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Messages - hinur

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16
Tutorials / Re: [TUTORIAL] Injecting Alphamaps
« on: January 20, 2016, 07:02:23 pm »
Quote from: "larrylaffer"
Quote from: "hinur"
Quote from: "Jøk3r"
Alhpamaps. Heightmaps are not possible afaik at the moment

In the tutorial, there are 4 layers, but in FuTa, when i extract the alphamaps there is only 3. Is this a problem. Which layer is which?

The first layer is the "base texture" of every chunk. This one doenst have alphamap, is the entire chunk painted in that texture. The 3 layers extracted by FuTa (or by any program that injects alphamaps) are the second, third and fourt texture of the chunk, wich have alphamaps, an are painted over the base texture

thanks :)

17
Tutorials / Re: [TUTORIAL] Injecting Alphamaps
« on: January 18, 2016, 08:31:38 pm »
Quote from: "Jøk3r"
Alhpamaps. Heightmaps are not possible afaik at the moment

In the tutorial, there are 4 layers, but in FuTa, when i extract the alphamaps there is only 3. Is this a problem. Which layer is which?

18
Tutorials / Re: [TUTORIAL] Injecting Alphamaps
« on: January 17, 2016, 11:28:03 pm »
Quote from: "Jøk3r"
Try out Futa for importing/ exporting. It can be found here on the forum.

With that, do I export the alphamap and edit it from there? Or do I extract the heightmap?

19
Tutorials / Re: [TUTORIAL] Injecting Alphamaps
« on: January 17, 2016, 03:35:00 pm »
Hi!

I followed your tutorial but when I try and extract the ADT file to png, nothing happens. Does anyone know how to fix this? (If needed, i can provide my ADT files)

20
Level Design / Re: [QUESTION] Sculpting Mountains in noggit
« on: December 31, 2015, 05:34:17 pm »
Thanks for help guys, Figured out how to somewhat do it and I'm now creating a zone. :)

Here are a a pic:
[attachment=0:3oe4xyxl]Thalanor Mountains.png[/attachment:3oe4xyxl]

Note: Gaps between rocks are a bit big, filling those in later

21
Level Design / [QUESTION] Sculpting Mountains in noggit
« on: December 29, 2015, 06:21:21 pm »
Hello modders,

I was exploring the new broken isles continent on the legion sandbox when I came across the hills and mountains in the zone stormheim. I thought these would be good for one of the zones I am making in noggit, 3 hours of trying later I still could not figure out how you do it. I was wondering if anyone could help my out on how I sculpt these mountains in noggit. Below are some pics of what I'm aiming for.

[attachment=2:1ty0zh6m]WoWScrnShot_122915_164559.jpg[/attachment:1ty0zh6m]
[attachment=1:1ty0zh6m]WoWScrnShot_122915_164548.jpg[/attachment:1ty0zh6m]
[attachment=0:1ty0zh6m]WoWScrnShot_122915_164608.jpg[/attachment:1ty0zh6m]

22
Development and Presentation / Re: [WotLk] [Project] Wow Thalanor
« on: December 23, 2015, 11:53:31 am »
Quote from: "Skarn"
One of your continents is named Ilthanriel which is really close to Ilthaniel, the one from project Maruum. ;)

Didn't notice that, I'll be sure to change it though I am a bit busy now. Thanks for pointing it out. : )

Quote from: "Amaroth"
Well, custom lore and locations and such things are always great thing to experience if they are made properly. Thumbs up for that.

About your zone, I have just one little issue - it seems to be huge. I don't know how many ADTs should that zone contain but you may end up finding how damn long development of zone in Noggit can take, expecially if it is done with lots of details. I also don't know how many people will be working on zone, just make sure that you can make something lke that real.

I get what you mean, I'm not planning on releasing any time soon. This project is a hobbie as well as a project which means I will take my time doing it, I aim to get the Vashgalar continent finished in 2-4 months. And the whole world completed in around 8-10 months but it depends on how much spare time I have on my hands. If I find I'm overwhelmed I'll possibly recruit people who are looking for map editor jobs but  until then I'll do it by myself.

23
Development and Presentation / [WotLk] [Project] Wow Thalanor
« on: December 22, 2015, 10:36:31 pm »


Hello Modders,

I have recently started a new wow project, this is based on books what I wrote a long time ago. I will not be using anything to do with wow, apart from the core game files, its a new game.  so far I've created the lore, started work on world building and the website as well. Below shows what to be expected of the expansion:

The Map:


What will be expected in this expansion:
- Levels 1-30
- And new, in depth lore
- A new world of 7 massively large areas
- On release 5 dungeons and 1 raid
- Player housing
- And constant updated which will up the level cap and will add more zones, dungeons, raids, etc

What will be on the website:
- A bugtracker (send description of a bug and I'll fix it)
- A suggestions board (suggest what you want added and the best idea will be put into the game)
- A House of the month (House which looks the coolest will earn prices)

Until the next update, tell me what you think of it. Hopefully I will have some screenshots of the world and maybe a video.

24
Level Design / Re: Question about texturing
« on: December 20, 2015, 01:04:44 am »
this could be because of the amount of textures in that tile, if you have more than 4, it will not allow you to do any more. Check by going into the paint tool and control clicking on the tile where you can't put the texture.

25
Level Design / Re: [WIP] World of Warcraft Thalanor expansion: Starwind val
« on: December 19, 2015, 01:32:14 pm »
Thanks for the help everyone! I'll make sure to make these changes, I will make an update soon.  :D

26
Level Design / [WIP] World of Warcraft Thalanor expansion: Starwind valley
« on: December 18, 2015, 09:19:33 pm »
Hello modders!

This is just a post showing of a zone I am making for a custom expansion "World of Warcraft: Thalanor". It is the starting zone for the continent, the name is Starwind Valley. I was wondering if I could get any feedback on this because it's my first time continent making and texturing (I'm normally a coder). Below is some pics of the zone ingame:










Also, wondering if my expansion should start from level 1 in this zone, or go from 80-85, any feedback on that would also be much appreciated! :)

NOTE: Have not added ground effects yet.

EDIT: Finished poll, continent will start at level 1. Thanks for the support guys

27
Serverside Modding / [HELP] Player Housing
« on: December 15, 2015, 12:07:17 am »
Hey modders,

Wondering what i would need to do to get player housing working on my arcemu server, the idea is that you buy a house from a sign in my custom city, then if you have bought it you can teleport to that house. What I was thinking is that I would need to add a table like Playerhousing_housing into the database so that if anyone else buys the same plot it will say that you need to wait until he sells the plot first. But I have no idea on how you would do such a thing :(

Help would be much appreciated :)

28
Tutorials / Re: [TUTORIAL] Creating a shell of a class!
« on: November 21, 2015, 10:15:11 pm »
Quote from: "Ascathos"
You access TrinityCore.sln by making it.

EDIT: ArcEmu is not entirely different. The base concept is the same for every core archetype.

if you mean by compiling the server from scratch, then I wouldn't have it then. (I got the server as a repack)

29
Tutorials / Re: [TUTORIAL] Creating a shell of a class!
« on: November 21, 2015, 06:39:14 pm »
I'm new to this type of thing and I was wondering were you find and how I access world.sln?

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