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Messages - Barov

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1
Nice work ! The only thing I've got to add is that I find small towns/villages with such big lanes a little "unnatural", guess I like my fantasy a tad bit more realistic.

2
How can I possibly recover MCLQ based water and inject it to an ADT which uses MH2O ?

I've tried importing water heightmaps using Taliis but apparently the feature doesn't work.

3
Miscellaneous / Re: Textures gone wrong ?
« on: March 30, 2016, 11:16:50 pm »
Reconverting the composite texture for the crypt to png then back to blp worked, Thank you guys for your help :)

4
Miscellaneous / Re: Textures gone wrong ?
« on: March 30, 2016, 10:13:30 pm »
Didn't really help :/




Since the problem persists on the same parts of the Crypt, and only the crypt, maybe there's some sort of glowing or a shadow or any other light changing that's not supported by 3.3.5 ?

5
Miscellaneous / Textures gone wrong ?
« on: March 30, 2016, 06:42:26 pm »
This is the first time I see this kind of problem and couldn't describe it well enough to effeciently search for similar cases in this forum so i'll just dump a screen in here.


The UI model is converted from the 6.2.4 version of the game using PhilipTNG's converter. Can someone please lighten me up on what may be causing this ?


6
Perfect Lightening ! Now this is some place I'd love to RP in.

7
Showoff - what you are working on / Re: [SHOWOFF:Worldbuild] Dark Fortress
« on: November 06, 2015, 06:54:54 pm »
This kind of landscapes is totally orgasmic !
Somehow reminds of Pyke the castle of House Greyjoy

8
Quote from: "Bardh"
Some different maps I've been working...


That one dark razoerfen-like zone is really impressive. I'm myself working on something similar but couldn't get the skybox as I imagined it.

9
Showoff - what you are working on / Re: Black hollow [WIP]
« on: June 21, 2015, 05:42:24 pm »
Breathtaking atmosphere, I'm really fond of the gilneas style.
Amazing job

10
Texturing and 2D Art / Re: [QUESTION] Rubber on Noggit ?
« on: June 03, 2015, 05:18:47 pm »
You need to clear the chunk's textures. There's a shortcut for that look in the "help" window.

12
Showoff - what you are working on / Re: [SHOWOFF] Terror Vale
« on: May 13, 2015, 03:30:19 pm »
Dark night and town lights test :)



13
Resources and Tools / Re: [RELEASE] Everything from my server.
« on: April 25, 2015, 11:03:01 pm »
It's a shame you're giving up, your work is quiet interesting and I would have loved trying out your serveur.

14
Quote from: "Allifeur"
Quote from: "matija168"


I'm starting work on Kul'tiras, this is some early concepting for Boralus, the capital.

While I do like the choice of Venise architecture, it feels like something is missing to make it look nice for me.. It looks to white, too clean, too regular and sculpted for my eyes.  :?
 And maybe the buidlings are too small, no ?

Yes, the streets are too wide and regular. In medieval times streets were just rocks tossed in the ground with no real geometry.
Also flat roofs are too modern for a european styled city. Venetians like to put domes and towers over their buildings, don't they ? I recommend you take exemple over Lordaeron ruins.

15
Showoff - what you are working on / Re: [SHOWOFF] Terror Vale
« on: February 17, 2015, 09:47:05 pm »
Quote from: "iindigo"
M2 lighting may also do the trick for you. Below is what I got from playing around with the Cata lamppost model and lightadder.


Thanks !

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