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Topics - salagon

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"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.

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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?

3
Level Design / Retextured M2 Glitch
« on: July 16, 2013, 08:07:49 pm »
I recently retextured an m2 and it came out white in noggit. This bug never bugged me as it has happened with multiple m2s before but with this custom world I am making and with the amount of retextured items I have it's nice to build a world and know how it looks instead of placing objects blindly.

I used 010 Editor to redirect where the file gets it's textures from and I used a BLP Converter for it. Anyone have any idea. I triple checked the treepaths of the object and even tried making all the letters in the treepath capitals, but still no fix. The path where the game and noggit are reading the object are the same patch so there's no problem there and I converted the image as interlaced in photoshop thinking that my fix it but no, so here's what I got.

4
Miscellaneous / [Question] Custom Class For Trinity
« on: August 22, 2012, 08:03:22 pm »
Hello,

I followed the guide on here on how to make a custom class shell. However, I saw a fork in the road when in comes to core editing. I edited as much as I could in the core but it keeps giving me a character create error. Can someone tell me what files I need to edit and what I need to edit them to in my Trinity core to make the custom class be accessible. So far I edited SharedDefines.cpp and added in my custom class with the value 12 to it. What other things do I need to edit besides SharedDefines.cpp?

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