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Messages - schlumpf
1
« on: September 13, 2019, 08:47:17 am »
You can add it to interface/framexml‘s toc, which would make it impossible to turn off. Alternatively, I think that just putting the same files you would put to do a normal addon at the same location inside an MPQ, it should load.
2
« on: July 17, 2019, 12:11:33 am »
There is no conversion needed, you just need to copy them. Also, the editor may even be notepad. It doesn’t matter. Just look into the files and see the blp filenames, copy them from new to old client, be done.
3
« on: July 16, 2019, 10:54:48 am »
The textures are referenced by the m2. Open it in whatever editor you want and look for the blps.
4
« on: July 16, 2019, 12:58:45 am »
Green = missing textures. Copy more blps.
5
« on: June 24, 2019, 10:18:50 pm »
What guide did you follow, how did failure manifest (was it empty? was it unchanged?)?
6
« on: June 14, 2019, 11:13:24 pm »
Ocean type water will always be at height 0. pick a different liquid type.
7
« on: May 03, 2019, 11:26:09 pm »
Wow. I did not expect such wall of text. Congratulations on making it!
You may even want to add that to the talk page on wiki.
One thing to change maybe is that there isn't really "lod" and "no lod", that's just what some very early reverse engineer thought. WoW always uses all vertices.
8
« on: April 18, 2019, 08:29:04 am »
and what error do you get?
9
« on: April 08, 2019, 09:17:57 pm »
Yeah, wow coordinate systems are a bitch. The ADT article has some ramblings on top that might help. Otherwise I suggest looking at existing software, a lot. In this case i mostly suggest mirroring not on a per chunk drawing basis but one pushmatrix above. That way, not every single chunk is wrong but the entire terrain should be transformed
10
« on: April 07, 2019, 11:51:55 pm »
in map coordinates, the top left of an adt tile is on the north-west.
11
« on: March 25, 2019, 06:31:02 pm »
Sorry, can’t really help there. If the vertices are correct the texcoords right next to them should be. After all it isn’t even a separate list.
Without code I’m not sure how we could help here.
12
« on: March 24, 2019, 09:21:50 am »
I guess you missed the fact that there is an indices block? Vertices are used multiple times and the order in the vertices block is random. https://wowdev.wiki/M2/.skin#Indices and the triangles block define the order.
13
« on: March 22, 2019, 08:23:45 am »
Waters also don’t blend with blizzards editor: what you see in the first picture is actually just one type of water.
Noggit has a button somewhere that will generate depth based water transparency. I don’t remember what it was called. Just paint only ocean and hot that button, then you get exactly that effect.
14
« on: February 08, 2019, 01:05:49 pm »
If there is both, an integrated and proper GPU, Force noggit to use the proper one via driver
15
« on: January 27, 2019, 11:14:15 pm »
The server doesn’t know about it if it doesn’t have the dbcs and ADTs/„maps“ generated/„extracted“.
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