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Messages - PhilipTNG

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31
Tutorials / [VIDEO] Manually Light Up A Custom WMO with 010 Editor
« on: June 20, 2015, 08:18:37 pm »
This is for people who already know how to insert in custom wmos into Wow. for those that don't, look over at Met@'s tutorial: viewtopic.php?f=20&t=8756

Some people had asked for a guide on how I did the light thing on my previous WMO Video( ),  So I figured I'd make it anyway, as hard to understand and badly explained as it may be. It only takes 1-2 minutes normally, but when starting out, it can take a little bit longer.

This is mainly for people who enjoy seeing and tinkering with the hex data of a file, otherwise move along!! XD

[media:3mo8dcwx]https://www.youtube.com/watch?v=_Hp2WSQlvQM[/media:3mo8dcwx]

010 Editor Download for those that don't have it: http://www.sweetscape.com/download/010editor/

For anyone that wants to try to follow the idea at the end with the Pandaren house portal and don't have MoP Installed or have the 010 Templates, download the wmo used and templates here:
http://mmfilez.tk/PaHouse02_010Templates.rar
(if the link is down, let me know)

If anyone wants the textures I had used on the model I made, I got them from:
http://14textures.com/wp-content/upload ... ures-2.jpg
http://bargain-outlets.com/sites/defaul ... 544781.jpg
http://orig14.deviantart.net/00be/f/200 ... adowh3.jpg
http://3.bp.blogspot.com/-v-EPiBJMwq8/U ... of_DIF.png

32
Noggit / Re: Can't get a custom map to show in noggit map list :/
« on: June 19, 2015, 05:32:38 pm »
Quote from: "Roarl"
Oh, and I googled it and read every modcraft post I found about map not showing up in noggit
Did you run by my post? did you try that out? Originally posted this in: viewtopic.php?f=48&p=44989
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Quote from: "PhilipTNG"
Use a hex editor like 010 Editor and modify the flag that's set to 01 to 00 like I have in this image here, then save and close it out:

--SNIP--
Depending on what version of Talis you use to make the WDT File, it can set the 01 flag on new WDT Files.

33
Modelling and Animation / Re: [BUG] [QUESTION] ObjtoM2
« on: June 18, 2015, 10:55:58 pm »
Did you try to google it yet? The DLL is a microsoft file, so it's pretty general and not strictly wow modding related. try to download and install this, may require a restart:
http://www.microsoft.com/en-au/download ... x?id=30679
--pick either the 32bit(x86) or 64bit(x64)

As for your object model, make sure it is exported out of blender with these settings or else things will look kind of crazy and awesomely funk at the same time! lol.


34
Quote from: "Grimm"
I deleted the .dbc files you mentioned and put it in the Data/Cache folder but it didn't work ingame. :/ Not sure what I've done wrong.
I have no idea what you have in your Data folder, but try to put the MPQ into your Data folder and rename it to wow-update-base-13624.MPQ

Given you have file extensions showing, otherwise adding a .MPQ won't do nothing besides give it a double extension(one false and one real but hidden) which would make wow ignore it.

using the number 13624 in the example because 13623 is 4.0.6a's highest patch number. so naturally it'd be best to shoot for a tick higher than your highest patch, if you have other patches, then make the number one tick higher than your highest patch.

Quote from: "Grimm"
is there any way to get the WoD models working for players only without the buggy NPC stuff?

You'd have to use the CreatureDisplayInfo.dbc and CreatureModelData.dbc file that came with the patch if you wanted that to work. but to do so, you'd have to fix the CreatureModelData.dbc because 4.3.4's version of that file has an extra column per row entry, so you would have to format it to 4.0.6a's specifications to avoid a crash or a freeze error.

As to how to do that, it's not a simple matter(not saying it's hard or difficult, just not very straight forward) so maybe someone else will come in here and explain it for you if anyone decides to help out.

But basically what's in those files are new entries that point to the LK character model data files and then switching out every npc DisplayID's( a few thousand i think ) that used the character models to the new custom id's in the CreatureModelData.dbc that point to the classic character models so the textures don't get screwed up.  This way players would have WoD characters and NPC's would have Classic characters.

35
Quote from: "Grimm"
I have a 406a client that I'd like to get WoD models working on, but my choices are to convert the 335 / 434 versions that already exist.
Regards
If you're on 4.0.6 and you have a modified Wow.exe to read from custom MPQ files, you can use the 4.3.4 one from viewtopic.php?f=93&t=8881

I don't remember what dbc files came with it, but if there is a CreatureDisplayInfo and CreatureModelData file, delete those unless you want to rebuild the CreatureModelData.dbc file into the 4.0.6 equivalent, there's one more column in the 4.3.4 dbc that did not exist in the 4.0.6 version.

I can't give you anymore tips because I have no idea what exe you're using, if it's even modified and if it is, how is it modified and if you've ever loaded any custom data on there before.

Do be warned, the patch will screw up NPC's that use character models for the display since this patch doesn't include the bakedtextures nor the dbc file that makes use of those textures. only the character models.


36
Quote from: "ThePlaform"
the new link is also broken anyone have a new mirror?
had to split the file up into 2 7zip files because of the 2MB attachment limit. it is released as is.

37
Noggit / Re: Need help with two things. Video describing whats wrong.
« on: June 13, 2015, 10:14:53 pm »
Quote from: "Skarn"
Those crashes can be easily fixed inside Noggit as I already said.


And as I'm still confused, how is that even possible if the ADT crashes noggit when it tries to load That 16x16 tile? Please define that part because I'm still very confused, there's no way to use any options in noggit if it crashes upon load up of the ADT.

It's only 2 ADT's that have the MTEX issue, all the others around it are fine and don't cause Noggit to close out. The moment I try to add either the Original 28_27 or 27_27 into the mix, it dies. So again, how would one go about using a Noggit function if putting the ADT into the load up causes it to crash/close?

38
Noggit / Re: Need help with two things. Video describing whats wrong.
« on: June 13, 2015, 07:51:19 pm »
I'm not sure what's causing the hiccup but the Crash is from the MTEX chunk starting with a 0x00 null byte after the chunk size value:




If I actually put a string there or remove the 00 byte, then resize the MCIN and all other offsets, the ADT works fine in Noggit, I have no idea what is causing the hiccup for it to have the 00 byte on it to begin with.

I am not a Noggit user so what I typed up may be meaningless but I figured I'd put in my two cents atleast.

39
"Retro-Porting" / Re: [QUESTION] New Ship models from 6.2.x
« on: June 13, 2015, 03:43:08 pm »
Quote from: "Alastor"
1. my download speed is 150kb/s
That is not a valid excuse. A Full install isn't needed to extract from WoD. CascExplorer comes with an Online Mode, this means that as long as you have the files that say what version WoD you have partially Installed, about 91MB of data, you can connect to blizzard's Online Files so that you can just download the files you need.

Sure some files are large and can take time to download but saying that you can't download the full game is not a valid excuse especially for a small wmo like this with small amount of files.  It's not like you're trying to pull everything on the current Draenor Map(2gb.)

Download Partial Install of PTR 6.2.0.20141:
http://www.mediafire.com/download/dq4xu ... plorer.rar

Setup Video Catered To You:
[media:2ftx3hny]https://www.youtube.com/watch?v=BPIZ28PJ3kU[/media:2ftx3hny]

Due to how it is set up, you can extract from which ever version you want, not just from the latest version, this is useful for when you want to have the clean version of some WMOs before the Ware started going down in the Over World:

40
"Retro-Porting" / Re: [QUESTION] New Ship models from 6.2.x
« on: June 13, 2015, 03:38:12 am »
Quote from: "Alastor"
These are only WMOs
i need textures too
What is so difficult in getting the textures yourself? Drop root WMO into Notepad++ , search .blp, get all texture paths and put into listfile and run casc explorer to extract. It would take you 4 minutes or less to do that.

The guy gave you the WMO files, I think that in itself is a helpful gesture. if you can't accept his generosity for what it is oh "Mr Big M2Modder who acts like he's better than so many people", then do it all yourself.... just sayin'

Since you know your signature has:


If you are going to say that you Will Charge people money to Port Models for them and that you have a lot of skill in it, why are you being so rude to this guy who isn't asking you for money and is giving you a starter set of files, I'm sure for someone who is Charging People Money to show them how to convert stuff, it's not hard for someone of your Skill to finish this off yourself.

41
Quote from: "Supora"
BTW you can import yours wmo to blender and check vert indices and then change thair color in 010 if you want. The data about MOCV is just an array of RGBA colors each of this color corresponds to exact vert.
Yeah I figured the basics of it, took a while to figure out what flags to set to get it to work among various other thinigs like the 0x2A value for indoor rendering, and yeah the RGBA, took a bit of time to realize the chunk size was just MOVT's size / 12 * 4 XD, (or can use MONR since is usually the same).

As noted before, I'm just passing a white color on all the verts, but it's the look I'm going for anyway so there's little to no reason to bother with using blender at this particular time.  I've made a batch script to automate it for me so it's not like I'm doing it all by hand on every execution ^_^, that'd be dumb hehehe  :lol:

The only bit that I'm not completely able to figure out at this time, though probably just need some more time to tinker with it later, is setting up the portals so I don't get the flicker effect as I do in the video.  I'm pretty sure I set it all correctly based on some generic values, but the MOPV is confusing to me, I'm not sure how many bytes I need in the chunk when I only have 1 portal and I'm not sure what exactly should go into it so it'll work properly.  But I'll figure it out eventually I'm sure.

But yeah, basically I don't want someone to provide me with a tool to do it for me, I'd rather have someone that may know how to write the data out manually help me figure out what may be causing the flicker effect. That to me is way more fun ^_^

Cheers!

42
Quote from: "Supora"
But you can use blender import/export script where I've added vertex shading support. Check last page for this.
With blender you can easily bake light information to the vertex color data. But this script doesn't set needed flag to wmo's. So you need to set it in 010. Also I didn't mentioned that if you didn't have vert color data in blender then MOCV will be set all zero(black).
Also if you are interesed in wmo minimap I can write some info via PM.
Yeah I know about it, but given that I have Zero idea how to use blender besides importing and exporting files, I took the binary route instead, besides it's entertaining to me to learn how the data works versus just getting it done ^_^ , I don't have the time to spare right now to sit down for however many hours/days/weeks it may take to get the basics down of blender due to various arrangements I've been having to do, both online and local.  The Cycles render system does intrigue me and would probably help me out with my local jobs but I that'll have to wait. ^^

Cheers!

PS, I think I have an idea how the minimaps are controlled, Never tried it but I think I have an idea, if I run into errors that I can't bypass, I'll definitely be sending you a PM with probably a 5 page letter XD, so be prepared!! hehehehe. :lol:  :lol:

43
Quote from: "Shelldon"
It would look much more better if I could use vertex shading in this location, but unfortunately Neo can't work with my map.
What client is your map for? and Neo has Vertex shading now? that's awesome! I couldn't get Neo to run on my computer so I couldn't test if my up-ported maps work in it or not :( ,

Quote from: "Shelldon"
Looks amazing, PhilipTNG, vertex lighting its a great improvement in wmo creation.
Thanks ^_^, seemed the black splotch was a Cataclysm thing, the buggy wall looked okay in MoP, though because I did it with 010, all I could really do was make one single white pass on the vertex lol.
[media:1yvunf5v]https://www.youtube.com/watch?v=tbHcBJPF32I[/media:1yvunf5v]

44
Looked into Vertex lighting in WMOs, used Gamh's Mirror Machine Tool and 010 Editor, only issue I'm getting is one of the areas has a dark smudge in it as shown in the last image:









^ No idea what's causing that to happen. If I had to take a guess, I'd say it has to do with something in the MOPT chunk.

45
Quote from: "Insanity"
I haven’t quite got that organic flow down yet, I’m still working on getting comfortable with asymmetry.
Nice count ^^, I'm not sure what you mean by organic flow but if it has anything to do with modeling organic objects, I've never gotten that down for the life of me lol, Hard surface modeling and conceptualizing I can do, but when it comes to things like chothing, creatures, modern designs... my creative mind slams into a wall lol.

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