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Content creation => Level Design => Topic started by: Fidena on July 26, 2012, 10:30:45 am
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I added some nice, green grass to my settlement- the stuff from Arathi. I picked it specifically because of how nice it's ground effects look. When I tried to set it as my ground layer, WoW crashed. I used the rocky dark green grass from Tirisfal as a base, and then used the Arathi grass. It worked, but now I have no doodads and it looks goofy. I tried using the ground effect fix, but it's depreciated. Will FuTA fix this? Or is there some other way to do it?
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0. BACKUP ur files!
1. Save with noggit to clear greachins water if exist.
2. Run the GroundEffects Script on the ADT.
3. Use the GroundEffects CMD tool to set the IDs for the different Textures you have on your ADT.
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0. BACKUP ur files!
1. Save with noggit to clear greachins water if exist.
2. Run the GroundEffects Script on the ADT.
3. Use the GroundEffects CMD tool to set the IDs for the different Textures you have on your ADT.
What's the GroundEffects script?
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Fix not script, excuse my fault :=
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I know nothing about scripting, let alone enough to know what's wrong. :C
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Wtf o.O Ohw did I do all wrong? I added first the effects and fixed it after all. Or work both simply the same way?
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The effects can be added at every point.
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What's the script?
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Fixer
viewtopic.php?f=59&t=1671 (http://modcraft.io/viewtopic.php?f=59&t=1671" onclick="window.open(this.href);return false;)
Adder
viewtopic.php?f=59&t=1415 (http://modcraft.io/viewtopic.php?f=59&t=1415" onclick="window.open(this.href);return false;)
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I don't understand how to use the adder. What am I supposed to imput?
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Drag the adt you want to change just over the exe. He now look inside the adt what textures are added and list them all one after one. Now you can enter
-1 = Dont changethe setting of this texture
0 = Clear the existing ID on the current texture
A Number greater then 0 (1,453 or 90001) = An ID out of the Grundeffects DBC
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Steff, btw... is there any way to delete unused Textures? (U know: If u use an texture and replace them, the basic texture will still be marked in the ADT, also if there is not used anymore)
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Isn't the fixer depreciated? It just makes my WoW crash.
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Hmm, but without it does nothing.
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Isn't the fixer depreciated? It just makes my WoW crash.
Actually, this tool most likely is the most recent one in the scene.
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It crashs some adts. I have now fixed 9 and it crashs 2.
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On 2 adt's it works after a few trys. But i'm tierd to do this on 7 other adt's too... Bugfixing or trying to get something to work costs a lot of my nerves and destroys all the fun on worldbuilding.
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After a few tries? Does that mean I should put it through the fixer a few times?
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Dont know, I just repeat the whole story. For me:
1. Saving the ADT with tbc noggit
2. Saving with wotlk noggit
3. adding groundeffects + fix
4. allwater
5. mpq
6. test
To much work for 7 adts..
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1. Saving the ADT with tbc noggit
5. mpq
These two steps are useless. First of all, you should use the latest version right away. Also, you may want to use the no-mpq-hack.
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The problem is: I cant open the ADT with 3.3.5 noggit at all,.. just adt for adt (if i load all, it overloads or crashes something. Maybe some missed gameobjectpaths... dont know.)
But I will take a look about this no-mpq hack thinks.
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The no mpq hack have nothing to do with ur problem. Its only that wow loads all files inside the app folder. And its a matter of taste if you like this. I dont.
I think the onyl way to get this proble is to collect some adts before fix and after and someonce that coded the fix tool should have a look at the adts wahts going wrong.
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Steff, is there no way to delete textures? : /
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I dont know one. But ist only a link to a texture so not bad.
Perhpas Futa can. I dont know if there is a function to delete them. Again never needed so never tried.