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Messages - Skullbot
1
« on: June 08, 2014, 05:00:21 am »
Glad it's still on rails !
By the way, what are the steps to get the repo access for testing ?
2
« on: April 16, 2014, 10:14:26 pm »
I always get bugs that no one else can get so I would gladly try it out for free I also have some basic C++ knowledge if it can help needed
3
« on: January 07, 2014, 11:37:48 am »
Nice to see you're back on this amazing thing o/
Keep up the good work, and good luck !
4
« on: November 26, 2013, 11:14:51 am »
Already told ya on Tumblr but this thing is definitely AWESOME. Can't wait for it to be released (or at least Beta and somehow usable :p) Oh BTW, is the editor the only part made yet or is the Client/Server part also started ? (I mean basic client/server logging and wandering around ingame, stuff like that.) Anyway, ready for testing if you still need some, and to push the engine to its limits
5
« on: November 25, 2013, 02:16:07 pm »
Yeah, that's what I tried to figure out, but I don't have much time to test. I think it's more likely the alpha map, as the models have coordinates, and I think noggit and the game can't handle them differently, but maybe I'm wrong ^^
6
« on: November 25, 2013, 03:09:57 am »
Always got that bug so far I can remember, I just deal with it now by offsetting my objects. But it would be cool to have the exact same rendre in Noggit and the game. Map tiles are rendered correctly now at least, and that's far more important (great job on that guys btw )
7
« on: November 25, 2013, 02:38:56 am »
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.jpgOffset in game : http://i.imgur.com/LI4cqbI.jpgThe offset always seems to be in the same direction, but this statement needs more investigations ^^
8
« on: March 29, 2013, 11:09:20 pm »
@Steff : I didn't even checked that, as I downloaded it just to have so seamless texture to test. I though it was already a x² texture -_-" @Gamh : Why do you think I'm French, is that because of that archive name ? Anyway, I'll come on IRC
9
« on: March 29, 2013, 08:20:44 pm »
Here's da 3ds file : http://filebeam.com/734e22f950e602a14a98c10552047a60I saw that with the WMO 010 Template, there still 6 texture with one named Box001, but I'm pretty sure that I renamed it in the material editor, and that I've only applied one texture. Only the object is named Box001 as of now. Maybe it's because the Max standard material as some slot for specular map and such ? Or maybe it's because I don't merge the UVW Map correctly (I click on "Collapse all") Here's a screenshot before merging : I just made a cube from a new & empty scene. Edit : I noticed I forgot to get the Editable Mesh to Editable Poly, but anyway, it still crashes in Noggit even in Poly.
10
« on: March 28, 2013, 07:20:15 pm »
I think you may need to check CharacterCreate.lua, as many things like that are in fact modified by script at runtime.
It's somewhere around line 25 if I remember well.
RACE_ICON_TCOORDS =
11
« on: March 28, 2013, 07:17:12 pm »
Hey thanks for that Steff, pretty useful ! But I still can't get it working, maybe I'm doing something wrong ? =/ Here da stuff : http://filebeam.com/54342a8a5b977b429da8b3054a8a934b Includes .max, .png, .blp and .wmo I think that it's the material part dat i'm doing wrong (or the UVW Map thing that I don't really understand, as sometimes it affect UV Mapping, sometimes not o_O)
12
« on: March 28, 2013, 09:43:39 am »
Thanks Steff, I'll try that (If i can find where that stuff it is in 3DS 2013 XD) Maybe someone should make a tutorial somewhere if got enough time ?
13
« on: March 28, 2013, 05:02:54 am »
Pretty awesome Can anyone post a sample working .3ds ? I can't even get a pyramid to get converted correctly ( http://pastebin.com/kKQwqUMD) Or maybe I need to UV Map it ou apply so special treatment ? Sorry I'm not used to 3DS ^^"
14
« on: March 18, 2013, 03:14:23 pm »
Yeah, I'm makin' a creature editor tool (part of a bigger DBC editing tool) but it's incomplete, so i preferred to try with noggit instead of getting a headache again on makin' that soft complete xD Here's a little preview, but it's under heavy dev (in fact interface is a bit different now) I'll make a thread about that later maybe Anyway thanks for the help
15
« on: March 18, 2013, 02:03:31 pm »
Because it was easier to test them in noggit than adding a line in two DBC And I though that if noggit can't handle the model, wow can't either.
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