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Topics - XodusArt2

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1
Modelling and Animation / Urgently need help! Paying $$$!
« on: January 30, 2016, 11:14:06 am »
So, here's where I'm at.
1. Extracted Khadgar2 from WoD
2. Converted to m2i
3. Edited geometry, reboned, replaced his arms with humanmaleHD arms.
4. Changed textures for his arms to humanmaleHD textures
5. Exported as m2i
6. Used Anthony's toolbox' cata to lk script
7. Placed all necessary files in patch
8. Ran game

Yet, when I get ingame, I find that on his arms, he's using his default texture, and while it UVs properly.. That isn't the texture I want him to be using there. How do I SPLIT certain submeshes off to another texture group, as opposed to them all being under the one? (I REALLY DONT WANT TO MERGE MY TEXTURES, BECAUSE THE WILL LOSE DETAIL)

2
Modelling and Animation / How to add textures to preexisting model?
« on: January 29, 2016, 06:40:01 am »
So, I'm struggling to add textures to Khadgar, as he only uses the one BLP. Is there a way I can still use Khadgar, but make him use an extra texture? Apart from the armor reflect texture.

3
So, I managed to convert a WOTLK m2 to WOD m2 format with the help of a friend, but I wanted to convert another object, this time, demon hunter horns from legion, the model is converted properly, but the textures won't, no matter what. Here's the steps I took throughout the whole process.

1. Got demon hunter horns from legion alpha and CASC data
2. Put demon hunter horns in a patch folder and exported them from WMV as OBJ
3. Altered orientation of the horns so they fit the Bloodelf female head
4. Applied material to object, with the name of the texture I intend to use
5. Applied applied texture to object same texture name, same texture location
6. Exported object and textures to one singular folder away from everything else, but in the same folder as the converter.
7. Typed into CMD "Objtom2.exe helm_robe_raidwarlock_a_01.obj helm_robe_raidwarlock_a_01 Objectcomponents/Head/"
8. Put the m2 and skin file into that directory, BLP was already there, as I just dropped it from the CASC into there.
9. Ran the game, green horns, no texture.

I've attempted about 19 times.

4
Noggit / Removing particles.
« on: July 17, 2015, 11:30:57 am »
There's a fire object in Gilneas that I'd like to remove, I can't rmeove it ingame, due to insufficient permissions, and I can't find it in Noggit.

5
Texturing and 2D Art / Recreating Gilneas in Unreal Engine
« on: July 11, 2015, 10:06:49 am »
I've managed to do the following so far;
1. Export the heightmap with quite accurate detail
3. Export the objects Gilneas uses
4. Skip step 2 because I can
5. Create realistic water shaders

I'm trying to now pull the texture coordinates  from the ADT, not sure how.. I'd really, REALLY like to know though.

6
Noggit / Just a question (Noggit fucking object render distance)
« on: May 30, 2015, 02:46:03 pm »
Noggit seems to be fucking up object render distance on particular ADTs... I have to walk literally 5 paces away and then they vanish.. No matter what settings I change  in game / with my emulator, it remains the same, and if  you're gonna suggest the add distance to M2 tool, the objects work perfectly on another map. I just ran a test, I placed my root ADT for a garrison map, and its textures and object adt parts into my project directory and ran noggit on the map, I replaced a building with a different building, saved, exited noggit, and placed those adts into my patch. I was able to recreate the stupid distance bug. Idk what it is, what causes it, but its very annoying when one is trying to create an enviroment to roleplay in.

7
"Retro-Porting" / Problem porting 6.1 - 5.4.8
« on: May 28, 2015, 01:16:36 am »
I've moved onto MoP, I find it is a lot more compatible with WoD, but there is this issue with M2s disappearing quite easily.. I'm not sure what to change in the server DB about this, but I know for a fact I don't have to change the objects, the patch works perfectly on another server. Basically whenever I walk more than 5 feet away from the object, it fades out of existence, I can still see some pixels if I'm close enough, but If I moved another step away, it just fades away. I think this is something to do with the server DB, as it works perfectly like I said, somewhere else..    I'm really not honestly sure how to go about fixing this, I've tried editing the worldserver.conf distance values, nothing changes..

8
"Retro-Porting" / Can I port ADTs up?
« on: May 27, 2015, 04:30:15 am »
Specifically to MoP, from WOTLK. I want to use a noggit ADT on my 5.4 server.

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"Retro-Porting" / [SOLVED] Problem downporting 6.2 ADTs
« on: May 26, 2015, 11:52:53 am »
I'm using Phillip's converter, I managed to convert a garrison ADT easily, I had some troubles, and I can't remember what I did exactly, so the second ADT hasnt been as smooth, I dragged the Draenor ADTs from Casc explorer (from my retail 6.2 client) and threw them into the 'tobeverted' folder, then I ran the 'WC_ADT_Convert' - my ADTs took roughly 3 hours to fully convert, but the problem is that only my root files converted ( Draenor_12_20.adt ) ( instead of Draenor_12_20_tex01.adt, Draenor_12_20_obj1.adt, etc etc, those are still all in the tobeverted folder, as 'files', no particular extension. So I'm really confused with what to do now.

I'm trying to format this as clean and crisp as possible, if you have any suggestions, just comment that suggestion(s).

10
"Retro-Porting" / Draenor Garrison ADTs to WOTLK (Paying money)
« on: May 24, 2015, 06:03:36 am »
I've managed to port Draenor to WOTLK, but Garrison's don't port.. I've tried porting garrisons the same way, doesn't work.

If someone could just port it for me, I'll try to fork out some money.. I can't be stuffed with this anymore.

11
Noggit / Noggit to work with Draenor (in desperate need of help)
« on: May 22, 2015, 12:11:15 pm »
I've seen a thread with PhilipTNG or w/e talking about how to get Noggit working with Draenor ADTs, I really.. don't understand what he means. If anyone could help me through this .. I'd really appreciate it.

EDIT: From what I gather, he's used ADT adder to add Draenor ADTs from 1_1, all the way up to 64_64, but where he said 4096 textures, I got lost.. I don't know what he means, or how to obtain / create 4096 textures to use on my Draenor ADTs, to get them to work in Noggit.

EDIT #2: Taliis won't even go up to 64 by 64, it only goes up to 63 by 63.. I don't get it?

I've rewatched this video atleast ten times now.. I try to follow what brief things he says step by step, but I just can't get mine to work.. I'm so lost and it makes me so frustrated.


 Even in the previous versions of Taliis, it only goes up to 63by 63 tiles.. My spacebar is almost breaking, trying to click all the tiles in Taliis, there has to be some alternative.
.. Is this what he meant by 64 by 64? I DONT UNDERSTAND! MY FINGERS HURT.

12
"Retro-Porting" / Trying to port Draenor Arakkoa models to MoP
« on: April 30, 2015, 02:39:23 am »
I'm clueless on the DBC side of things, I edited the model in 010 editor, did everything to do with the model side of things, I'm now onto the part where I'd add a new entry to the DBC, however.. considering this isn't my server and I only want to replace an existing model, I don't know how to go about this. Any help is appreciated..

I'm trying to port the Arakkoa model from Draenor to MoP so it can be used as a morph, I tried the following, I went into the MoP DBC and edited a human alpha model, changed the name and closed it. I get a version mismatched error when I try to open WoW with this new patch, it clearly states the issue is with that DBC. I didn't change any of the fields apart from the name, so I don't see how it could be causing this.

13
"Retro-Porting" / [QUESTION] Need help with DBC editing for Cata to LK
« on: March 29, 2015, 07:59:28 am »
There's video tutorials for WMO DBC edits, I'm pretty sure Mdx is different, I keep getting the error 19 columns expected, got 21. And it won't go away, no matter how many fields I delete.

14
Noggit / Noggit bug (Strange blotches of reds and blues over ADT)
« on: March 29, 2015, 01:21:46 am »
Like the title says, there's splotches of red and blue, yellow and green all over my adt, here's a screenshot.


EDIT - These splotches appeared after using Noggit 3.22 to delete duplicate objects

15
"Retro-Porting" / Cataclysm ADTs backported to 3.3.5 [Help needed]
« on: March 28, 2015, 08:28:33 pm »
I'm trying to convert Cataclysm ADTs to 3.3.5a, how would this be done? I assume I'll need 01 editor, I have that, notepad ++, I have that. Just take me through the steps, what other programs I'll need, and I'd very much appreciate your help.

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