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Messages - Tidus

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1
Modelling and Animation / Re: Speeding up a model's animation
« on: December 28, 2014, 07:58:41 pm »
The playback speed on the m2 was set to 0.  I tried setting it to 2 and that didn't appear to make it go any faster.  When I compared it to another m2 I noticed the 150 setting and frankly it confused me a little bit.

Solved!  I had to play around with the setting for a bit and it finally started cooperating.

2
Modelling and Animation / [SOLVED] Speeding up a model's animation
« on: December 28, 2014, 04:52:18 pm »
Does anyone know of a way to increase a model's animation speed?  For instance, say I wanted to make an animated model move twice as fast (complete it's animation cycle twice as fast).

3
"Retro-Porting" / Skins Messing Up
« on: November 23, 2014, 01:22:17 am »
Hey!  I was playing around with altering models today and ran into a weird issue that I was hoping someone had an idea what's going on.

I was toying around with the PandarenYeti model.  I used the CatatoLKM2 tool on the original model to verify that it works fine.  And it does.  The model has 3 meshes with mesh 1 and 3 using the first skin texture and mesh 2 (the horns and teeth) using a different texture.

I modified the teeth a bit.  Converted the model.  And it was still fine.  So I continued.

Next I modified the horns.  I lowered their size, moved them forward, and moved them down (basically just resized and repositioned on the head).  I converted the model and suddenly all the meshes are using the first texture.  I didn't do any DBC edits or anything.  All I did was resize and reposition...

In toying around I backed up a few steps to where the model was working (after modifying the teeth).  I moved the horns to the 3rd mesh (as I wasn't actually using the 3rd mesh since I removed the eyebrow fluff).  I tried it this way and, weirdly, the 2nd mesh for teeth was using the first skin.  But the 3rd mesh, which is supposed to use the 1st skin (the primary model texture), it was actually using the 2nd texture... which is the one for the horns.  It's not supposed to use that one!

I did some more toying around and it gets really buggy with what mesh is using what texture.  Anyone have an idea what's causing that or how to stop it?

4
Level Design / Re: [Question] View Distance of WMO
« on: June 30, 2014, 03:51:12 am »
Quote
1. Machinima Tool

This isn't what I'm talking about.  I'm talking about in-game.

Quote
2. and I know only 2 other ways of eiting distance view for m2 and wmo the first way is changing the number of distance view of continent in world config

I'm pretty sure the world config setting only applies to objects spawned in the game.  This is done in Noggit.

Quote
and the other is for spawning game objects by growing to game objects template in the world database and change the type of the m2 or the wmo to 11 and there is a program I forgot

Again, that doesn't apply to things from Noggit.

5
Level Design / [Question] View Distance of WMO
« on: June 29, 2014, 11:14:57 pm »
I'm in the process of designing a new Troll city.  Something I've ran into is that the wall surrounding the city is one object and its anchor is basically in the center of the city.  So if I'm running towards the city from the outside I'll start to see buildings that should be in inside the city's wall before the wall suddenly displays.

Now I can combat this by using the higher view distance settings, but that's not ideal.  Is there a way to basically force a specific object on the ADT to display all the time, independent of the view distance I'm using?

6
Miscellaneous / Default Factions
« on: May 18, 2014, 02:06:49 am »
Does anyone know how to modify the default factions your face starts with?  What I mean is that when I make a Tauren I start with Darkspeare, Orgrimmar, Silvermoon, Thunderbluff, and Undercity by default.  Is it possible to remove some of those from your default faction, but not the Horde group?

For example, I create a Tauren and start with Thunderbluff only.  I then go out to Orgrimmar and discover that faction rather than start with it immediately.

If it's possible, how is it done?  Thanks!

[Edit] Nevermind I figured it out!

7
Texturing and 2D Art / [QUESTION] Additional character hair colors
« on: April 27, 2014, 10:47:41 pm »
Does anyone know how to enable the additional hair colors for character models?  For example, blood elves have 13 hair colors (00 through 12); however, only 10 of these are used for PCs (00 through 09 as best I can tell).  I know obviously I can alter the .blp files on the 10 used colors to change them.  It'd be nice to use those 3 extra colors though.  I can't seem to find any dbc that defines which ones are used for PCs.

8
Noggit / Re: [QUESTION] Load Textures not loading
« on: April 05, 2014, 08:52:51 pm »
Yup, it was a custom patch that caused the issue.  Thanks!

9
Noggit / Re: texture fucked, cant resolve it with noggit
« on: April 05, 2014, 08:50:25 pm »
I recall having weird textures similar to that when I saved the ADTs in Noggit while the gridlines (F7 IIRC) were enabled.  When the ADTs were changed and saved with gridlines disabled they went away.

10
Noggit / [SOLVED] [QUESTION] Load Textures not loading
« on: April 05, 2014, 05:34:57 am »
When I hit "Load Textures" this is all that shows up.  Does anyone know why I can't load all the textures?  They're in the game client and not missing, but I can't search through to use any other than what's available in the zone I'm currently in.

http://i.imgur.com/xUxKF9L.png

11
Level Design / Re: WMO causing lag
« on: March 09, 2014, 01:16:14 pm »
So I have a new variation of this that I'm hoping someone can help with.  I made a city and it loads fine for me in-game (using a 3 year old bottom of the barrel laptop) on both high and low view distance.  It works fine for another tester that has a relatively new PC too.  But there's another tester with a computer that runs BF3 on ultra fine that gets lagged at a certain spot.  However, that spot (on low visibility) is further outside the city where there'd be a lot less polygons.  In the central part of the city there's no lag.

Any ideas what it could be?  Some issue with a model/wmo referenced on the ADT maybe?

12
Resources and Tools / Re: [TOOL] [MPQ] FuckItUp
« on: March 02, 2014, 11:15:13 pm »
Quote from: "Ascathos"
I have no idea why I'm even uploading it, however, as someone requested it (because he was uanble to), I'll just do it... still, you should try doing it on your own. Else, you'll never understand.

Failed to fuck up my mpq archive, but won't say why.  :(

13
I've downloaded this (started with the http download before it crashed), but haven't looked at it yet.  My server is only in the works.  If and when I use this thank you and I'll give you credit!

14
Serverside Modding / Re: Talents updating spells
« on: October 13, 2013, 09:30:09 pm »
It looks like I skipped over one key point.  I was testing this on a Hunter.  When tested on a mage (class disabled on my server initially), it worked.  It appears the issue was that it won't display if your class is different from the class mask of the spell in the spell.dbc.  It would still apply the spell; it just wouldn't display.

15
Serverside Modding / Re: Talents updating spells
« on: October 13, 2013, 03:36:31 am »
It's not the core.  Or, rather, the most up to date Trinitycore compile has the same issue.

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