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Topics - matija168

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1
Noggit / [SOLVED] Noggit Causing System Instability
« on: July 13, 2015, 01:24:44 am »
This isn't really a bug with Noggit itself, but more of a tech support thread.

Ever since I installed an update to my graphics driver Noggit started to cause my laptop into being very unstable, as far as to only allow me 5 to 15 minutes of work, then crashing not only itself but the machine as a whole, causing it to just shut down out of the blue. I later reverted to an older version of the driver, but it the problem didn't go away.

I'm presently using a pretty outdated laptop with a GeForce 310M, but it worked perfectly well before the update.

The issue doesn't happen with any other application, only with Noggit.

Any help would be very appreciated, because I'm oblivious on how to fix this.

2
Showoff - what you are working on / [Rebuild] Darrowmere Forest
« on: July 30, 2014, 07:50:20 am »
[center:zix16uhc][/center:zix16uhc]

Hi there Modcraft. Been quite a while since I last posted up anything, but figured I might go around to post a handful of screens from my latest project. Rebuilt Eastern Plaguelands as it is, the Darrowmere Forest. As this is an edit made for a RP server, most of the detailing was left out to be spawned ingame to offer more modularity. as they say, less is more!

Starting of with Zul'Mashar, the home of the Mossflayer Tribe.





With those out here, I'll switch onto the forcefully inserted, not quite lore accurate Orc camp, Urok's Landing. As you can see, it is slightly inspired by the viking raiders, as the camp is intended to house exactly that, an orcish raiding band.





Here on, I can finally move onto the real thing! The human lands of Darrowmere Forest! The first two screenshots display moreso reskinning work than any real world editing, as it's only edits to a blizz-made wmo.















Thanks for viewing and I might upload more screenshots later, such as Corin's Crossing and Tyr's hand, as these are only the bunch I've already had saved on my computer at the time I was making this post!

3
Modelling and Animation / [QUESTION] WMO Diffuse
« on: March 15, 2014, 05:15:07 pm »
So, the question is as follows. How does one edit the diffuse of a custom WMO converted via Gamh's MM?



The issue is as shown on the image, the difference in diffuse on the original Stormwind models and the custom rebuilt park area.

4
Showoff - what you are working on / [SHOWOFF] Orc Juggernaut
« on: December 29, 2013, 06:48:02 pm »
Playing around in blender did fruit into something nice after all. Here comes the Orc Juggernaut in the new Horde style.







And one for size comparison with the normal human battleship.





Thanks for viewing!

5
Hey there.

So, I made a custom helmet model in blender, exported it to 3ds and used 3dstoM2 to conver it to m2. I've had limited succes, meaning the game doesn't crash upon loading the model, but I can't see it either. All I get ingame is an invisible model in the helmet slot.

This is the screenshot of the model in blender:



And here's the link to the converted m2, the 3ds and the texture:
https://www.dropbox.com/s/sa5vm19ri5i4mc4/ME.rar

Thank you for your time.

6
Showoff - what you are working on / Drommund Kaas
« on: June 24, 2013, 01:07:30 am »
Just a single screenshot of an idea I got a few days ago, thinking wether to pursue it and expand it or not.



Yeap, Star Wars.

Drommund Kaas, more specifficaly. Seat of the Empire. Well, in the SWTOR era.

The models weren't ripped from the game (if i could, i would) , but made by myself, and the textures are actually screenshots taken ingame in swtor.

What do you think?

7
Showoff - what you are working on / [SHOWOFF] Kul Tiras Battleship
« on: May 19, 2013, 12:01:37 am »
Yeah, a simple edit of Blizzard's model I wanted to use for the Kul'Tiras I'm working on.

However, Blizz's usage of outranged coords just screw up the UVmap then I convert it back to WMO




8
Resources and Tools / [RELEASE] Alterac Reskin Pack
« on: May 01, 2013, 01:03:29 am »
Hi. A while ago I reskinned an entire set of human buildings for an Alterac project I wanted to make.
I never made it, and I likely never will, so I figured some of you might have a use of them in their own efforts to recreate Alterac.

Here you will find the screenshots:
http://modcraft.io/viewtopic.php?f=35&t=4366

Patch Download:
https://www.dropbox.com/s/0q1ovj4lspz2h7x/patch-A.MPQ

Import file:
Code: [Select]
worldcustomalterac_barracksalterac_barracks.wmo
worldcustomalterac_townhallalterac_townhall.wmo
worldcustomalterac_farmalterac_farm.wmo
worldcustomalterac_twostoryhumantwostory.wmo
worldcustomalterac_chapelalterac_chapel.wmo
worldcustomalterac_blacksmithalterac_blacksmith.wmo
worldcustomalterac_innalterac_inn.wmo
worldcustomalterac_estatealterac_estate.wmo
worldcustomalterac_toweralterac_tower.wmo
worldcustomalterac_wallalterac_wall.wmo
worldcustomalterac_wallendalterac_wallend.wmo
worldcustomalterac_gatealterac_gate.wmo
worldcustomalterac_wall2alterac_wall2.wmo
worldcustomalterac_wall3alterac_wall3.wmo
worldcustomalterac_wallpostalterac_wallpost.wmo
worldcustomalterac_wallpostalterac_wallpost2.wmo
worldcustomalbanneralbanner01.m2
worldcustomalbanneralbanner02.m2
worldcustomalbanneralbanner03.m2

9
Showoff - what you are working on / First ever attempt in blender
« on: April 01, 2013, 11:11:50 pm »
So yeah, what I got after playing around with blender. First serious try ever.



I am yet to try it ingame.

10
Hi.

I'm posting this in befalf of LuminiMystique, since she for some reason can't post any links.
Her message is as follows.

So, I commissioned a mask by Serifaz and he made me a mask. The mask continued to crash my WoW and we referred over to Phucko for help. He fixed some of the issues on it, but it is still crashing no matter what. I get the error code "132" which I heard refers to ground effects. Whenever you touch the patch, change anything, add any patches, or try to add a texture it crashes. It works every now and then. Then mask is made for female Belves only. Any ideas on what's going on? Whenever you restart WoW when the patch does work, it still crashes. Thanks.

Also: We replaced an item in WoW to test the mask which is the Blindfolds aka Cursed Vision of Sargeras.


Blender mask:


In-Game:

12
Showoff - what you are working on / [Chronicles of Azeroth] Dalaran
« on: March 27, 2013, 05:09:40 pm »


http://w11.zetaboards.com/ChroniclesOfAzeroth/index/













Special thanks to Gurluas for fixing the elven buildings roofs and windows,aswell as some other things.

13
Showoff - what you are working on / [SHOWOFF] Scarlet Crusade Charger
« on: March 24, 2013, 11:14:54 pm »
So yeah, this is my first attlempt in repainting something like this.

I first made the image black/white, then handpainted every part of it, except the banners ofcourse.


14
Noggit / [BUG] Corrupt ADTs
« on: January 16, 2013, 07:43:08 pm »
Hi.

I'm having some issues regarding Noggit. More speciffically, corrupt ADTs.

This is the error that pops out.


The MPQ file with the ADTs and custom objects:
http://www.mediafire.com/?b8ttqj31zth5zsr
The Crash logfile:
http://www.mediafire.com/view/?ytfng59af1cw06j

Any help is appreciated.

15
Level Design / [QUESTION] Ground effects corrupting ADTs
« on: November 06, 2012, 12:15:49 am »
So, pretty much as the title says, changing the ADT's Ground FX set causes them to become corrupt. I have redone it several times, constantly getting the same results.
First I used the ground effects tool, then the Mjolna's fix for it.
I have previously used the tool and it has mostly worked just fine.
I am attaching screenshot of the allmighty error #132, WoW crash logfile, and project folders with changed ground FX and regular ground FX.



The Crash Logfile:
http://www.mediafire.com/view/?v63jjzj5qflb2db

Clean ADTs:
http://www.mediafire.com/?bvoga6asqyo1ak6

Corrupt ADTs:
http://www.mediafire.com/?772ohlm6i5pa3gq

I appreciate your effort and the time you put into helping me.

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