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Showoff - what you are working on / Re: [SHOWOFF] [WIP] Nerubian Raid
« on: July 11, 2013, 04:58:13 pm »
Looks really good man, nice work.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 31
Showoff - what you are working on / Re: [SHOWOFF] [WIP] Nerubian Raid« on: July 11, 2013, 04:58:13 pm »
Looks really good man, nice work.
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Modelling and Animation / Re: [Question] How to Convert« on: July 10, 2013, 10:59:10 pm »Quote from: "Cronic" I've searched on google for hours and i couldn't find anything about how to convert obj to m2 with skins is there any guide or program for it and i remember a program something to do with a picture of a cow? Based on the Cow, I assume you're talking about this viewtopic.php?f=59&t=838 33
Showoff - what you are working on / Re: [Zone Edit] Venomweb Vale and Scarlet Monastery« on: July 10, 2013, 06:11:10 pm »Quote from: "raeef" nice work man Thank you, haha ^^ 34
Development and Presentation / Re: [PROJECT] WoW Factor - a server and client wow facsimil« on: July 10, 2013, 06:09:11 pm »Quote from: "relaxok" Does the current FBX SDK allow you to populate and export as FBX datastructures? I recall looking at it a couple years ago and it wasn't clear to me that it allowed that... the SDK seemed more for importing FBXes. I'm not sure it definitely can after skimming through the FBX SDK 2013 documentation. But it does look like it can. Perhaps a terrain node using WoW's heightmaps and then manually painting the textures on would be simpler to do. 35
Showoff - what you are working on / [Zone Edit] Venomweb Vale and Scarlet Monastery« on: July 08, 2013, 04:05:43 pm »
Just a quick edit to the area around the Scarlet Monastery, to make it a bit more sinister, with a name like "Venomweb Vale", I imagine it should differ slightly from the surrounding area. It's my first build, and it went well as far as my standards go. Need to scale the trees, add more foliage and clean up the textures.
*Ignore floating hanged bodies, totally didn't notice them in Noggit 36
Resources and Tools / Re: [TOOL] [Viewer] Wow Modelviewer 3.x (Modit)« on: July 07, 2013, 10:02:38 pm »
The attachment works fine.
Is there any real documentation on this tool? It isn't too obvious how editing bones/attachment points actually works. 37
Tutorials / Re: [FULL GUIDE] WoW to UDK« on: June 24, 2013, 03:30:31 pm »Quote from: "Elinora" the shader in UDK alone, made the scene more fantastic, this guide is what I always wanted, and I thank you forever for it <3 <3 No problem 38
Miscellaneous / Re: Wings« on: June 23, 2013, 02:30:34 pm »Quote from: "Nupper"
Ok, what I meant was, what are you actually doing? Porting the model to 3.3.5a? I'm not understanding what you're doing, so I don't know where you could have gone wrong/missed something 39
Miscellaneous / Re: Wings« on: June 22, 2013, 11:17:02 pm »Quote from: "Nupper"
I downloaded MoP, and the textures seem fine, what exactly are you changing? 40
Tutorials / Re: [FULL GUIDE] WoW to UDK« on: June 22, 2013, 05:05:51 pm »Quote from: "axel0099" so with this tut i can add lights to my zone etc? No, this is essentially making your own game, but using WoW assets such as models, textures etc. You can't use this as a tool for adding anything to WoW, it's a game engine 41
Miscellaneous / Re: Wings« on: June 20, 2013, 06:15:45 pm »Quote from: "Nupper" CreatureRedDrakeMountRedDrakeMountRed3.blp I don't actually have anything past 3.3.5a, I'll start downloading MOP. If you could convert the textures to PNG and put them on imgur to speed up the process, that'd be great. Thanks. 42
Miscellaneous / Re: Wings« on: June 20, 2013, 05:20:56 pm »
Looks like either the alpha on the texture is playing up, or the UV isn't aligning on the model. Probably the latter.
If you're just changing textures, could you show both the original and the one you're using in the swap? (Just give me the original treepaths, or upload them as images to imgur) 43
Development and Presentation / Re: Transitioning Project« on: June 20, 2013, 03:30:51 pm »
It'd be really cool if you used world objects to help the transition, for example the way the Bulwark separates Tirisfall and the Plaguelands. It's great for aesthetics and really writes a story about the area making it special Great work so far, love to see more. ^^
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Development and Presentation / [SHOWOFF][UDK] WoW with TF2 Game Modes« on: June 20, 2013, 02:57:21 pm »
After screwing about with WoW assets I decided to make something with them, and came up with a few of Team Fortress 2's game modes, King of the Hill (Capture the point) and Payload.
They're done entirely in kismet and matinee with a custom gametype made in unrealcode extended from UTTeamGame for any people who use UDK and would like to know. Screenshots: (Control Point) 45
Level Design / Re: [QUESTION] Crash when I go to my area in WoW.« on: June 19, 2013, 08:39:47 am »
Error 132 is extremely vague, and means there's corrupt data somewhere on your map, if I'm remembering correctly.
As I'm not a Noggit dev, I can't actually give you a full diagnostic. Here's a thread about the same problem, check out the options to fix the error that the people provide there: viewtopic.php?f=12&t=1446 |