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Messages - salagon

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1
Tutorials /
« on: May 19, 2015, 08:19:10 am »
I recently tried this tutorial and had great success with it. My only problem is smooth shading. I am using version: 2.72b of blender and I set the Geo Set of the outside of my house to smooth but the shading in-game is still very contrasted, as if the smooth effect doesn't work for me. When editing in Blender, if I have the light source near the object I see a difference in smooth and flat shading but if I delete the light upon exporting ( assuming that is what you should do, idk. I have always deleted the light sources before export) the shading seems to revert to always being flat. I export with
-Apply Modifiers
-Include Edges
-Smooth Groups
-Write Normals
-Include UVs
-Write Materials
-Triangulate Faces
-Objects As OBJ Objects.

Am I doing anything wrong that the shading effects are not working?

2
"Retro-Porting" / (Question) Converting WoD Wmos For Use In Blender
« on: March 30, 2015, 03:10:03 am »
I have been attempting to convert WoD wmos into usable forms for blender, and have tried to convert them into Objs using Tintai, which did not work at all, and exported using an old version of Model Viewer, worked to a degree but uv mapping was messed up extensively and remapping it would have taken ages. Also tried using the blender script from the Tools and Resources Sub-forum here but that also failed to import them as parts of the models were missing. Closest one so far is Modelviewer.

Was just wondering if anyone successfully imported WoD wmos into Blender. I need them for slicing and splicing them back together into new wmos that I intend to use in WoTLK.

3
In all honesty, I thought the same thing too, that I had other things better to do than adding the new models into 3.3.5a and I would just wait for someone to release them. However, that proved to be a waste of time as no one is willing to release them. Not that we are selfish or anything but because it isnt difficult to do, just a grindfest for the faces. However, if you invent a process like I did with Photoshop, the faces can be done, saved, and renamed from face set 1-23 ( average number of face sets) in about 2 hours. Couple that with about 1 hour or even less to port over the inital model and within 3 hours of work you can have a male or female model done. I managed to port over all the models with faces in 5 days ( could have been done in 2 days if I constantly worked but I hate grinding and repetitive actions so I took breaks). So all I'm saying is, instead of offering money, why not just do it yourself. It's the best option plus you have the source models if something is off like say... the lower tabard is not lined up properly.

4
Resources and Tools / Re: [TOOL] Wmo Editor - All versions
« on: January 03, 2015, 06:45:25 am »
I know Cromon isnt coding this anymore but is there a way to delete shading effects for lighting so I can see the textures on the walls without having pure blackness in some corners created by shading. Where light sources are is unimportant to me but having objects hung on the wall and them looking wierd because they dont line up with a wall support texture is important to me. Any ideas?

5
I recently tried this tut and it worked almost flawlessly for me. The only problems I am having is I have to index the beard textures that are painted instead of model based beards and then they show up with ragged white edges along the border of the beard. Second issue is no matter how many textures I convert associated to the combo of features I am testing ( which is 00_00 skin with 00_00 face and black hair and beard) I can't get the upper half of the face to appear. I triple checked if I indexed all textures on the upper side of the face and nothing is wrong. I am doing things a bit differently from the tut and am not sure if keeping face ratios of 512x256 for lower parts of the face and 512x82 on upper makes a difference but the textures don't show up. I also can't get some hair style colors to appear but I think that was explained in the tut. At least I think, but I'm not sure. If not, can someone guide me in the right direction for that as well?




6
Noggit / Re: Noggit bugs
« on: December 24, 2014, 10:35:39 pm »
And for me it is exactly the opposite. I usually make maps from scratch so I work on an average of 5-7 adts in one session, and with 16 gb of ram noggit crashes after about 20 minutes of work. Gets annoying to keep remembering to save, and even worse if I forget and keep working and then it crashes. Only ran into object dup once which was 4-5 months ago, easy bug to avoid but nonetheless, still is a bug.

7
Noggit / Re: Re:
« on: December 24, 2014, 07:08:34 pm »
Quote from: "Skarn"
Salagon, I have already reported most of the bugs you mentioned in the beginning of this thread. ADT unloading is a good idea but it is more a feature request than a bug report. Steff asked not to request any new features at least for now.
I do realize you posted about the Adt unloading feature but in truth it should be considered a bug or at least a feature that would make the application more stable and user friendly. Having to save every time you place 10 objects because noggit might crash is a bit agitating at times. Only tried to solidify the reason unloading adts should be one of the top priorities  As for dupped objects, I never encouraged objects duplicating if you save twice. So I do not think, at least, that the bug of saving twice is the same bug as placing an object on the line of 2 adts. May be a different bug or may be the same, just listed my experiences and let steff go from there.

I also remember when I was detail texturing, such as placing charred dirt textures under firepits, that the texture rendering in noggit was a bit off from the texture rendering in Wow. I am not 100% certain but I believe the textures appeared slightly farther to the east in Wow

8
Noggit /
« on: December 24, 2014, 07:18:18 am »
The unloading of Adts would be amazing. It became really demotivating when I build an area and have the terrain shaped out and I accidentally move too much in a certain direction, load another adt, and my 16gb of ram goes bye bye and noggit crashes. It would be a really helpful addition. Only other bug I can think of is sometimes if you place a m2 on the border line of 2 adts it multiples hundreds and thousands of times.I have not encountered any noggit generated bugs other than that. Amazing work on the program so far though, and thank you for providing me and all other world builders with a tool that is the next best thing after the Blizzard made wow editor. But we all know we will never get our hands on that :(

9
Thank you, that did the trick. Got fully functioning WoD Models. I may start porting some over and uploading them to here and some other sites. Thanks bud.

10
those types of collisions are for npcs only so they don't wallk through the buildings. For client collision so players don't walk through buildings its part of the wmo code in the file itself. Just don't know how to add it in since I believe WoD changed the collision code.

11
Modelling and Animation / [Question] Adding Collision To WoD WMOs
« on: May 12, 2014, 12:49:51 am »
hey guys. I recently started to extract the textures for WoD and realized that after importing certain fully textured wmos using noggit onto a map, they load up flawlessly in Wow. Now the only issue is, they have no collision. You walk right through them. How would I go about adding collision to buildings?

12
where are people getting the new WoD alpha files from? is there a link somewhere?

13
Noggit / Re: [QUESTION] Something causes low fps..
« on: February 24, 2014, 01:56:44 am »
This has been happening to me two. It usually occurs when an object is registered on 2 adts instead of one. Seems like the new saving system is saving the item over and over and over again on both adts and cauing millions of duplicates. Largest dup number i've seen is 29,000 of the same m2 in the same spot on 2 adts. Not sure what causes it to save the object constantly but it seems its caused by the new saving system.

14
Miscellaneous / Re: removing a race at character select
« on: January 20, 2014, 05:35:12 pm »
all those errors mean is you guys used an old version of the lua. Use either the ones from patch-enUS-3.MPQ or locale-enUS.MPQ.

15
"Retro-Porting" / Re: [RELEASE] [SHOWOFF] Gilneas map for 3.3.5
« on: November 22, 2013, 04:22:31 am »
I have confirmed that this does work in noggit. Can edit and save.


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