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Messages - ahkronn

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1
Quote from: "Steff"
Did you creat your DBC entrys for the map?

AreaTable.dbc

Noggit only show the IDs that are belong to your map. If you creat a new there are no IDs.

nop, I didn't (It was my first try, carefully reading a tuturial around here. Maybe I missed that part?)

And yes, It's a new continent.

Back to the search about those areaTable.dbc wonders then.

2
The title kinda says it all.

I created a new continent and got it to work on Noggit3 (haven't yet tried to play it live, but that's not for now)

My problem is that when I try AreaID Paint I am not given any choice (Select AreaID Paint, press X).

All my land seems to be marked as "Duskwood: The Cemetary"

So, what I want to know is, how do I create custom areaID's (areaID & area name ofc) and get it on my new continent?

3
Noggit / [SOLVED] Re: My M2's Noggit 3 problem
« on: May 16, 2012, 02:49:36 pm »
Took me a while to solve this, but all's good now.

I downloaded WMV 0.7.0.1 r128 - Windows 32-bit Edition. It didn't work (wow version not supported error) but I managed to get it to work by messing with the config file.

Now Noggit 3 imports the M2's from the log without a problem

4
Noggit / Re: My M2's Noggit 3 problem
« on: May 15, 2012, 02:54:54 pm »
BTW, Can someone re-upload the WMV file pointed in the "Read First!" thread (last point: You should download this version of ModelViewer that should work.)

Link is dead.

5
Noggit / Re: My M2's Noggit 3 problem
« on: May 15, 2012, 01:39:06 pm »
Quote from: "Steff"
Perhaps the ModelViewer version dont work with noggit. If they changesd the logfile format it can lead to this problems.

Well, WMO's work fine




- here's the log call for an M2:

Code: [Select]
21:05:12: Loading model: WorldKalimdorfelwoodpassivedoodadslampfelwoodlamp01.m2, size: 8256

21:05:12: Loading texture: WORLDKALIMDORFELWOODPASSIVEDOODADSLAMPFELWOODLAMPOST01.BLP
21:05:12: Info: Added WORLDKALIMDORFELWOODPASSIVEDOODADSLAMPFELWOODLAMPOST01.BLP to the TextureList[1].
21:05:12: Loading texture: WORLDGENERICHUMANPASSIVE DOODADSLAMPSGLOWGREEN32.BLP
21:05:12: Info: Added WORLDGENERICHUMANPASSIVE DOODADSLAMPSGLOWGREEN32.BLP to the TextureList[2].
21:05:12: Loading texture: CREATUREFIREELEMENTALGLOWBALL.BLP
21:05:12: Info: Added CREATUREFIREELEMENTALGLOWBALL.BLP to the TextureList[3].
21:05:12: Attach on id 0 slot -1 scale 1.000000 rot 0.000000 pos (0.000000,0.000000,0.000000)
21:05:12: Update model: WorldKalimdorfelwoodpassivedoodadslampfelwoodlamp01.m2




- Here's the call for the wmo:

Code: [Select]
21:05:37: Loading WMO WorldWmokalimdorcollidabledoodadsbarrensexcavationplatformexcavationplatform.wmo
21:05:37: Loading texture: DungeonsTexturesBrianExcavationFinishedwood.Blp
21:05:38: Loading texture: WorldEnvironmentDoodadBadlandsExcavationTextureRev.DanBarriers.Blp




- I just noticed I also have an error there (Last line):

Code: [Select]
21:04:47: Loaded Content TOC: v3.03.00
21:04:47: Compatible Wrath of the Lich King Version Found.
21:04:48: Loaded Content Version: 12340
21:04:48: InitMPQArchives result: Successfully Initialized.
21:04:48: Initializing File Controls...
21:04:49: Loading user skins from 'D:wmvuserSettingsSkins.txt'
21:04:49: User skins D:wmvuserSettingsSkins.txt loaded
21:04:49: Initializing Databases...
21:04:49: Error: Could not open the Item Sparse DB.

and in spoilers, the full log I used:

[spoiler:2nmd5vnr]21:04:43: Starting:
World of Warcraft Model Viewer v0.7.0.4 (Bouncing Baracuda) Windows 32-bit


21:04:43: Initializing Objects...
21:04:43: Creating Anim Control...
21:04:43: Creating Char Control...
21:04:43: Creating Light Control...
21:04:43: Creating Model Control...
21:04:43: Creating Settings Control...
21:04:43: Creating Model Bank Control...
21:04:43: Creating Model Opened...
21:04:43: Creating Model Export Options Control...
21:04:43: Creating OpenGL Canvas...
21:04:43: Initiating OpenGL...
21:04:44: Info: GLEW successfully initiated.

21:04:44: Video Renderer: GeForce 8800 GTS/PCIe/SSE2
21:04:44: Video Vendor: NVIDIA Corporation
21:04:44: Driver Version: 3.3.0
21:04:44: Support wglPixelFormat: true
21:04:44: Support Texture Compression: true
21:04:44: Support Multi-Textures: true
21:04:44: Support Draw Range Elements: true
21:04:44: Support Vertex Buffer Objects: true
21:04:44: Support Point Sprites: true
21:04:44: Support Pixel Shaders: true
21:04:44: Support Vertex Shaders: true
21:04:44: Support GLSL: true
21:04:44: Support Anti-Aliasing: true
21:04:44: Support Pixel Buffer Objects: true
21:04:44: Support Frame Buffer Objects: true
21:04:44: Support Non-Power-of-Two: true
21:04:44: Support Rectangle Textures: true
21:04:44: Support OpenGL 2.0: true
21:04:44: Max Rectangle Texture Size Supported: 8192
21:04:44: Max Texture Size Supported: 8192

21:04:44: Creating OpenGL Canvas...
21:04:44: Initiating OpenGL...
21:04:44: Loading Session settings from: D:wmvuserSettingsConfig.ini

21:04:44: Initializing File Menu...
21:04:44: Initializing GUI Docking.
21:04:44: Setting OpenGL render state...
21:04:44: Max Lights used: 4
21:04:44: Info: GUI Layout loaded from previous session.
21:04:44: WoW Model Viewer successfully loaded!
----

21:04:46: Initializing Archives...
21:04:46: Game Data Path: D:gameswow wotlkData
21:04:46: Use Local Files: true

21:04:46: Opening - CopyenUSpatch-enUS-3.MPQ
21:04:46: Opening - CopyenUSlichking-locale-enUS.MPQ
21:04:46: Opening - CopyenUSpatch-enUS.MPQ
21:04:46: Opening - CopyenUSlocale-enUS.MPQ
21:04:46: Opening - CopyenUSbase-enUS.MPQ
21:04:46: Opening - Copypatch-3.MPQ
21:04:46: Opening - Copypatch-2.MPQ
21:04:46: Opening - Copypatch.MPQ
21:04:46: Opening - Copylichking.MPQ
21:04:46: Opening - Copyexpansion.MPQ
21:04:46: Opening - Copycommon-2.MPQ
21:04:46: Opening - Copycommon.MPQ
21:04:47: Loaded Content TOC: v3.03.00
21:04:47: Compatible Wrath of the Lich King Version Found.
21:04:48: Loaded Content Version: 12340
21:04:48: InitMPQArchives result: Successfully Initialized.
21:04:48: Initializing File Controls...
21:04:49: Loading user skins from 'D:wmvuserSettingsSkins.txt'
21:04:49: User skins D:wmvuserSettingsSkins.txt loaded
21:04:49: Initializing Databases...
21:04:49: Error: Could not open the Item Sparse DB.
21:04:49: Trying to open enUSitems.csv file (for updating locale files)
21:04:49: Finished initiating database files.
21:05:12: Loading model: WorldKalimdorfelwoodpassivedoodadslampfelwoodlamp01.m2, size: 8256

21:05:12: Loading texture: WORLDKALIMDORFELWOODPASSIVEDOODADSLAMPFELWOODLAMPOST01.BLP
21:05:12: Info: Added WORLDKALIMDORFELWOODPASSIVEDOODADSLAMPFELWOODLAMPOST01.BLP to the TextureList[1].
21:05:12: Loading texture: WORLDGENERICHUMANPASSIVE DOODADSLAMPSGLOWGREEN32.BLP
21:05:12: Info: Added WORLDGENERICHUMANPASSIVE DOODADSLAMPSGLOWGREEN32.BLP to the TextureList[2].
21:05:12: Loading texture: CREATUREFIREELEMENTALGLOWBALL.BLP
21:05:12: Info: Added CREATUREFIREELEMENTALGLOWBALL.BLP to the TextureList[3].
21:05:12: Attach on id 0 slot -1 scale 1.000000 rot 0.000000 pos (0.000000,0.000000,0.000000)
21:05:12: Update model: WorldKalimdorfelwoodpassivedoodadslampfelwoodlamp01.m2
21:05:22: Initializing File Controls...
21:05:37: Loading WMO WorldWmokalimdorcollidabledoodadsbarrensexcavationplatformexcavationplatform.wmo
21:05:37: Loading texture: DungeonsTexturesBrianExcavationFinishedwood.Blp
21:05:38: Loading texture: WorldEnvironmentDoodadBadlandsExcavationTextureRev.DanBarriers.Blp[/spoiler:2nmd5vnr]

6
Noggit / Re: Problem with wmo spawn
« on: May 15, 2012, 01:27:45 pm »
Quote from: "Eremis"
The same, again ^^'

PS : It works fine with m2s x_x

My problem is the exact opposite.
I can spawn wmo's but not m2's

7
Noggit / [SOLVED] My M2's Noggit 3 problem
« on: May 15, 2012, 01:26:07 pm »
So, bare with me.
I'm really new at this Noggit thing, so I might be asking something really basic.

My problem is with M2's.
I'm using the latest Noggit 3 and the latest Wow Model Viewer.

I'm able to import WMO's really easily with the "last wmo in MV" option but when I try to use the "last m2 from mv" it does nothing.

I've checked if the model was getting spawned under the terrain and everything, but nothing seems to be there.

What am I doing wrong? I mean, if wmo's can be imported like that, why not M2's?

Thanks for any help on this issue.

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