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Messages - Dracbane

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16
Quote from: "Nekatus"
Whats so funny? :D
Your post makes it sound like you actually created/edited the armor models yourself.  Cool looking set, but not what most people on this site are going to expect.

17
Thanks dude. Looks good in game. Also, your Vert model does not stick out that badly in the game. She fits in pretty good.

18
Noggit / Re: [QUESTION] Is noggit able to copy a full map?
« on: November 26, 2013, 06:16:01 pm »
I personally just Rius Zone Masher to rename the files, then just duplicate the objects that are in my database to the new map.

If you use Rius Zone Masher just open the folder and turn offsets and all that jaz off. IF you are renaming you can let it make the wdl file, or you can just copy and rename it yourself.  This takes care of all the ADTs, M2, WMOs, and any game object spawns that are in your database(aka chairs and such).

19
Level Design / Re: [QUESTION] .wmo Problem >ingame<
« on: November 26, 2013, 12:16:38 am »
Quote from: "Ascathos"
Quote from: "Dracbane"
I find I usually get this error when I forget something.  Make sure the map is in your DBC files, in your SQL DB, and that the Map, DBCs, and WMOs are all in the patch.

Also, you might just throw that WMO into one of blizzards maps to make sure the WMO itself isnt corrupted.  That house also looks like its from Cata so did you convert it?
Error #132 is thrown for all kind of things. The offset and/or actual, precise information featured is actually giving you reasons and ideas how to fix it. That particular error always came with bad ground effects doodads. So yeah.


Well I was going by his context of having the issue. All he is doing is placing a WMO and then crashes in game.  That pretty much narrows this issue down to something above.  He forgot a file somewhere, the WMO has an issue(bad texture, doodad, ect), or he forgot/didnt convert the WMO. (as I said, I think its from cataclysm, but not 100% sure.)

20
Noggit / Re: [RELEASE] Noggit is Open Source again!
« on: November 25, 2013, 09:31:12 pm »
Quote from: "Ascathos"
  • Those that want to compile Noggit on their own, a list containing links to the required libaries is following.
    • Refer to list contained in repo until further notice.

I am having a little trouble finding this list.

21
Level Design / Re: [QUESTION] .wmo Problem >ingame<
« on: November 25, 2013, 09:21:38 pm »
I find I usually get this error when I forget something.  Make sure the map is in your DBC files, in your SQL DB, and that the Map, DBCs, and WMOs are all in the patch.

Also, you might just throw that WMO into one of blizzards maps to make sure the WMO itself isnt corrupted.  That house also looks like its from Cata so did you convert it?

22
Noggit / Re: Textures Shifting between noggit and Ingame.
« on: November 25, 2013, 08:24:56 pm »
Quote from: "Hanfer"
the real question is if the models are offseted or the alphamap.
edit: awnser is already here bugtracker/index.php?do=details&task_id=166&project=4&order=id&sort=desc

pls add additional info there....

Yeah I tested to make sure it wasnt the models getting offset trying to narrow down the cause.  I also looked through the noggit code a bit to see if there were any hints in there.  The only thing I saw that might be useful was a static variable called Texdetail which is currently set to 8.0f.  It seemed to be the only thing referring to the textures when the program draws the map tiles. I am going to attempt to test this theory now.

23
Noggit / Re: Textures Shifting between noggit and Ingame.
« on: November 25, 2013, 03:04:24 am »
Quote from: "Skullbot"
Tried on latest build, still occurs. (Even if the screens are from 1.3 Release)
Here goes some more screen :

Fine in Noggit :
http://i.imgur.com/2NgHa8S.jpg
Offset in game :
http://i.imgur.com/LI4cqbI.jpg

The offset always seems to be in the same direction, but this statement needs more investigations ^^

Glad someone else is experiencing this. I was slightly afraid I had somehow corrupted my ADTs and I would have cried.  This map has almost 30 some hrs of work in it already. Of course I had a backup, but when the problem appeared there also I was sorta freaked out >.>

24
Showoff - what you are working on / Re: Draenor Map
« on: November 25, 2013, 01:12:27 am »
Quote from: "thehsvdude"
Quote from: "holyleen"
it would be cool if we could get all of draenor in to 3.5.5a
i would highly doubt it. maybe to 4.3.4 but not 3.3.5a we could barely get 5.40 into 335a.

Pretty sure you are wrong here haha.

25
Noggit / Re: Textures Shifting between noggit and Ingame.
« on: November 25, 2013, 12:38:22 am »
Quote from: "Steff"
This also leads to texture placemet differenced in noggit and wow. What it makes hard to paint textures like roads excat stone by stone.

What does?  Also, this isnt just affecting small texture patches like the ones in the screens.

26
Random / Re: Ultra Funny Video - Sailor Moon Garrosh
« on: November 25, 2013, 12:32:04 am »
LOL!

27
Great release man!  Been testing cata Azeroth out and so far the only place that has caused any issues is Uldum.  As soon as  I walk through the gates the world server dies so fast it doesnt even record a log entry as to what caused it.  Org and SW both work great. No issues with them at all.  I will test out some of the other maps  when I can add them to my SQLDB

28
Noggit / Re: Textures Shifting between noggit and Ingame.
« on: November 21, 2013, 01:54:06 am »
Ive never had this problem before.  Even when I was using pre-SDL versions of noggit my textures always went right where I put them in noggit. It is rather frustrating because I have had to entirely stop working on my map right now unless I wanna texture then adjust the object north of the texture....

29
Noggit / Re: Textures Shifting between noggit and Ingame.
« on: November 20, 2013, 05:25:42 am »
Quote from: "Steff"
Add a bugtracer entry with images please.

ok. Ill snap some screens.

30
Noggit / Textures Shifting between noggit and Ingame.
« on: November 20, 2013, 05:00:26 am »
I have been working with the 1.3 SDL on a new custom map.  I started from the ground up and every has been fine until today.  I tried to start adding textures under and around my WMOs and M2s but all of a sudden any new textures I add shift a bit to the north when I go to the map in game..  Its no much, but enough to make it difficult to line my textures up correctly with M2s/wmos.  It isnt affecting my mountain/terrain textures from what I can tell which is odd.  I have attempted to open the map up in 1.2 SDL and re-texture places as a test but that didnt change anything. Would anyone know how to go about fixing this?

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