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Messages - -Dave

Pages: [1] 2 3
1
Noggit / Re: [Question] - Importing models from WMV, not working.
« on: April 13, 2017, 12:18:18 am »
Yes, because I've been able to load this and many other objects through use of a separate imports.txt file.

When my import path is set to the modelviewer log, no matter what object I choose, the same error occurs.
When my import path is set to a separate dedicated file, which I'm manually typing paths into, works flawlessly.

Therefore I believe the issue is something to do with how Noggit is stripping the path from the otherwise populated log - as an otherwise empty text file has no such problem.
This is my imports.txt at the moment, having been working on a human type zone earlier today:
Code: [Select]
world\wmo\azeroth\buildings\stormwind\sw_harbor_lighthouse.wmo

world\azeroth\elwynn\passivedoodads\elwynnfences\elwynnstonefence.m2
world\azeroth\elwynn\passivedoodads\elwynnfences\elwynnstonefencepost.m2
world\azeroth\elwynn\passivedoodads\elwynnfences\elwynnwoodfence.m2
world\azeroth\elwynn\passivedoodads\elwynnfences\elwynnstonepost.m2
world\generic\human\passive doodads\lamps\stormwindstreetlamp01.m2
world\azeroth\elwynn\passivedoodads\lamppost\lamppost.m2

world\azeroth\elwynn\passivedoodads\bush\elwynnbush01.m2
world\azeroth\elwynn\passivedoodads\bush\elwynnbush05.m2
world\azeroth\elwynn\passivedoodads\bush\elwynnbush07.m2

world\azeroth\elwynn\passivedoodads\tree\elwynnlog02.m2
world\azeroth\elwynn\passivedoodads\trees\elwynntree01\elwynnpine01.m2
world\azeroth\elwynn\passivedoodads\trees\elwynntreecanopy01.m2
world\azeroth\elwynn\passivedoodads\trees\elwynntreecanopy03.m2
world\azeroth\elwynn\passivedoodads\trees\elwynntreecanopy04.m2

world\azeroth\redridge\passivedoodads\rowboat\rowboat01.m2
world\generic\human\passive doodads\cargonets\deadminecargonet01.m2
world\generic\human\passive doodads\cargonets\deadminecargonet02.m2
world\generic\human\passive doodads\cargonetboxes\deadminecargonetboxes.m2
world\generic\human\passive doodads\ropes\cavekoboldropecoil.m2
world\generic\passivedoodads\barrel\barrel01.m2
world\wmo\azeroth\buildings\human_farm\farm.wmo

world\azeroth\redridge\passivedoodads\docks\redridgedocks01.m2
world\azeroth\redridge\passivedoodads\docks\redridgedocks02.m2
world\azeroth\redridge\passivedoodads\docks\redridgedocks03.m2
world\wmo\azeroth\buildings\magetower\magetower.wmo
world\azeroth\elwynn\buildings\humanwatchtower\humanwatchtower.m2
world\wmo\azeroth\buildings\intactprisontower\imtactprisontower.wmo

See it's just paths on their own lines with no comments or other data.

2
Noggit / Re: [Question] - Importing models from WMV, not working.
« on: April 12, 2017, 02:48:31 pm »
Hiya Steff,

Cheers for the reply. I'm working on 3.3.5a, not messing with any retroporting at all at this point.
The draenei bridge was from TBC and loads fine if done through an otherwise empty import.txt - it's only when it's trying to pick the path out from the WMV log.

3
Noggit / Re: [Question] - Importing models from WMV, not working.
« on: April 02, 2017, 03:40:05 pm »
Just pushing this up again.
I'm trying on a brand new freshly built PC and still no joy. Noggit's crashing when I try to "paste" models in.

Code: [Select]
1 - (Noggit.cpp:489): Noggit Studio - 3.0
1 - (Noggit.cpp:290): Using config file.
2 - (Noggit.cpp:498): Game path: D:\WoWModding\Client335aNoggit\
2 - (Noggit.cpp:502): Project path: D:\WoWModding\Projects\Dave's test\patch\
2 - (Noggit.cpp:335): Locale: enUS
12 - (MPQ.cpp:47): [Debug] Opened archive D:\WoWModding\Client335aNoggit\Data/common.MPQ
19 - (MPQ.cpp:47): [Debug] Opened archive D:\WoWModding\Client335aNoggit\Data/common-2.MPQ
21 - (MPQ.cpp:47): [Debug] Opened archive D:\WoWModding\Client335aNoggit\Data/expansion.MPQ
24 - (MPQ.cpp:47): [Debug] Opened archive D:\WoWModding\Client335aNoggit\Data/lichking.MPQ
29 - (MPQ.cpp:47): [Debug] Opened archive D:\WoWModding\Client335aNoggit\Data/patch.MPQ
30 - (MPQ.cpp:47): [Debug] Opened archive D:\WoWModding\Client335aNoggit\Data/patch-2.MPQ
31 - (MPQ.cpp:47): [Debug] Opened archive D:\WoWModding\Client335aNoggit\Data/patch-3.MPQ
32 - (MPQ.cpp:47): [Debug] Opened archive D:\WoWModding\Client335aNoggit\Data/enUS/locale-enUS.MPQ
32 - (MPQ.cpp:47): [Debug] Opened archive D:\WoWModding\Client335aNoggit\Data/enUS/expansion-locale-enUS.MPQ
32 - (MPQ.cpp:47): [Debug] Opened archive D:\WoWModding\Client335aNoggit\Data/enUS/lichking-locale-enUS.MPQ
33 - (MPQ.cpp:47): [Debug] Opened archive D:\WoWModding\Client335aNoggit\Data/enUS/patch-enUS.MPQ
33 - (MPQ.cpp:47): [Debug] Opened archive D:\WoWModding\Client335aNoggit\Data/enUS/patch-enUS-2.MPQ
33 - (MPQ.cpp:47): [Debug] Opened archive D:\WoWModding\Client335aNoggit\Data/enUS/patch-enUS-3.MPQ
691 - (MPQ.cpp:87): [Debug] Completed listfile loading.
691 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClient\AreaTable.dbc"
691 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClient\Map.dbc"
691 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClient\LoadingScreens.dbc"
692 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClient\Light.dbc"
692 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClient\LightParams.dbc"
692 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClient\LightSkybox.dbc"
697 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClient\LightIntBand.dbc"
699 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClient\LightFloatBand.dbc"
700 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClient\GroundEffectDoodad.dbc"
702 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClient\GroundEffectTexture.dbc"
703 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClient\LiquidType.dbc"
1013 - (Video.cpp:152): [Debug] GL: Version: 4.5.0 NVIDIA 376.53
1014 - (Video.cpp:153): [Debug] GL: Vendor: NVIDIA Corporation
1014 - (Video.cpp:154): [Debug] GL: Renderer: GeForce GTX 950/PCIe/SSE2
1018 - (Noggit.cpp:522): [Debug] Creating Menu
1026 - (World.cpp:186): World 451: development has no WDT file!
1029 - (World.cpp:186): World 582: Transport176244 has no WDT file!
1030 - (World.cpp:186): World 584: Transport176231 has no WDT file!
1030 - (World.cpp:186): World 586: Transport181645 has no WDT file!
1030 - (World.cpp:186): World 587: Transport177233 has no WDT file!
1030 - (World.cpp:186): World 588: Transport176310 has no WDT file!
1030 - (World.cpp:186): World 589: Transport175080 has no WDT file!
1030 - (World.cpp:186): World 590: Transport176495 has no WDT file!
1030 - (World.cpp:186): World 591: Transport164871 has no WDT file!
1030 - (World.cpp:186): World 592: Transport186238 has no WDT file!
1030 - (World.cpp:186): World 593: Transport20808 has no WDT file!
1030 - (World.cpp:186): World 594: Transport187038 has no WDT file!
1030 - (World.cpp:186): World 596: Transport187263 has no WDT file!
1031 - (World.cpp:186): World 610: Transport_Tirisfal _Vengeance_Landing has no WDT file!
1031 - (World.cpp:186): World 612: Transport_Menethil_Valgarde has no WDT file!
1031 - (World.cpp:186): World 613: Transport_Orgrimmar_Warsong_Hold has no WDT file!
1031 - (World.cpp:186): World 614: Transport_Stormwind_Valiance_Keep has no WDT file!
1032 - (World.cpp:186): World 620: Transport_Moa'ki_Unu'pe has no WDT file!
1032 - (World.cpp:186): World 621: Transport_Moa'ki_Kamagua has no WDT file!
1032 - (World.cpp:186): World 622: Transport192241 has no WDT file!
1032 - (World.cpp:186): World 623: Transport192242 has no WDT file!
1032 - (World.cpp:186): World 641: Transport_AllianceAirshipBG has no WDT file!
1032 - (World.cpp:186): World 642: Transport_HordeAirshipBG has no WDT file!
1032 - (World.cpp:186): World 647: Transport_Orgrimmar_to_Thunderbluff has no WDT file!
1033 - (World.cpp:186): World 672: Transport197347 has no WDT file!
1033 - (World.cpp:186): World 673: Transport197348 has no WDT file!
1033 - (World.cpp:186): World 712: Transport197349 has no WDT file!
1033 - (World.cpp:186): World 713: Transport197350 has no WDT file!
1033 - (World.cpp:186): World 718: Transport201834 has no WDT file!
1063 - (Noggit.cpp:525): [Debug] Entering Main Loop
1065 - (Video.cpp:83): [Debug] resize(1280, 720);
2820 - (World.cpp:272): [Debug] Loading world "DavesTest".
2852 - (World.cpp:296): [Error] file "World\Maps\DavesTest\DavesTest.wdl" does not exist.
5259 - (World.cpp:548): [Error] Error in reading low res terrain. MAOF not found.
5288 - (MapTile.cpp:56): Opening tile 63, 63 ("World\Maps\DavesTest\DavesTest_63_63.adt") from disk.
5320 - (MapTile.cpp:304): [Debug] Done loading tile 63,63.
5320 - (Model.cpp:88): [Debug] Unloading model "interface\glues\models\ui_dwarf\ui_dwarf.m2".
18042 - (WMO.cpp:56): [Error] Error loading WMO "14:34:12: loading wmo world\wmo\outland\draenibuildings\draenei_bridge01.wmo".
20176 - (errorHandling.h:64): [Error] There was an exception of type "SIGSEGV"
"Invalid storage access; most frequently caused by attempting to store some value in an object pointed to by a bad pointer. (Segment violation.)".
Please excuse the inconvenience. You may want to report this error including the log to the developers.

20177 - (StackWalker.cpp:1133): [Error] OS-Version: 6.2.9200 () 0x100-0x1
20251 - (StackWalker.cpp:1133): [Error] 00418D2C (noggit_3.1222): (filename not available): (function-name not available)
20251 - (StackWalker.cpp:1133): [Error] 003DE62B (noggit_3.1222): (filename not available): (function-name not available)
20251 - (StackWalker.cpp:1133): [Error] 77AF062D (ucrtbase): (filename not available): _libm_sse2_tan
20251 - (StackWalker.cpp:1133): [Error] 00421736 (noggit_3.1222): (filename not available): (function-name not available)
20251 - (StackWalker.cpp:1133): [Error] 760B62C4 (KERNEL32): (filename not available): BaseThreadInitThunk
20251 - (StackWalker.cpp:1133): [Error] 77D30FD9 (ntdll): (filename not available): RtlSubscribeWnfStateChangeNotification
20251 - (StackWalker.cpp:1133): [Error] 77D30FA4 (ntdll): (filename not available): RtlSubscribeWnfStateChangeNotification

/E: Curiously, when I copied the path from the WMV log into a separate txt file in Noggit's root directory, it has absolutely no problem reading from that, and I can spawn all the objects I want if I copy the path over manually.

4
Noggit / Re: [Question] - Importing models from WMV, not working.
« on: January 04, 2017, 12:38:33 pm »
Yo Amaroth, cheers for the reply!

I'm not using the import file, though I've been fiddling and can't even seem to get that working.
When loading from WMV, it's showing the path in the bottom panel of Noggit, but nothing is happening when I'm pressing anything to do with ctrl-v, shift-v, alt-v, v.... etc.

Totally stumped. The log doesn't give me a great idea of where to look, it's just saying it can't load the model.

5
Noggit / [Question] - Importing models from WMV, not working.
« on: January 04, 2017, 04:49:07 am »
Ahoy!
Long time lurker of the forums. Just recently thought I'd get back into messing with this kind of stuff after a long break.

I've downloaded the tutorial toolset, but unfortunately for some reason the Noggit bundled with that doesn't work.
Thankfully, v3.1222 works fine - so I've been going off that.

Now, when it comes to adding models with Noggit; it seems to be freaking out somewhere. It's getting the model path and everything, but won't load it. Anybody have any ideas? :/

Log file: http://pastebin.com/2hjzrT8u

-

Thank you very much for your time, it's probably something obvious that I missed. :)

Dave

6
Noggit / Re: Startup crashes
« on: June 20, 2014, 02:01:05 am »
Heyo guys, just saying I'm still having issues here. :)
Consider this a 'bump' post of sorts.

7
Noggit / Re: Startup crashes
« on: June 11, 2014, 09:38:41 pm »
Cheers buddy, hopefully we can sort this out painlessly. n_n

8
Noggit / Re: Startup crashes
« on: June 09, 2014, 05:50:23 pm »
Could you sort out the "official" download then Steff?
I got this one off a mirror someone posted on the thread, since your link on the first post no longer works.

Cheers.

9
Noggit / Re: Startup crashes
« on: June 09, 2014, 12:24:10 am »
The program is crashing before it even starts to do anything - there is no log file, just a memory reference
( http://prntscr.com/3q954m )
Here is the config file though.
( http://pastebin.com/tnCwj7M4 )

/E: 1.2 works perfectly fine - no problems with that at all since sorting out the folder permissions. This is for 1.3

10
Noggit / Re: Startup crashes
« on: June 08, 2014, 04:16:36 pm »
Could you mirror your launcher for me please? I've just noticed that the wow I got off a torrent just came with wow.exe - I did try running that to the login screen a few times, but there's no harm in giving the launcher a go. :)

/E: Never mind, forgot there should be one in wow-base.MPQ. n_n
//E: Extracted the launcher, let it download the new launcher and some "updated tools" (looked like it only downloaded the fall of the lich king cinematic) and closed it when it began patching to 4.0.0 - ran SDL 1.3 and still no change. :/

11
Noggit / Re: Startup crashes
« on: June 08, 2014, 03:20:50 pm »
Awesome, 1.2 works fine now, cheers.
Any idea why 1.3 is complaining? Still no change on that after fixing the folder permissions. :)

12
Noggit / Re: Startup crashes
« on: June 06, 2014, 08:26:12 pm »
Both Noggits are fresh from the forums - 1.2 from the tutorial pack and 1.3 from the thread. Only thing I've done is change the config to point it at my client, which looks like it worked fine since it's loading SOME files.

Ideally I'd like to use SDL 1.3 but since it won't even start, I have no logs to tell me why it's being moody.

/E: Oh, and the DBCs it's saying it's having problems with are actually there: http://prntscr.com/3q9p32
So it's not like they don't exist or anything.

13
Noggit / Startup crashes
« on: June 06, 2014, 07:47:52 pm »
Hey guys,

I've been a bit of an off/on hobbyist for a while. Recently reinstalled Windows from scratch on the exact same system with no new hardware or anything. Noggit used to run perfectly fine on the previous version. The only change is I'm using Windows 7 64-bit now as opposed to 32 previously (I don't know why, but the computer had a 32 bit OS installed despite having hardware to support 64.)

My log from SDL 1.2 is here: ( http://pastie.org/9265202 )

and SDL 1.3 won't start at all. ( http://prntscr.com/3q954m )

Cheers,
Dave

14
Level Design / Re: Lich king ADTs in cataclysm?
« on: June 15, 2012, 06:45:40 pm »
Nah, I'm using Steff's Custommap1 as a base. Just about to test it out on the cata client now. :}

15
Level Design / Re: Lich king ADTs in cataclysm?
« on: June 15, 2012, 05:29:06 pm »
That could be useful in future. Thanks! My question about WDTs still stands - do they need some form of conversion or would they work just fine? Gonna do a bit of experimenting later.

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