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Messages - matija168

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1
Resources and Tools / Re: [RELEASE] [TOOL] [WotLk] ADT Guru
« on: November 20, 2016, 11:00:35 pm »
Is there any way this tool may get alphamap support any time in the future. As in, to create a base alphamap which would be copied over all ADTs.

2
Noggit / Re: 3.3.5a Alterac Valley (Battleground) Noggit Bug
« on: January 11, 2016, 12:32:22 am »
viewtopic.php?f=48&t=3650p=20324

download kelno's tool from this thread and just drop your adt on it

3
Development and Presentation / Re: [Project-RP] Wake: Fall of Arathor
« on: October 03, 2015, 11:10:41 pm »
Tbh both Arkispro and myself actually worked on Prologue/Legacy whatever you want to call it and I personally developed a large chunk of their content back in the day.

And no, the core WAS uploaded to github to be seen and used, I think I would know better as I've spent several years in that circle of people and actually worked alongside the guy who uploaded it in the first place. I still talk to most of these people regularily.

Either way, as I mentioned, it's a temporary thing while we're workng on our own, better core.


@Amaroth.

I know, and I actually did use random size and rotation on it. It's probably a bit harder to spot due to the sheer amount of trees. Didn't think of tilt though, don't know why - I can see how it adds to the atmosphere on that image you linked. Thanks for the suggestions. I probably won't revisit this specific zone as I'm mostly content with how it turned out and since there's thousands of trees in there (a very large map with thick forests) but I'll keep an eye on it when it comes to expanding the playable world.

I actually did redo Thoradin's Wall, but it's still fairly simple. Don't think I posted the updated image here. I'm personally content with it since the goal is to keep it minimalistic. It allows me to finish models faster and doesn't stand out too much with the atmosphere being more simplistic than that of real WoW.

4
Showoff - what you are working on / Re: [SHOWOFF] What Are You Working On
« on: September 11, 2015, 08:21:10 pm »
Quote from: "Rusty"
Just started using noggit yesterday, and wanted to as my first "project" make a mountain.
This is what I got from about 30 min time.

(Couldn't figure out how to post an image, so if you can't view it below, just click the link)



http://postimg.org/image/e0nkrj1yx/

I'm really in need of some feedback on scultping and painting mountains, since I really can't find any video guides on that subject.

Thanks in advance
Rusty

Definitely not bad for a first try, much better than a lot of others I've seen.

Seeing as you asked for feedback and guides, here's a great tutorial made by TheBug which explains in detail hoe you could create amazing mountains. You can experiment with different styles as well, but it serves as a very good template.

viewtopic.php?f=22&t=1516

5
Development and Presentation / Re: [Project-RP] Wake: Fall of Arathor
« on: September 07, 2015, 04:28:15 pm »
Quote from: "kojak488"
Quote from: "Cronin"
We'll be launching this Friday, September 4th.

Forums indicate it got delayed, yes?  I fully intend to check this out.  <3 RP servers.



Is that ladder on the left climbable?

Been delayed, yeah. Shouldn't be long till we're done though. The ladder is sort of climbable, we have a teleporter gameobject system which allows us to link any of those gameobjects to any location in the world. One of such teleporters is placed for the ladder.

6
Development and Presentation / Re: [Project-RP] Wake: Fall of Arathor
« on: August 28, 2015, 04:29:42 pm »
Pretty much just a helmet/armour style for the Alteraci tribal warriors. Might put a few as a mercenary guard for the Empire in the future, but since we don't have Arathi Highlands yet that part of lore isn't fully explored and written yet.

7
Development and Presentation / Re: [Project-RP] Wake: Fall of Arathor
« on: August 28, 2015, 04:13:13 pm »
We're going with both, actually. The standard soldier will look more like the ones you linked. More rugged and less plated. The officers, however, are going to have all the glory of the lorica segmentata. Let me show you a screenshot of the standard legionnaire.





And another random screenshot from the world.



You have a very good point about the wall, too. I'll add a screenshot when I update it.

8
Development and Presentation / Re: [Project-RP] Wake: Fall of Arathor
« on: August 28, 2015, 02:57:45 pm »
Quote from: "TheBuG"
I'm curious as to how you'll make Strom, the original capitol of Arathor, look.

It's in any case the best showcase of work from the last year in my opinion. Keep it up!

I do think that Thoradin's Wall should be bigger, now it seems to merely defense against siege weapons, not something like Troll Voodoo. And certainly not the Second and Third Wars that were to follow.

Seems to be the popular opinion, and giving it a second thought I think I'll rework Thoradin's wall into something bigger.

Arathor's capital is not yet included in the map, as it's limited to Hillsbrad for release since the map is huge, but I already do have ideas for it.

Basically, the idea is Constantinople in the late Roman era. The walls silimar to Theodosian walls and a cathedral similar to the Hagia Sofia. Obviously, I'm using a lot of real history as visual references on this project, since I personally think that's cool.

At some point Alterac Mountains will be released as well, which will be formed similar to Scandinavia and a strong viking theme around it.

9
Development and Presentation / Re: [Project-RP] Wake: Fall of Arathor
« on: August 28, 2015, 02:23:39 pm »
Quote from: "Kaev"
Any idea when the server will be playable? I really want to test it :3

We don't yet have a set date but we're gunning for somewhere within the next two weeks. Most of the crucial things are done, just have to wrap it all up and polish it to be playable.

There's a few bugs with the map I have to fix and the rest is some fundamental server work and decoration, as most of details in towns are spawned in-game for more versatility and modularity.

10
Development and Presentation / Re: [Project-RP] Wake: Fall of Arathor
« on: August 28, 2015, 01:38:42 am »
Quote from: "Skarn"
and less repeptitive spawning.



Quote from: "Skarn"
I think you should pay more attention to texturing (maybe alphamaps)?

(it is alphamaps)

Quote from: "Skarn"
Also get groundeffects

Old screenshots, groundeffects are in. These don't even have bushes.


I agree the wall doesn't look that good, but I tried to keep it as simple as I could in design, having the Theodosian walls in mind which are very simple in shape themselves. With the aim being a more realistic architecture and world design, figured it'll pass.


Also, sorry for this boyo posting the ad on Modcraft, since that's not really what Modcraft is for.

Quote from: "MountainLion"
I noticed the world is quite large, what will player traveling be like?

It is fairly large, yeah. This represents Hillsbrad Foothills, and is about 3.5x the size of Retail's. Roads are there to mark the main road, but given the delibarate lack of diversity in the forest itself it's fairly easy to get lost. Sort of acomplished what I wanted there.

Here's a bit more recent shreenshot.


11


Fairly randomly made to use as my personal GM set for the server I'm working on.

12
Quote from: "Milly"
I love it! Everything above the black area at the bottom. It looks kinda bad. The logo and the quit button could be organized better I think. But the rest is really good. Also, really nice music.

It's not actually as big as this shows it. Click to view on Youtube, the quit button is the end of the screen. I don't know why it shows it like that.


13
Login screen for the project I'm on right now. It's not much, but why not post anyway. Huge thanks to Mordred.

[media:ozbhd8dz]https://www.youtube.com/watch?v=KqNf4_6F5ao[/media:ozbhd8dz]

14
Quote from: "Amaroth"
GroundEffectTexture.dbc 1 based:

6-9: have sum of values 16, I often use 4-4-4-4, but not everytime.
10: I usually use 15, never more

With this setting I get very good density. About models used for ground effects, I use retextured effects from MoP, I am not sure what location it was, maybe Valley of Eternal Blossoms... Basically I took grass with 3 groups of leaves on it and changed texture of leaves so it matched my zone. I created 4 different versions of it and used them for effect. I made about 4 ground effect sets while using this method and never was disapointed by results.

That's a good tip, I'll probably end up doing the same myself. Thanks.

15
It's very true. My density are maxed out but by adding them via FuTa it's still scarce for some reason. I'll be using the CMD tool later, from my experience it does the job better even if it's more work.

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