This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Dracbane

Pages: 1 ... 5 6 [7]
91
Noggit / Re: [BUG] ADT Height Issue
« on: May 18, 2013, 04:35:30 am »
Quote from: "Daweo"
So, it is really sad story...:D

But anytime I get this bug I did it my way and it worked. Maybe you should do it more times OR try to fly in noggit to some point above terrain. This bug can be caused by saving above "hole" and thats why the camera is like in hole.


Well, I tried this method and had partial success.  I made sure not to save above any holes and on a tile without and m2s or wmos.  I made no changes and just loaded the adts in game.  The adt worked, except the single tile I saved on.  It destroyed the height on that single tile.  So, I tried again and saved on a tile that didnt matter much and tried that. This worked!  I then tried to remove a few banners and went back and again saved on a useless tile without objects.  This sadly caused the whole adt to have the height/camera issue again. This is quite frustrating :(

92
Noggit / Re: [BUG] ADT Height Issue
« on: May 17, 2013, 02:31:46 pm »
Quote from: "Daweo"
Hi, I had this problem too. This is caused on Outland maps. The solution is: Open your adt in Noggit, dont do anything else and just save. It is very annoying, but it should work...

Sadly this doesn't seem to work either.  I open the adt, do save current, and then load the ADT  into game to check it. Same issue, enter the ADT and start falling to my death.

93
Noggit / Re: [BUG] ADT Height Issue
« on: May 16, 2013, 04:16:36 am »
Quote from: "longkallsong"
If i remember correctly you have to dubblesave the adts so you wont get that bug

Ok I will give that a try. Hopefully this works!


EDIT: Nope, same issue :

94
Noggit / [SOLVED][BUG] ADT Height Issue
« on: May 15, 2013, 07:58:15 pm »
I know I have seen this somewhere but my searches turned up nothing and I have never ran into this issue before now.  I am trying to change the area outside of Black Temple.  Just replacing the banners and such of the old Black Temple to a custom ally/horde area.  Currently all I am doing is removing the banners, but when I go in game the ADT height has been changed and when I go into the changed ADTs I am pretty much miles above black temple all of a sudden and falling to my death.  I have tried to redo this a few times just remove one or two things but it yields the same result.

95
Noggit / Re: How can I get to the "Azshara Crater"?
« on: May 14, 2013, 11:29:59 pm »
Azshara Crater is listed under Continents as Azeroth.  I have fixed all the caves and such on mine.  Still working on finishing the Horde side of the map tho.

96
Quote from: "mferrill"
Attach what you have so people don't have to PM you just to see what may be wrong.


^That.  I can work on the cameras for you, but not sure when Ill have time to do it/finish it up.

97
I take no credit for this.  All credit goes to Anthony.  I just wanted to share this resource with the mod-craft community.

NOTE: YOU HAVE TO EDIT YOUR OWN DBC FILES

http://emudevs.com/showthread.php?61-Co ... 3-5a-WoTLK


I can confirm that most of these work. There are still some texture issues with some of them.

98
Showoff - what you are working on / Re: [SHOWOFF] Zul'Dare
« on: April 30, 2013, 07:24:06 pm »
Dude, that is amazing work O.o

99
Noggit / Re: [QUESTION] Highlighted chunks when raising/lowering grou
« on: April 24, 2013, 04:25:59 pm »
This is just a part of the SDL I have learned to work around.  It only does it to the base texture from what I have seen so just raise/lower at 0 with a super large brush when you first create a map.  Just plan the base texture with this in mind.

100
Showoff - what you are working on / Re: [SHOWOFF] AFTERFALL
« on: April 20, 2013, 04:54:06 pm »
Do you make your own models or have I just missed some of these in-game some where O.o

101
Is this the full game files? Or the installation files?  I have tried several times to install the alpha but some of the files that it downloads from blizzard seem to be missing or corrupted :  So hopefully I can get this to work :D

Well....this would be awesome if the torrent had some seed....been running for 3 hrs and downloaded 2MB......

102
"Retro-Porting" / Re: ADT Converter MOP -> WOTLK
« on: April 18, 2013, 06:00:26 am »
Quote from: "ferreon"
On trinity core, .go xyz 8000 8000 50 CONTINENT ID, only modify X or Y until you enter in the zone :P this is my method xD, but there are some errors with the converte if you read top post.

Ferreon.

Well, even if there are errors I wouldn't know because I can't find the converted ADTs in game haha.  I spent over 2 hrs just porting around in an empty skybox

103
"Retro-Porting" / Re: ADT Converter MOP -> WOTLK
« on: April 15, 2013, 06:31:25 pm »
I just finished testing this converter and I have had partial luck.  I got the files loaded into the game and can port to a random place on the map. Problem is idk the coords for the actual terrain and such.  Noggit will allow me to preview the map(won't load into noggit ofcourse) but I still couldn't even get a glimps of some coords.  I am testing with the FirelandsDailies map extracted out of my retail MOP client. How would I go about getting coords to port to in game since this converter doesnt work with noogit?

104
Tutorials / Re: [TUTORIAL] Dungeon entry
« on: April 12, 2013, 10:04:27 pm »
I am trying to use this to get a custom instance portal working. I have managed to get the EXIT portal to work without issue.  The entrance however wont trigger.  I have even tried to change where the entrance triggered but that didnt work either.  Is this an issue with custom maps?

The Entrance is ID 5901
The Exit is ID 5902 (WORKS!)

[attachment=1:3j14z3vn]DBC.jpg[/attachment:3j14z3vn]

[attachment=0:3j14z3vn]database.jpg[/attachment:3j14z3vn]

105
Noggit / [HELP]Noggit3 Rev 104
« on: February 02, 2012, 10:46:35 pm »
I have been trying for a few weeks to get the latest Rev of Noggit to work.  I had seen somewhere about it being bugged and there was a beta that was fixed and eventually found my way here looking for the beta.  Since I don't have the posts to join the beta I guess Ill just see if there is a fix for rev 104.  I recently got it to actually open and let me load the maps, but as soon as the map loads the program instantly crashes .   I have attempted to figure out the problem from Noggits logs, but the crash does not generate any errors it seems.

Pages: 1 ... 5 6 [7]