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Messages - Dracbane

Pages: 1 2 [3] 4 5 ... 7
31
Recruitment / Re: [PROJECT] Level designers and modelers needed
« on: November 17, 2013, 11:14:43 pm »
Quote from: "Elinora"
Where does it say that they are dead though?
No where as far as I know.

32
Development and Presentation / Re: [PROJECT]  MMOSDK (was WoW Factor)
« on: November 17, 2013, 02:31:02 am »
Amazing work!  I cant wait to see where this goes :D

33
Recruitment / Re: [PROJECT] Level designers and modelers needed
« on: November 15, 2013, 07:01:40 pm »
We know they are alive. Blizzard already confirmed we would see them again. Before Blizzcon they said we would see them this xpac, but at blizzcon they said we wouldnt see them in WoD, but probably the one after.

34
Awesome work anthony. I am really impressed with how well you got them working with the skeletons.

Quote from: "phucko1"
Quote from: "AnthonysToolbox"

There are no plans to release this, especially after people started to re-release the Lamborghini mount as their own creation.

This is why I never release any of my stuff, I rarely show my stuff more then to my friends on skype. Becouse people even re-post the images sometimes as their own work. So yeah, I don't do that anymore. Especially not on AC-Web.

This is why I don't have any work posted. I would love to show my work off, but I know I would never get much credit for having created it.

35
All I can think of when I see this amazing post of work is Borderlands. I would love to see a fly through/exploration video of this map.

36
Recruitment / Re: [PROJECT] Level designers and modelers needed
« on: November 11, 2013, 06:57:10 pm »
Quote from: "Sithlord5"
Yet ultimately, there is no Legion in Warlords of Draenor.
So the topic is actual again.
Yeah and the stuff with Turalyon and Alleria has also been pushed back it seems. They said at blizzcon we would not be seeing them with this xpac. Also, based off in game events and the lore they are building with WoD the xpac after that is likely to be the Rise of the Legion.  WoD will be Wrathions second attempt to unite the forces of Azeroth under a single banner to defend against the Legions return.

37
Noggit / Re: [RELEASE] Latest Version: SDL 1.3
« on: November 08, 2013, 03:05:32 am »
I have not taken them into 010 editor if that is what you mean.

38
Noggit / Re: [RELEASE] Latest Version: SDL 1.3
« on: November 07, 2013, 04:35:15 pm »
Quote from: "Hanfer"
Quote from: "Dracbane"
I have been working on my custom map for the last few days with 1.3 and I am getting a really annoying issue.  It seems to be having trouble saving M2s or something like that.  I am opening Noggit to find that random M2s in the ADTs I work on get totally deleted.  This is happening on parts of my map that have been finished for a long time and I am just simply fixing a texture or changing the ground height a little.  I save, port it in game and bam half the M2s in that ADT are gone. Open it back up in Noggit and they are gone in there as well. I noticed this when I was messing with the water feature but thought it was related to the water bugging the ADT, but after the last 2 days I have come to realize it is a problem with Noggit 1.3.  I have went back to 1.2 for now and not had this happen once since I did.
that really looks like u observed to issue. thanks.
most people arent capable of that. u also created an bugtracker entry which is usable. thats how stuff should work. i will look into it as soon as i get home.


Well I am testing the 'unstable releases' and you guys seem to have fixed the water in them, which is why I have not posted anymore about it.  This M2 bug has gotten me quite frustrated though.  Ill fix the missing model back, save and load in game and M2s beside the ones I just fixed have been deleted.  Happens every time.  I fix one, others get deleted. This is happening in both the current release and the most recent unstable version.

39
Noggit / Re: [RELEASE] Latest Version: SDL 1.3
« on: November 06, 2013, 01:50:30 am »
I have been working on my custom map for the last few days with 1.3 and I am getting a really annoying issue.  It seems to be having trouble saving M2s or something like that.  I am opening Noggit to find that random M2s in the ADTs I work on get totally deleted.  This is happening on parts of my map that have been finished for a long time and I am just simply fixing a texture or changing the ground height a little.  I save, port it in game and bam half the M2s in that ADT are gone. Open it back up in Noggit and they are gone in there as well. I noticed this when I was messing with the water feature but thought it was related to the water bugging the ADT, but after the last 2 days I have come to realize it is a problem with Noggit 1.3.  I have went back to 1.2 for now and not had this happen once since I did.

40
Level Design / Re: [QUESTION] How can I rotate an ADT?
« on: November 05, 2013, 10:26:06 pm »
It is possible, but you would either have to hex edit the file yourself or make a script/tool to do it for you.  One thing I am not sure about is if the ADT file actually contains any orientation information. Never looked before.

41
Miscellaneous / Re: Adt Convertion
« on: November 04, 2013, 07:33:44 am »
Quote from: "Nupper"
I Converted Tol'barad  but continue to get errors when entering the map and the wmos work.
random guess......m2s or water....but then again...you only gave me 2 out of the _ possible problems :

42
Quote from: "stan84"
new base for Araj the Summoner ( still mobs fall to the ground thrue the floor).

some sreens i hope u like it:

You can fix this one of two ways.  You either have to put the Necropolis spawn into your gameobjects_statis spawn table. (this works for arcemu, not sure if trinity uses the same table for that) or use Noggit to spawn it so it is part of the map rather than a spawned M2.  I had this same issue when trying to make a set of floating isles in a new map. I still had issues with the M2 when i used the static spawns table with my character still falling through the object after using a teleport NPC to access them.  Ended up having to make it with Noggit to make it fully work in game correctly.

43
Quote from: "Ascathos"
Quote from: "MoD"
Quote from: "Ascathos"
Quote from: "stan84"
then how it is solved in TBC ? item additional stat_value, or something ?
There were no sockets in TBC. You could make enchantments, but even these are limited.

Sorry but this is untrue.

Jewelcrafting & gems came with TBC.
Really ? Oh, I apologize then. Seems as if I was misinformed.

Yeah, JC was added in BC.  I still don't think you could get the socket function ported to 1.12 though.

44
Just being OCD, but your wheels are spinning in opposite directions lol

45
"Retro-Porting" / Re: [SHOWOFF] Fel Spider Mount
« on: October 30, 2013, 12:05:11 am »
Quote from: "ayahne"
There is alot to do to real "Show off" but You're in right direction

I figure a custom mount(not just a model swap...) with a custom color scheme is a pretty decent thing to show off. Yeah nothing special, but wasnt really planning on rave reviews. I just liked how the color changes to my mount turned out in game and thought I would share.

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