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 - Syama108

Pages: 1 [2] 3 4
16
Noggit / I had an idea for a feature in noggit
« on: January 09, 2015, 04:55:33 am »
I was wondering if there were any plans to add db editing to noggit, so that maybe you can directly add gameobjects to the map like signs (E.G: Sign posts for roads that give directions.)

17
Noggit / Re: [RELEASE] Latest Version: SDL 1.3
« on: January 05, 2015, 03:33:26 am »
Any ETA on when the duplicating bug might be fixed? I'm working on a large map and trees are constantly getting doubled from being on the border of adts (yes I save once then close)

18
Noggit / Re: Noggit bugs
« on: January 05, 2015, 03:23:27 am »
One main issue that needs to be fixed is the duplicating objects, when you have an m2 or a wmo on the border of an adt.

It's very frustrating wanting to use 1.3, but you have to mark every single adt for saving unless you want 1 stray object to start causing lag because there are 100 in 1 place. When editing large maps this becomes a huge problem.

19
Development and Presentation / Re: Project Rhodara
« on: January 02, 2015, 11:51:15 pm »
[media:2ehz6qd2]https://www.youtube.com/watch?v=Xq7zIZos9qw&feature=youtu.be[/media:2ehz6qd2]

Been away for a while, started working on it again. The next video I post will probably show some combat and questing. Aswell as maybe a different area.

20
Serverside Modding / Re: [SOLVED] Npc's falling through buildings.
« on: December 29, 2014, 11:31:17 pm »
Okay.. I figured it out.. It was so simple, I had to save in 1.3 yes, but first you have to press middle click on the wmo's you want to resave (so the green bounding box shows up) then when you recreate maps it works.

21
Development and Presentation / Re: Project Rhodara
« on: November 11, 2014, 05:42:37 pm »
I guess to some people the vanilla feel is boring, but to me it's a grand feeling. I'm making a huge world.
Those spikes are a result of the wdl file.. they're not actually that jagged I don't know why the wdl file renders like that.

Also the entire world isnt going to be this one zone's looks. This particular zone is supposed to feel giant and empty, but of course when it's finished there will be mobs and quests filling it.

I take heavy inspiration from vanilla and warcraft 3. So in my eyes, no need to anything fancy, instead simplistic but beautiful and HUGE!

 :)

but srsly tho why does the mountains render like that with spikes from far away??

I've seen alot of projects that use new models aswell, and personally.. I think they're not very attractive.

22
Development and Presentation / Project Rhodara
« on: November 11, 2014, 03:10:47 am »
Greetings Modcraft friends!

I return to you with a new project, Rhodara. Myself and a team a 3 other friends seek to create a new game within World of Warcraft set in a continent called Rhodara, in the Kingdom of Rhifeld.


[media:2u7hl0qu]https://www.youtube.com/watch?v=mx8r6LK6ovQ&feature=youtu.be[/media:2u7hl0qu]


More work on the valley:
[media:2u7hl0qu]https://www.youtube.com/watch?v=Xq7zIZos9qw&feature=youtu.be[/media:2u7hl0qu]

and started making quests and mobs for the area.. It's coming along very well.

Some more areas:



23
Serverside Modding / Re: Npc's falling through buildings. [HELP]
« on: November 11, 2014, 01:36:52 am »
Alright so...

I created a new 4 adt world, and added a few WMO's in noggit 1.2

I re-saved all the adts in noggit 1.3

I extracted the Maps, Vmaps and Mmaps.

I placed the map files in the server.

But NPC's still fall through the floor of the WMO's. What is wrong??
I used .mmap path in a building, it places the test node under the WMO.

This is very annoying and I want to get to the bottom of this. Help would be greatly appreciated.

24
Level Design / Re: [QUESTION] Extracting Vmaps from custom ADTs
« on: November 07, 2014, 07:48:55 pm »
Quote from: "björn"
bump :x


Is your MPQ an actual MPQ or is it a folder named .MPQ

I struggled with figuring out how to extract custom maps..  
                                                                                                           
What I did was I put patch-4.MPQ in my data folder and patch-enUS-4.MPQ in my enUS folder with the world folder in patch-4 and DBfiles in enUS-4. Then ran the extractor in my WoW folder and it found both patches.. you just gotta pack them like the other official WoW patches and it'll find them.

They also have to be actual MPQ.. not just a folder named patch-4.MPQ

25
General / Re: Where we are from :)
« on: November 06, 2014, 04:48:37 pm »
Quote from: "Steff"

United States   410  



I am one of those guys.

26
Serverside Modding / Re: Npc's falling through buildings. [HELP]
« on: November 06, 2014, 04:13:04 pm »
Quote from: "Steff"
Coly maps.  Save once with sdl1.3.  Recreate maps.
1.2 do not write the bounding box data for wmos right.

And please if you got all working make a tutotial for this task.
Hkw to create working maps and vmaps for custom maps.



Okay, if I manage to figure it out I'll attempt a tutorial

I'm scared of 1.3 though, because whenever I use it.. I always have crashes in game

27
Serverside Modding / [SOLVED] Npc's falling through buildings. [HELPFUL]
« on: November 05, 2014, 09:47:12 pm »
Enemies fall through the floor of buildings?!

I'm so confused.. I extracted maps/vmaps and they're in the server but they still fall through.. I also noticed that when I type .gps it says

<unknown> and then <Infested Mine> (Infested mine is an area far from where I used the .gps.. so why does it think I'm at the Infested Mine if I'm no where near it?




Very frustrating..  :evil:

28
Noggit / Re: [QUESTION/BUG] Why does noggit 1.3 create duplicate obje
« on: September 08, 2014, 04:47:28 am »
Quote from: "Amaroth"
In general, noggit duplicates/erases some object when you save more than once per running a program. So save, restart noggit, continue editing. Simple.

Another advice: save everyting you can. That means try to save the entire location, click into all ADTs and save them together. If you will do these 2 thing, you should probably not enoucnter this bug again (or very, very rarely). However, my map is custom and has only 98 ADTs. Saving entire Azeroth would be a bit more... problematic.


Thanks for the advice.. I've been quitting noggit after every save.. but havnt tried saving every adt the wmo's inhabit.. thanks

29
Development and Presentation / Re: [PROJECT] Shattered Kingdom; A WoW Mod
« on: September 08, 2014, 04:23:31 am »
Quote from: "Skarn"
I like the zones but the name of the city is not really appropriate. Erevan is a real ciity and a capital of Armenia.


Actually Erevan is the name of one of the gods, the Cathedral of Erevan is a cathedral dedicated to the god Erevan in the city of Highrest.

30
Noggit / [QUESTION/BUG] Why does noggit 1.3 create duplicate objects?
« on: September 06, 2014, 07:05:58 am »



I noticed a large amount of lag in my world.. and I found out loads of my wmo's have duplicated them selves over 50 times.. WTF? Please.. enlighten me as to how this happens.. and how I prevent it.. I love sdl 1.3 but it's so buggy it makes me angry.

Pages: 1 [2] 3 4