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Messages - stan84

Pages: 1 [2] 3 4 ... 13
16
Noggit / Re: kill shadows
« on: June 06, 2016, 06:56:13 am »
If You are experienced in programming you could write own tool for it,  should'nt be hard even for beginmer or do same job in 010 editor.  Each MCNK chunk has flag has_mcsh in the header, try to disable shadows, or change values in MCSH sub-chunk. Doing it by yourself will be quicker than waiting for someone else to solve this instead of You.
Post example adt, we will check it.

17
Noggit / Re: kill shadows
« on: May 24, 2016, 09:46:54 pm »
sure, after killing shadows the most important thing is using SAVE AS to new ADT,  do not NOT  use save it will not give effect.

http://www.filedropper.com/taliis

18
Noggit / Re: kill shadows
« on: May 24, 2016, 08:12:52 pm »
mine is working well

19
Noggit / Re: kill shadows
« on: May 24, 2016, 07:53:45 pm »
Saw such option in taliis, also used it sometimes for my classic mods. Works well.

20
Quote from: "Met@"
I had free time, so I did some conceptarts of gnome crates for Gnomeregan.


 nice boxes Met@, i like it :)

21
Noggit / Re: [Classic] [QUESTION] Noggit for Vanilla WoW
« on: April 23, 2016, 05:56:39 pm »
Have no idea why Your patch is crashing game, try SDL 1.2 version, newer versions saves MH2O chunk, could be this is the reason of crashes.

my method is simply:  

1. im simply launching noggit SDL1.2 - best version for me
2. moddind ADT whatever i'd like to - then: saving all
3. creating patch from saved files
4. checking and having fun in game

At the end i'm restoring missing MCLQ water with copy_mclq.exe tool.

22
Noggit / Re: Noggit For TBC
« on: April 23, 2016, 05:32:57 pm »
noggit for 2.xx wow

23
Noggit / Re: [Classic] [QUESTION] Noggit for Vanilla WoW
« on: April 18, 2016, 05:17:14 pm »
I've attached  Noggit v0.6 for vanilla wow below. But i recommend you to use newest version and do everything on it (using LK client). When finished, just use saved ADT files in Your vanilla patch. Just have to remember using only doodads which are existing in vanilla. Water is also easy to restore. As Steff said everything is much easier when  newer version is used. Working on dedicated vanilla 0.6 version is very very troublesome, for example You can only move - rotate existing doodads, not addning or copy paste new ones, also forget abot moving adding WMO's.  
 thats my way.

Stan

24
Resources and Tools / Re: [TOOL] Blender 2.5+ WMO import/export script
« on: March 10, 2016, 04:11:07 pm »
Quote from: "Supora"
try to change "0x2A    uint16       Number of batches interior" to the value of "0x2C    uint32       Number of batches exterior". And then set "0x2C    uint32       Number of batches exterior" to 0.

Yessss!!! :) That's solution on my issue.

Thank You Supora.

25
Resources and Tools / Re: [TOOL] Blender 2.5+ WMO import/export script
« on: March 10, 2016, 06:42:45 am »
hmmm

flags seems to be ok ( at 1st sight), each group has:

0x20 00 - 0x2000-- Indoor
+
0x04 -Has vertex colors MOCV
+
0x01 Has MOBN and MOBR

here is screenshot of blender window, also i have attached my example wmo, Skarn could You look at it ?

thanks in advance :)

26
Resources and Tools / Re: [TOOL] Blender 2.5+ WMO import/export script
« on: March 09, 2016, 06:48:14 pm »
I needed some booty bay parts to my plunder island project, so i split it with this tool. Generally successful, but i have issue with vertex sahding ( colors? ) in indoor parts of new wmo.

Noggit renders them as shouls be - darker corners, shodows imitation.
Game engine reders them  just fully brigt.  

model has 4 objects: 1 outdoor with flag 0x09, and thee with 0x0520 flag. All these internal objects have  MOCV chunk.

And now im bit confused what's wrong with this , maybe global light isused to render indoor objects?. Does internal lights could solve this issue?

27
Resources and Tools / Re: [WotLk] 3ds max WMO Exporter
« on: March 09, 2016, 06:28:45 pm »
Thanks for answer, i will try blender tool then.

28
Resources and Tools / Re: [WotLk] 3ds max WMO Exporter
« on: March 08, 2016, 05:43:16 pm »
Which version of 3ds max is required ?

29
Random / Re: 3ds max 4.26 update - where to find?
« on: February 21, 2016, 08:10:55 pm »
Already found 3ds max v 4.2 and Blizzard art tools have installed sucessfully. To be honest .... nothing special :)

30
Random / 3ds max 4.26 update - where to find?
« on: February 20, 2016, 04:25:15 pm »
Hi
Im just found blizzard  Warcraft III Art Tools here http://classic.battle.net/war3/files/  described by the Blizzard: Comprising a set of plugins for Discreet®'s 3ds max®, these tools allow advanced users to create, modify, and quickly preview models and animations, including particle and ribbon effects, that can be used in custom maps created with Warcraft III's World Editor, im bit curious of this tool but 3ds max 4.26 is required. Already found plain 4.00 3ds max installer, but can't find update to 4.26. Gogle says says that update is free but cant find it anywhere, also checked autodesk website. So asking here, does anybody of you guys have this update ?

I know it is for w3 mdx but  models could be used to wow modding after conversion to m2.

Stan

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