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Messages - Amaroth

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1186
Noggit / Re: Noggit dont load new ADT
« on: June 20, 2014, 04:50:24 pm »
Problem might be with name of map itself. Map name is "QA_DVD", but that "_" separator might be taken as end of name, which means that offsetfix/ADT adder/whatever else can take "DVD" as X position of ADT, instead of number which comes after it, that can lead to a lot of problems if some of applications you use don't count with such names (Client and Noggit don't have such fails in code, but for instance ADT Adder does).

In general I don't recommend working with maps which have "_" in name. Rename that map in map.dbc (and folder and ADT files too) or use another map (for instance use some of PvPZones/Transports or create new map).

1187

Red part looks rather strange, yellow is OK but could be better.

1188
Axel: Tryed that a few months ago and it just didn't go well. Not my style at all and I also never liked it at all, I love Howling Fjord style of cliff texturation, which means sharper edges and so on. Thi looks really cool but not for my brush I guess. Still will try it again once.

Allifeur: I would change texture on that big part (don't know how to call it) which is nearby feet. "Plasticity" just doesn't suit there, what about some more paralelly placed planks? Just my opinion. But the rest... very good job, I like it.

Schlumpf: Yet another thing I have never seen before. Does jumping and so on work too? And changing between walking on ground and on walls?

1189
Resources and Tools / Re: [TOOL] Spell Editor GUI V2
« on: June 04, 2014, 09:47:14 am »
This looks way too OP... will try it today.

EDIT1: So, first feedback incoming. I would prefer some config file, while I use one directory where I have all edited DBCs and don't want to 24/7 copy everything there and back. Also connection to MPQs would be fine, while I have my own custom Icons and again, now I have just to copy everything there and keep 2 directories up to date, not just one. Still pretty cool tool, I also love modern design and so on :P. Thumbs up.

EDIT2: Would also use filtering Icons by part of name (f.i. I might be looking for "sword" and so on).

1190
Quote from: "axel0099"
Amaroth, add spray effect to the grass.
What do you mean by spray effects? Btw, its on WotLK. I also (as you can see in video) changed textures via texture swapper a few times, because they didn't look very well with those trees. So current texturation patterns were originaly made for another textures.

1191
Well, nearly 2 years with noggit and still I have huge space for improving my style and still I can experiment with something new. Terrain could be definitely far better, I know about it. I want to focus on it in my next project. However, I'm quite lazy for making such texture and modeling details, so it will be probably quite challenging for my brain  :ugeek:.

1192
I use blizzlike map, PvPZone02 (Azshara Crater, id 37) so I actually have only custom zones and subzones and basic map extractor from trinitycore2 rev53 was able to work with them them there, but you need to place all .adt and .dbc files to patch-3 (for WotLK) or to edit extractor's source, if you are that good (I am not, so I chose this more ugly but still working way).

1193
So, banana king is back with screens (they are from another, newe version of patch, so Horde base developed a bit).:
Waterfall wasn't that hard to make, those weeds were far worse :D

Horde base, lok'tar

Some cliffs, probably the best I ever made

There are places full of trees and also places full of grass. Places for raptors and places for triceratopses.





Rainy weather can give it quite another looking



1194
Once again, its made to work as trailer. Without music its just quite boring, quite long and that means useless for my purpouses. So if there's no way to make a "copy" of already uploaded video (I didn't find any)... you got my point. Will make and send some screens instead.

1195
Not problem for us in czech republic and it was made to work like a trailer. Re-uploading another version would take about 3-4 hours with my internet, so its probably not going to happen. Maybe, when I will have more time for such things.

1196
Serverside Modding / Re: Custom Taxi problem
« on: May 30, 2014, 02:02:51 pm »
*beep*
Nothing? Noone?

1197
Wouldn't accomplish anything without guys like you schlumpf. It took just 2 weeks of work, nothing special. Everyone can make it, if he really wants to. I'm currently working on tutorials in czech and maybe I will try to put together also something in english. Something focused on how to actually make things look good, not just to make them somehow be there. And once again - you need to want to make it and you will make it. Even without graphical talent.

1198
[media:2xgdc0hl]https://www.youtube.com/watch?v=LQbdyl1_3bY[/media:2xgdc0hl]
"Making of" video about expansion for my RP project. Czech subtitles, but that doesn't matter :).

1199
Serverside Modding / Custom Taxi problem
« on: May 17, 2014, 03:39:31 pm »
Hi, I'm currently working on custom world transports using TaxiNode, TaxiPath and TaxiPathNode .dbcs.

I:
1. create 2 new harbors and make new records for them in TaxiNode.dbc (1 for each).

2. create 1 path in TaxiPath.dbc connecting those two taxi nodes.

3. create all waypoints for my path in TaxiPathNode.dbc. There are about 20 of them, making circle around isles. At those 2 waypoints which are at harbors (none of them is start or end of path) I also add value 2 for action flag (column 8, copied from blizzlike transports, I am not entirely sure what is that for, but even not-teleporting transports do have it) and value 10 for delay (column 9, self explanatory name). I leave script ID 0.

4. create gameobject for transport (currently copy of Auberdine-Teldrassil ship just with another data0, but I already tryed more patterns).

5. create new record in world.transports for my new transport gameobject (I run TC2 revision 53, so there's no respawn time column).

Everything works nearly fine but I have one bug. When my ship is reaching end of path, it suddenly just teleports to the start of new path. I was observing this problem for a while, ship skips last 30 seconds (so 1 circuit takes about 2 minutes without delays at harbors instead of about 2:30). Changing delays on harbors doesn't change anything, I tryed delays 0, 10 or 30 at both 1st or 2nd harbor and ship still just skips last 30 secs.

Does anyone know how to solve this? I had the same problem on TC2 revision 52, where transports table had respawn time column, but when I inserted higher value than was needed (f.i. 180000ms for 150000ms long circuit) it just created 30s time of standing on the place before ship skipepd its last part of circuit and teleported to it's start. It just ignores  and skips last waypoints/doesn't finish way from 2nd last to last waypoint.

EDIT: I run WotLK 3.3.5a.

1200
Noggit / [SOLVED] Another noggit crash on startup
« on: May 05, 2014, 09:50:05 am »
Hi, I was forced to formate my disk and fully reinstall Windows. After it I simply can't get noggit SDL 1.2 running (before it worked without problems - both SDL 1.3 and 1.2). Its classic open and immediately crash without error showing problem. SDL 1.3 works fine, but I really don't want to use it until bug with not saving some objects is solved. So, the log and config files are here:

http://pastebin.com/6QKnHgGS
http://pastebin.com/kuMKQUY9

I am sure that paths are correct, I work with noggit pretty long time, this really isn't problem. What seems to be problem are acces rights to Data folder, because I can't open those MPQ files even while using MPQEditor 3.5.0.752 (Error message is: "Acces is denied."). When I copy MPQ files on my Deskop, they can be opened without this error. However, older version of MPQEditor (version 3.2.2.671) can open MPQ files even when they are in my WoW/Data folder, thats btw pretty strange because BOTH of my MPQEditor versions have option "Open MPQs with Read-only" switched off). Still, SDL 1.3 works, probably thanks to Read-only opening MPQs.

I've tryed to uncheck "Read-only" option in all folders which are included in path to WoW (Files, World of Warcraft 3.3.5a, Data), but I still can't get it working. Whenever I try to open Properties of folder where I've switched Read-only option off before, its back there. Just can't get rid of it.

So (if I haven't made other mistake) does anyone know how to really get rid of these Read-only acces rights? Seems to be quite a unique problem :D.

EDIT: Halfly solved by myself in the end. I made folder on my deskop where I placed MPQ and DBC files and used it as path to WoW and now it works (eh, btw, this folder has also that Rad-only perma on option...). Still this isn't most ideal solution and I would be glad if someone knew how to really fix this thing or what caused it.

EDIT2: Took 5 hours of observing, testing, observing, testing and again testing... I couldn't fix problem with acces rights, but running program as administrator solved it. I read somewhere that admin mode doesn't solve anything - I think you should reconsider it. It does - when someone just can't get rid of Read-only right because of Windows bug/bad configuration of system. Its not solved at all, but in the end I found 2 ways around.

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