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Messages - samgartell

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16
Texturing and 2D Art / Re: Recreating Gilneas in Unreal Engine
« on: July 13, 2015, 01:44:08 pm »
You seriously need to share some pictures man! Crazy interested in seeing this. Some WIP shots would really be great!

How'd you go about the textures in the end aha?

17
Texturing and 2D Art / Re: Recreating Gilneas in Unreal Engine
« on: July 12, 2015, 05:03:25 pm »
Quote from: "xeriae"
http://modcraft.io/viewtopic.php?f=22&t=4873
Hey there! My tutorial doesn't cover how to do what he's asking. I'm not 100% what he's asking but I definitely didn't cover porting existing Terrain in there.

@XodusArt2, each ADT as far as I know uses it's own texture coordinates via alphamaps embedded into it, so you'd have to somehow combine every single one (TextureAtlas? :s) for each texture layer, and linear interpolate the textures into a single diffuse but the amount of files needed for this (up to 4 for each ADT) would absolutely kill Unreal in most cases.

I'm gonna be a bit of a dream breaker here but Unreal tends to just be awful for these kinda things, so it's gonna be a lot more effort than exporting the heightmap as one huge file and just importing it to one Terrain/Landscape node.

The best way I've found so far to do these kinda things (Not recommended, Unreal is reaaaally only meant for small maps/Arenas) is to export each ADT as it's own mesh, then do what I said above but instance each ADT's material using texture params and a master material. But even then, you're left with little flexibility, but far more than using one piece of terrain (Because even UDK only supports 12 (?) texture samples per node) and you're also given much more LOD functionality with Meshes, so you can theoretically have a bigger map with less performance impact, AND the ability to paint vertexes, which is actually VERY important for a map like Gilneas, practically every mountain is vertex shaded.

Probably not what you wanted to hear, and if you can find a better way, please share, I've ran into these issues before (Converting Gilneas to UDK, coincidentally) and ended up just realising that WoW's file formats, especially ADT, are so proprietary and optimised for WoW's engine, converting them on a massive scale is just not practical.
 
Sorry for the text wall and good luck! ^^

18
No worries, just let us know if you fix it and mark as solved if you do, preferably with how you fixed it for other people! ^^

19
I hate just quoting a link and telling you to use the search function but you really could've saved yourself the time.
viewtopic.php?f=12&t=2971

Quote
Ascathos wrote:
This is one of the more hairy topics to approach. However, I have a failsafe way to handle it. Basically, each chunk can contain 4 textures (each on a layer), which each can have a specific applied groundeffect ID. The ID is further defined within the .dbc, however, this is not important. The most important thing is simple; Wow tries to visual a groundeffect for a texture that is not existing. On a chunk with 3 layers, but 4 ground effects noted, it is bound to lead to a "false", leading to a crash.
A simple fix is easy; simply use the texture painter, apply some texture, set it to some size but the lowest speed and apply it onto the adt, until every chunk has 4 layers. The crashes stop.
Another possibility is to remove all the groundeffects IDs (MCLY) for every chunk, or even specific chunks, to avoid the problem. Refer to the 010 Editor for that.
The last one is to completely change the groundeffects according to needs. Either by hex, or getting a tool (post it once you have it.)

Refer to this section, basically make sure each Chunk of your ADT has 4 textures, sounds like you're editing Blizz ADT's and this happens almost always, if not -Always- so just check all your Chunks, then open up the texture painter, set opacity and pressure to 0 or closest and paint over the whole ADT until each chunk has 4 textures.
It won't effect your edit's as long as you make sure your brush settings are fine, but as always keep backups and recognise this isn't a permanent fix, and can cause problems later so plan around them and again, backup!
Good luck on fixing your problem and promise to check out that link I put at the top!

20
Resources and Tools / Re: [TOOL] Machinima Studio Trial Extender
« on: February 27, 2015, 04:09:11 pm »
Ah really? I'll throw a link at the end to the purchase page to encourage people to support it then! Must've been fed false information.

21
Resources and Tools / [TOOL] Machinima Studio Trial Extender
« on: February 11, 2015, 06:53:10 pm »
Hey! Just dropping a simple tool to reset the trial period on Machinima Studio - Honestly I don't know if this exists elsewhere or if there's an easier way to do it, because reinstalling and repairing did nothing for me and never has.

What this does:

- Extends the trial or resets it if it's already finished.

What this doesn't do:

- Activate the software
- Remove any wait times etc

If this goes against any rules of the forum, feel free to remove this thread, I made this for personal use anyway.
I've reset the trial twice with this, but if it doesn't work for anyone, send me the log (If it throws an exception), and I'll look over it.

As with most tools like this, the software edits registry, and therefore I can't promise it won't set off a false positive on virus software.

To manually reset the registry key, Open Regedit, navigate to "SoftwareBCMachinimaStudio" and remove "feedbackUrl"

Support the creators of Machinima Studio by purchasing a copy!

VirusTotal Scans

Download Mirror

22
I've only really experimented and got a custom Class working, but the same general idea follows. Looking at your code, doesn't look like you updated the Faction mask? At least you haven't changed the Alliance one, so assuming you want it Alliance, I'd say add it to that. I'll try get them working tonight, and let you know what changes I made. ^^

23
Noggit / Re: cant export/import blizzard water from map 37
« on: April 18, 2014, 06:54:24 pm »
Quote from: "Lawes"
i export the Blizzard water from map 37 then i import that water to my custom map 37
(.tele 67 if u dont know the map)

and now, when i try to make a new water with allwater.exe, i have wowerror ingame

wtf

You need to give more details and the error messages you're experiencing.

1. What are you trying to do?

2. What errors are you receiving? (Attempt to be verbose, for a proper diagnosis. I suggest Pastebin.com)

Once you've answered those, people might be able to hazard an educated guess at the very least, but you haven't given them the information to do so.

24
Modelling and Animation / Re: [QUESTION]Blizzlike Loginscreen
« on: April 14, 2014, 11:30:08 am »
Hey there, not 100% but I'm fairly sure most animations in WoW are done through actually animating the model, not the texture.

Take a look at the skyboxes that already exist in WoW, the model itself rotates etc. As for particles there's probably a tool for that around here, I can't look it up right now, but if you give it a search you might find something.

25
What XxXGenesisXxX said is correct, you need to re-extract the Vmaps from your client and put those in your server, rather than the defaults that usually come with repacks/Unmodified clients.

26
Miscellaneous / Re: Deepholm Golems not working
« on: July 13, 2013, 02:35:46 am »
Quote from: "Nupper"
According to Retail version and this i have all the textures.
it looks the same in-game

In-Game in MoP/Cata? Unlikely. What does this tell you? It's probably a version issue, I took a look myself, and it's using billboards (planes that always face the camera,) the way these are handled in Cataclysm/MoP is different to WotLK. Assuming you are actually using 3.3.5a, otherwise, the fact that the billboards are white (Or green in-game) indicates missing textures. If the texture was there, it'd at the very least inherit the colour of the diffuse. So Steff and Schlumpf are most likely correct.

27
Quote from: "schlumpf"
Quote from: "samgartell"
Perhaps using the default ocean shader with a plain blue texture is the way to go for the closest effect.
Most people do that.

I've just tried it, getting some strange artifacts on that too.


Going to try a blue caustic sequence with as little possible contrast, and see if it creates a nicer effect.

Is there any way to get the shader to render a bump/normal map sequence along with a diffuse?

Quote from: "Gurluas"
It tends to look more like glass. I wish there was a way to port the data we need from the Cata Alpha, they're still pretty similar.

That's true, but it's a big improvement over the water we have now, with a normal map running over the diffuse, it'd look like cataclysm water even more-so.

28
Tutorials / Re: [TUTORIAL] Change Login Screen For a Picture
« on: July 12, 2013, 01:33:35 pm »
Quote from: "Shadowjesper1"
You possible don't support this.

But can you update small steps (notes) of if this was Cata?

I tried to make this work on Cata, but I got no idea of the names.

 :lol:

I can't, no. This tutorial is a very weak way to go about this.

Quote from: "mambo"
Can you reupload some downloads please, do not work anymore.

1."But, this leaves unwanted effects like snow, the skybowl, and the dragon, we don't want that. So I've done those textures already, making them completely transparent, meaning they won't show up, download them here: DOWNLOAD... Extract them from the ZIP, and put ALL the folders inside "Tut", inside the root of the MPQ."

2. "(My MPQ so you can take a look around and edit it to how you want:  DOWNLOAD)"

I can't reupload because I don't actually have these files anymore. Rather than following this tutorial, try this one viewtopic.php?f=20&p=10578#p10578
Mordred covers how to do things properly, rather than this way (which two years ago, didn't seem so bad to me.) because honestly, it's awful.

29
Quote from: "schlumpf"
ProceduralDepth textures not being a file is the whole idea behind _procedural_ shaders. They are generated on the fly. That's also the problem when trying to use them in 3.3.5a since triggering generating these correctly is not trivial, to my knowledge. The visual artifacts may just be a bug in the shader itself.
I'm impressed you got that far.

Ah, that's slightly disappointing, Thanks. And thank you?

Perhaps using the default ocean shader with a plain blue texture is the way to go for the closest effect. I'll make a few more attempts to improve on it, maybe look into WoW's shaders more. Would be nice to recreate the vertex animation and shoreline effect eventually. But right now it all seems like a headache waiting to happen.

30
I'm trying to use the Basic Procedural Water row in LiquidType.dbc to replicate Cata styled water, but I'm getting strange artifacts such as this:


Not only is it creating the purple/white/pink colours, it's basically killing antialiasing around terrain, not sure if that's a normal thing, but the bright colours and the compressed look of the water isn't.

I assume the compressed look is being caused by the water texture being 256*256 so stretching is occurring.

In the attachment is the original PNG, the BLP and LiquidType.dbc. Presumably somebody who understands it more can tell me where it's going wrong, or more likely, where I'm going wrong.

EDIT: Another question, which column does it inherit the specular map from? Column 16 seems most likely, but column 16 refers to ProceduralDepth textures, and I'm not even sure where they're stored, they don't include a filepath, are they stored in-engine?

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