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Messages - stan84

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31
Quote from: "spik96"
Quote from: "stan84"
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
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

33
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
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
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
Resources and Tools / Re: [TOOL] PhilipTNG TBC Converters
« on: December 08, 2015, 06:12:24 pm »
thaks for posting Namok, useful tools, also thanks for author PhilipTNG for releasing :)

37
"Retro-Porting" / Re: Issue with model
« on: November 30, 2015, 02:18:28 pm »
Quote from: "Namok"
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
"Retro-Porting" / Re: Issue with model
« 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
Level Design / Re: Converted Alpha Map to 3.3.5 (terrain in noggit not work
« 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
Level Design / Re: Converted Alpha Map to 3.3.5 (terrain in noggit not work
« 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
Resources and Tools / Re: [TOOL] LKBC M2 Converter v0.4
« 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
"Retro-Porting" / Re: Issue with model
« 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
Resources and Tools / Re: [TOOL] LKBC M2 Converter v0.4
« on: November 15, 2015, 08:13:18 pm »
Quote from: "spik96"
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
Showoff - what you are working on / Re: [SHOWOFF] What Are You Working On
« on: November 05, 2015, 06:39:26 am »
professional job, looks like blizzard's one

45
Neo / Re: Neo - A WoW Development Suite
« on: October 17, 2015, 12:08:15 pm »
Could anybody post compiled file please ?

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