album

Areas shown:

- Kessel's Tower
- Nazzivian
- Axebite Fortress
- Ithacus Hold

Zone progress:

- Azuremyst Isle (1-10) - 1%
- Silvergale Isle (10-20) - 35%
- Shiverwind Isle (TBD) - 7%

Other highlights:

- ADT porting to Kalimdor map - done
- Water fix - not done

13
Showoff - what you are working on / Re: [SHOWOFF] Kelavia
« on: October 22, 2012, 12:18:00 am »
It's original and atmospheric, I admire the style of your work, it's good at this point, but I imagine that this will look really awesome after you figure out the details. Keep going!

14
Random / [Music] Mists of Pandaria Soundtrack
« on: June 09, 2012, 02:27:32 pm »
The entire list of MoP soundtrack uploaded in one thread.

- August Celestials
- Baloon Ride
- Bamboo Forest
- Battle for Pandaria
- Bottoms Up
- Darkbrew
- Dread Wastes
- Gate of the Setting Sun
- Grummle Bazaar
- Heart of Pandaria
- Hozen Themes
- Jinyu Themes
- Krasarang Wilds
- Kun-Lai Summit
- Mantid Themes
- Mogu Themes
- Monk Themes
- Pandaria Themes
- Pandaria PvP
- Scarlet Monastery
- Serpent Riders
- Serpent's Heart
- Sha Themes
- Shado-Pan
- Shen-zin Su
- Scholomance / Siege of Niuzao Temple
- The Song of Liu Lang
- The Song of Liu Lang (VOX Orchestra and Lite)
- Spirit Cave
- Spirit Path
- Spirits
- Temple of the Five Dawns
- Temple of the Jade Serpent
- The Heartland
- The River
- Toast
- Townlong Steppes
- Vale of Eternal Blossoms
- Valley of the Four Winds
- Windspire
- Wood of Staves

Some of you already may know that Blizzard has hired three new composers to do the score for the expansion, one of them is Jeremy Soule of Guild Wars and Elder Scrolls fame. Which one of these tracks are your favorite? ;)

15
Screencap from Noggit.

The issue I am talking about is depicted here.

Since I can't test this ingame for now, I need to know if this is bug only in Noggit or this bug is present in game too.

Raw WMOs extracted from Cataclysm MPQ + textures. They only look like the textures have colored the WMO but not applied the actual texture. SOME of the textures are working properly, though.

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