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Messages - Eluo

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1
General / Re: Happy new 2014
« on: January 17, 2014, 08:00:42 pm »
Happy new year everybody! Hope you all get along nicely :)

2
Random / Re: [Discussion]Anti-bot System
« on: March 21, 2013, 05:04:02 pm »
Quote
While I have no idea about if that were spambots or not, I don't want to risk losing 40% registrations, just because people are unable to enter "modcraft".

Why not?
This is an english community and if someone can't handle this question, how will he handle the rest of the topics in here?
If someone is mentally not capable of reading and answering a question which does not require any previous knowledge, then in my opinion he can stay exluded from this community until he is ready to answer the question.

And i myself totally prefer those general and very simple to answer questions, instead of these cancerous image to text captchas.

3
Random / Re: [Discussion]Anti-bot System
« on: March 21, 2013, 02:58:20 pm »
Quote
question as captchas are somewhat more safe, tend to be easily answered though, as well. Thus, there are -- surprise! -- services to solve them.
I actually have no clue at all how the captcha stuff works but:
How about making a list of diffent questions and only activate one question for a specific time. The questions would be made by the staff and would be active for lets say 4 days. If then the usercounter spikes again, then the question propably got solved by one of those services.
As soon as we notice an increase of spambots we can simply switch out the question/answer.
Doing this like every four days is way less work than keeping an eye on that many spambots.

4
General / Shoutbox
« on: March 19, 2013, 11:43:06 pm »
Hi!
Maybe you noticed that the shoutbox is gone. We're currently trying to bringing it back.
Greetings
Eluo

5
Showoff - what you are working on / Re: [SHOWOFF] Dusty!
« on: January 15, 2013, 03:01:17 pm »
One thing: try to minimize the amount of particles emitted and use bigger sized particles to keep the same dust effect

I triied once to use partciles in an area and if you are not carefull it can cause your fps to drop dramaticly. I don't know why but i think that maybe because of how wow handles the rendering of the particles , which is why i somehow never got any really good particles to work because of that :(
Alaways wanted to use the falling leaves particles in my forests but it always seemed that i added too much of them xD

6
Random / Re: Making map creation more popular
« on: October 25, 2012, 04:25:23 am »
Quote from: "schlumpf"
No way to fix this, except for official support for modding. And that needed to happen five years ago. Now, there is no way.
I don't even see in the future years official support for modding. The reason is obvious.

And for now you can't simply make map creation more popular. The problems all of you have listed, are nearly nonexistent, as you never will be able to create content for a game, in the fashion of wow, easy content in no time.
You always will have to put in a big part of you time into worldbuilds. Sure there are things that could be better, but it wouldn't speed up the creation process that much.
The major part of your time consumtion lies in the progess of the creation, as terrain shaping and texturing, and planting doodads. To get a compleatly new adt file working in game with modified areatable for example won''t need longer than 3 minutes, if you know what you are doing.

And for me i think videos would be time wasting, as you mostly would have to remember too many details and information. Thats why i think the written form of tutorials are way better. Easy access (copy & paste) to the given information. Pictures are in my guides very evident as i mostly describe every single step very detailed. I did this so, that people can use the knowledge given in the tutorials to solve other problems as well.

For example in my dbc tutorials i mostly start over from the start, explaining the program at every single step that was taken, and sometimes even what the interaction with the program at that point could be also used in other situations. I always used the topics in the tutorial only as an example.

The reason why i think on my side failed,was because i didn't realise that most of the people, don't want read that much.
I mabye should have written everything a bit shorter, or i should have taken more pictures. Who knows?

I on my side decided that it is of no worth to put any effort into people who won't put effort back.
And was my reason for a rather more reatreat of my supporting position, as i saw no end to it.
This is not wisdomland, where knowledge grows on trees. To do things you always needed to pratice and learn. But if you are not willing to pratice neither of it, then you won't be able to perform the task. Simply as that.

7
Resources and Tools / Re: Doodadset creation
« on: August 03, 2012, 02:19:44 pm »
In fact it was intended to be finished ;)
But the thing has a few bugs sadly and can't be used.

I'll quote myself from another topic
Quote
Infact tigurius made a python script which can be found in the tool section for this exact thing.
The only problem is ,that if you want to do it with doodads like this:


it ends looking ingame like that:


Maybe of you programmers could have a look at this. This tool + something that could increase the bounding box of the wmo would be a hell of a tool. The possibilities that could be achieved with such a program .. could be amazing. Custom battlegrounds, instances, caves, houses and other stuff could be easiey done.

Also these posts will be moved into the topic of the tool.

8
Level Design / Re: [QUESTION] Invisible doodads underground
« on: August 03, 2012, 02:07:22 pm »
The thing is if you load an m2 into a 3d editor environment, the m2 usually is in the middle of all the axis. As wow does not seem to have any problem of rendering models that have coordinates above the terrain level, you could modify the model itself. You simply would have to move it in your 3d editor the z axis down.

The problem with this would be that models if you try to rotate them, would behave very strangely as the rotation would be kinda strange to handle :D

To talk in pictures: (the grey shit in the middle should resemble a rock xD)


This is your normal doodad. It is in the middle of the 3d environment.



Here the rock got moved downwards in the 3d environment. It now can be spawned on terrain level and the to you visible rock would appear below the surface as the model itself has a negativ z axis.

As with the thing that Vel said it propably is possible to do this. But as i said propably not worth the work that you would have to do to achieve this.

9
"Retro-Porting" / Re: [TUTORIAL] How to port models from Cata to WOTLK
« on: August 03, 2012, 02:00:25 pm »
Quote from: "wowp"
Hello!
I have a problem with this program.
I open a file in format M2, choose from the menu "templates" and "open template".
The topic opens the file M2template1, but I have this file is not.
What am I doing wrong? Help. Thanks.

P.S. program is registered.
viewtopic.php?f=59&t=828

;)
But keep in mind that the templates were NOT created for 3.3.a. That is why some of you may have problems with thtat.

10
Level Design / Re: [QUESTION] Invisible doodads underground
« on: August 02, 2012, 03:37:06 pm »
Quote from: "Vel"
Quote from: "Steff"
that the models are UNDER the ground line. It is not supported that M2s that are not a part of a WMO are under the ground.
I have a custom m2: mine, it is underground, and also very big, but it works fine.
That is because the spawncoordinates of your big m2 propably are over and not beneath the terrain.
Ergo if you want to have m2s beneath the ground you need to either modify the models itself(like change the z axis to -20 e.g.) so that the coordinates of the m2 are above the terrain level.

It's your thing to decide if it is actually worth it doing so much work. I'd say it is not.

11
Level Design / Re: [QUESTION] Invisible doodads underground
« on: July 31, 2012, 10:19:28 pm »
Quote from: "Steff"
And hwo he should do it?
Spawn doodads at any empty  adts,and build the thing. Move it to a 0_0 position, make sure that no doodad crosses the borderline before you move it.
Extract the adt info of the placed doodads, add the doodads in the same order to a very small wmo(like a barrel or plank or sth there are very small wmos around) with the same coordinates as the ones in the text file of the moved adtSpawn the wmo and tadaa it should work!
But test it out with a few doodads first so you understand the progress. Else you'll do a lot of work and it may not work afterwards :/
The only prolem that could arise is that if the doodads of the wmo are reaching outside the bounding box of the wmo they were added to,they could start flickering. I had the same problem too :/


Infact tigurius made a python script which can be found in the tool section for this exact thing.
The only problem is ,that if you want to do it with doodads like this:


it ends looking ingame like that:


Maybe of you programmers could have a look at this. This tool + something that could increase the bounding box of the wmo would be a hell of a tool. The possibilities that could be achieved with such a program .. could be amazing. Custom battlegrounds, instances, caves, houses and other stuff could be easiey done.

12
Level Design / Re: [QUESTION] Invisible doodads underground
« on: July 31, 2012, 12:18:35 am »
Quote from: "schlumpf"
You should not change those values as they are correct. The problem is rather that wow clips models being under terrain in some weird ways. The correct way to fix this is to make a WMO for the cave.

Don't you remember?
Tazjin even wrote the wow devs a mail and they responded!
Anout the exact same problem xD

And they responded that they have the same issue and they couldn't solve it yet^^

13
General / Re: NoggIt-Shirts signed by Blizzard Execs
« on: July 30, 2012, 01:27:57 am »
Hahaha that article is just great.




xDDDDD

14
Quote
As for water, as far as I know - sdl removes any water when editing. This creates additional problems ... so I'm limited to a small pond (which was not shown in the screenshots)
Well as this problem exsists for a long period of time i just kinda got used to it. The thing is you just have to plan it into your area creation and Adding water was for me always the very last step that i did on my adts after i did ingame troubleshooting and stuff. While editing i chose a flat doodad (like a carpet or sth) and scaled it up and spawned it on the water level that i wanted to have. With that i could see where the water border is ;)


Quote
As for the boxes, I know ... This was the idea. Demonstrate the "other" style of the level design (if you look at any city in wotlk, we see that they are very few small things)
Yeah i know what you mean ;)
But still you got to add diffrent things. The outposts in classic wow mostly were very detailed. And with the features in noggit you can just go there and extract some sort of "shopping list" and use it to spawn the stuff ;)
(with the export to textfile feature i mean)


Keep on the good work!

15
Good job on the models and the terrain!
Even though i'd have to agree with Norimar with the boxes... you used them a bit too much.
You could add some tents and other stuff to achieve some variation.

The forest looks good so far, but it is a bit too much of one colour. If you would add some plants with some colours or crystals or sth like that it would bring a bit more life into it. Maybe a bit of water could also do the job.
(Like some cool waterfalls and a river?)

But nice work as always vel!

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