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Messages - Bardh

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31
Level Design / Re: [HELP]Make texture(tileset) "reflective"
« on: October 30, 2017, 06:29:41 pm »
Well ok, I'll try my best. Thanks for your help! :D

32
Level Design / Re: [HELP]Make texture(tileset) "reflective"
« on: October 28, 2017, 10:35:35 pm »
Ok, so, I've used 010 editor before but just for doing some very basics things. Right now I'm a bit confused, I opened an adt with 010 editor and used a 010editor ADT template on my adt and got the results as seen in the pics. As you can see I expanded the MCNKs and found the mcly, so I guess I have to change the flags to the correct value, right? Also if I haven't done anything wrong until now I'm also having problem finding the MTXF chunk. I'm trying to relate to the wowdev.wiki, there it says that mtxf chunk is WotLK+, does this mean it doesn't work for wrath of the lich king? Thanks for helping me! :D

33
Level Design / Re: [HELP]Make texture(tileset) "reflective"
« on: October 28, 2017, 07:24:08 pm »
Thanks for sparing your time to help me. I remember right now that there are some textures like this also in Icecrown, I'm glad that they exist in WOTLK too, thanks for reminding me that, but should I use a tool like 010 editor to enable this kind of feature? Thanks!

34
Level Design / [HELP]Make texture(tileset) "reflective"
« on: October 28, 2017, 01:52:52 pm »
Hello wow modders, I'm working on a project on which barrens is turned into a twilight zone and uses a lot of purple textures in the same way as used in Twilight Highlands. But the textures I use, in cata expansion have some sort of reflective layer which makes them look not only cool but also makes the zone look much detailed and not that empty and boring as it looks in WOTLK. Is there any way I could edit textures to make them "reflective". Thanks.

p.s I uploaded some pics. Two of them show the zones as they look in cata and two others in wotlk.Maybe you can see at the pics of what I mean with "reflective" in case you didn't understand in the beginning.them "reflective". Thanks.

35
Thanks!

36
I will always like the blizzard-made zones no matter how much and how better they can be changed.

37
Thanks for the feedback! I also like open areas, in wow there aren't many because they make the zone look quite flat and a bit empty, thats why the terrain always ought to have some variations, little hills and so on.

38
Showoff - what you are working on / Tales of Time: Outlier's Post
« on: October 05, 2017, 02:54:26 am »
Hello modders! I'm working for a project named Tales of Time and I would like to show you my first made zone. Its actually a part of the Southern Barrens remade into a green area. The town, which is called Outlier's Post is placed in the area where Razorfen Down was.

39
Maruum / Re: [Developer Diary 2] Na´Uhri development
« on: September 05, 2017, 01:10:55 pm »
Looks pretty blizzlike.Great work! I wonder if you have pics for this place on 3.3.5a. Just wondering how would it look like.

40
Yes, I get these kind of suggestions quite often about the zone being too flat. In reality it is actually quite flat, the thing is that in this project I've been trying to make the zones a bit more realistic, even though with the WoW graphics is quite hard and flat zones seem a lot like empty but in reality I like open and wide areas and that is what I've been trying to do here.Blizzard zones are usually more complicated in order to add diversity to the land and make it more interesting but I still like to stick to the reality even though sometimes my zones do not look realistic I do my best to achieve it.

41
Thanks for the support!

42
Thanks very much! Choosing the right ambiance was quite a challenge for me, this skybox from cata seemed to fit pretty good.Thanks for feedback, as always! ;D

43


This is another part of Haradon, this time Lightshire and the Road of the Weary Traveler. Lightshire has a pivotal role in the war against the corruption because of its location inside the corrupted areas. Lightshire right now is the only active town in the Plains of Haradon and is the center of resistance.

You can see the pics at:
http://www.model-changing.net/gallery/album/22-haradon/
cuz I'm having problems on posting pics here.

44
Resources and Tools / Re: [C++] LightAdder
« on: July 18, 2017, 12:08:25 am »
The link for the windows-version of the tool isn't working, could someone please re-upload it? Thanks

45
Your work seems good Steff but I would recommend you to be careful with the bushes, especially the ones placed near the water, they mostly look to be duplicated because their size and even rotation seems to be nearly the same, maybe making some larger would make them look better.

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