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Messages - stan84
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31
« on: January 11, 2016, 05:18:15 pm »
I think it could be something wrong with tex renderflags or blending modes ? That is werid because Uthil did conversion too, and he got propper working UI_troll.m2 model. May I ask from which version it is taken? Cata ? Pandaria ?
my is from cataclysm
link to Uthil's screenshot from previous page: http://i.imgur.com/HVMDJfN.jpg
found solution- model taken from pandaria client is working as should be So the Pandaria one works and the Cataclym don't ? That's interesting. I don't have the clients at home right now but I should make a comparaison to see the difference. I suspect the 0x01 "Unlit" Renderflag, but I'm not sure yet. If it is the source of bugs I'll automatically disable it when converting from LK to BC.
Yes Spik, pandaria model works, textures are visible. Indeed it is because render flags, after adjusting them, cataclysm UI_troll model is working too. Maybe this issue can't be fixed by "AI", simply sometimes human have to adjust them by hand
32
« on: January 11, 2016, 03:58:47 pm »
I think it could be something wrong with tex renderflags or blending modes ? That is werid because Uthil did conversion too, and he got propper working UI_troll.m2 model. May I ask from which version it is taken? Cata ? Pandaria ? my is from cataclysm link to Uthil's screenshot from previous page: http://i.imgur.com/HVMDJfN.jpgfound solution- model taken from pandaria client is working as should be
33
« on: January 11, 2016, 06:44:17 am »
Nope, just used oryginal ones, the backgroud tiles are 512x512, and the black ones are 512x256 or 256x128 i will try resizing them to square (256x256 or 128x128). Did You do something with textures while conversion of Your character UI_ models?
34
« on: January 10, 2016, 07:50:00 pm »
Hi
I'd like to have such troll character select screeen too, so i decided to convert it from cataclysm.
but after using my UI_troll.m2
textures are black, any sugestions how to fix it ?
35
« on: December 29, 2015, 06:01:32 pm »
Hi again after long pause i decided to rebuild my project. now im workin on few things in parallel: 1st thing is: using the Gillijim's Isle as starting zone new horde race - goblins the Gillijim's Isle is rebuild and still needs lot of work: unfinished zones, water, ground effects. now the cataclysm Goblin_UI not fit to this island- must construct own one here some screenshots hope you like it
36
« on: December 08, 2015, 06:12:24 pm »
thaks for posting Namok, useful tools, also thanks for author PhilipTNG for releasing
37
« on: November 30, 2015, 02:18:28 pm »
Hi, nice job indeed when I opened in MDLvis everything show up perfectly, about mesh part I guess I made a mistake in this DBC : http://www.wowdev.wiki/index.php ... eosets.dbc as said previosly. About the textures : I had the same issue with the HD tauren model, everything was okay in Wowmodelviewer but ingame or in the char create section it was clearly messed up. Also an other question : did you succeded to manage the facial features ? Nope, still working on it, i'm going to add agian to the oryginal dbc files records for goblin race, very few one ( bout 2-3) to get more control over it. I will post my progress.
38
« on: November 30, 2015, 10:39:28 am »
Hi there I have done some test with your model. It look's like problem with geosets. As you can see on screenshot the NPC's shows properly - have ears noses, also in MDLvis everything looks ok. Maybe Mesh part ID is not propper in that file, maybe cata and TBC models differs it that part ? Need to compare other tbc char model with this goblin one.
I must withdraw my previous judgment , however, this is the fault of incorrect data in dbc files, the next screens proves that. In character creation screen- shape is changing (ears, hairs etc), but it chosing wrong texture and sometimes crashes wow.exe. Also ingame geometry looks ok, instead of textures.
39
« on: November 18, 2015, 05:42:37 pm »
1. open 2 adt's source and target. 1a. save as - target adt ( the new one, where you want to copy all informations)-without that operation tallis will not copy anything 2. edit -> replacement tools -> a. inject height map b. inject alphamap c. inject doodad 3. chose source adt to copy from 4. save - target adt.
40
« on: November 18, 2015, 12:26:14 pm »
Got same problem some time ago in my vanilla project. Solvet it by creating fresh blank adt's, and copy alpha maps, heights and doodads to them by using tallis. Took about 15 minutes, the only thing i had to do was adding areaid's in noggit.
41
« on: November 16, 2015, 02:24:24 pm »
Thanks for the link dude. Even now, Your tool is big step forward in tbc- vanilla modding. Keep working Spik, and don't lose heart for it. Stan
42
« on: November 16, 2015, 06:56:47 am »
Good job Namok also look at animations #73 and 79 (Shield block) it looks bugged. By the way how did you convert it successfully ? Models done by Spik's tool crashes the client almost all times.
43
« on: November 15, 2015, 08:13:18 pm »
I use CMake to organize a bit the code structure, but if you don't know how it works you can still take all the includes (.h files), all the source (.c files), put them in one folder then compile the main with your favorite compiler I use Linux's GCC but any converter should work. I don't think the Night elf glow is considered a light. My converter removes the Death Knight geoset but the standard Night elf eyes should be fine. Note its texture is hardcoded, however. Hi Spik I'd like to compile your converter, unsucessfully recevied such report: Scanning dependencies of target UAll [ 6%] Building C object CMakeFiles/UAll.dir/tests/UDummy.c.o [ 13%] Building C object CMakeFiles/UAll.dir/tests/CuTest.c.o [ 20%] Building C object CMakeFiles/UAll.dir/src/conversion.c.o [ 26%] Building C object CMakeFiles/UAll.dir/src/fallback.c.o [ 33%] Building C object CMakeFiles/UAll.dir/src/reading.c.o /home/develop/LKBC_Converter/src/reading.c: In function ‘read_model’: /home/developLKBC_Converter/src/reading.c:893:20: warning: cast to pointer from integer of different size [-Wint-to-pointer-cast] anim_files = (FILE *) fcaseopen( ^ [ 40%] Building C object CMakeFiles/UAll.dir/src/common.c.o [ 46%] Building C object CMakeFiles/UAll.dir/src/fcaseopen.c.o Linking C executable UAll /usr/lib/gcc/x86_64-linux-gnu/4.8/../../../x86_64-linux-gnu/crt1.o: In function `_start': (.text+0x20): undefined reference to `main' collect2: error: ld returned 1 exit status make[2]: *** [UAll] Error 1 make[1]: *** [CMakeFiles/UAll.dir/all] Error 2 make: *** [all] Error 2
could You post compiled executable, or give tip to solution ?
Stan
44
« on: November 05, 2015, 06:39:26 am »
professional job, looks like blizzard's one
45
« on: October 17, 2015, 12:08:15 pm »
Could anybody post compiled file please ?
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