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.


Topics - Swampdog

Pages: [1]
1
Hey all..  I tend to get distracted a lot and am always adding ideas to my task list.  The other night, I started looking at PseuWow which eventually led me to discover Unity3d.  I ended up downloading it and started playing around with it.  Today I picked up an multiplayer toolkit for it which is soon going to be supporting a client/server structure with full op/auth code support.  The wheels started churning and got me thinking that if I can build the client to utilize the same op/auth codes used by the WoW emulators, I might be able to get a custom client going for private server projects like Maruum that are building a new world.

Here is the problem though.  I'm not sure I can get Unity3d to read the proprietary model and map files without converting them.  I thought I saw somewhere a batch tool to convert models to Blender and 3dmax.  I think if I can just get them to Blender I can convert from Blender to Unity's .FBX format.

The other thing would be converting map information.  Textures shouldn't be an issue but wondering about the map info..  Going to take a look to see what they are doing in PseuWoW.  I know they are converting some stuff (such at DBCs) away from WoW proprietary files but not sure if they are doing same with map info..  Thinking I might be able to use the mapextractor and vmap tools from core source if I can find equivelent data on how the map data is stored in Unity.

At any rate, have any of you played around with WoW models in Unity?  And for those of you with 3dmax who have pulled models there to edit, recommendations for the best process would be awesome!  Hoping I can get this stuff going with the kickstart from the toolkits I picked up.  Wish me luck...  Gonna try to ignore the SQUIRREL! moments and keep from getting distracted this time.... rofl

2
Noggit / [SOLVED] [QUESTION] Having crash issue with Noggit SDL1.3
« on: December 25, 2013, 01:54:15 am »
I'm playing around with the tutorial trying to wrap my head around map editing but Noggit keeps crashing.  From the log it looks like I'm getting an exception error..  Below is my log file.  Any help/suggestions would be greatly appreciated!

** Forum keeps giving me some spam crap about posting links when I try to paste the text in the code block.  Not sure wtf is up with that since I'm not trying to post a link. :(  Going to attempt to see if it will allow me to attack the log file..

3
I'm just getting back into playing around with emulators after a long break.  My past explorations of the emulator world was all serverside.  In my search to dip my feet back into the water, I ran across links that eventually landed me here and opened my eyes to new possibilities with a combination of clientside modelling and serverside changes to create something different.  I was always drawn to more of the funserver configuration when I tinkered in the past but always found it too limiting to really do what I wanted to do, which was build my own world.  Now I see that as a possibility!

One thing that I would like to be able to do is have all races start as neutral, such as  the pandas in MoP.  Then after a certain point the player would have an option to choose between the dark and the light which would then align them with a side or they could remain neutral.  Is this something that could be done using one of the 3.3.5a servers and client modding?  I wasn't sure if it might be something actually in the WoW.exe, the data in DBC files, or serverside coding/db changes that would make this possible.

Any advice or guidance would be greatly appreciated!

Thanks

Pages: [1]