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Messages - madguy

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1
It does feel a bit flat, but the atmosphere is amazing

2
Showoff - what you are working on / Re: [SHOWOFF] Expanded Gadgetzan
« on: July 16, 2017, 12:46:07 am »
This needs a lot more detail in the streets (crates, vendors, tents, etc etc) but you have a super solid basis, would love to see more

3
This is very much the early days of a project I started working on yesterday, the idea is to create a pirate / smuggler harbor inside a jungle.

The map itself is decently big, but I only "finished" this part so far.










4
Noggit / Re: [Release] Noggit SDL 3.1021 BETA
« on: July 04, 2016, 03:03:09 pm »
Quote from: "Syama108"
2 major changes for the future would be added light in editor and ground effects :D

Agreed, I have no idea if that is even possible, but that would really be amazing and helpful to gather as many tools as possible simply in Noggit, i'd certainly love that.

Great job on the release though, keep up the awesome work :) can't wait to try this one out :D

5
It is honestly personnal preference here, as much as I understand Harry's point of view, I can also relate to the moderator's attitude.
Some users might be confused to see posts like this, as mentionned, but others might be just as confused to see a post randomly deleted. Here, MountainLion provided us with information as to why this post might get deleted.

Now, deciding which is best between "invisible" moderators and their current way of proceding is another debate that should not take place in the Showoff section, nor should create such animosity and reactions. Personally, as long as the job is done - which clearly is the case - I have no problem, and none of you should.

Best regards.

6
Miscellaneous / Re: [QUESTION:WotlK] Follower NPC
« on: August 27, 2015, 01:29:47 pm »
Did you check existing NPC-Used spells? For exemple, i believe near booty bay there are pirate warlocks that summon a voidwalker pet, go check in smart_scripts the spell

7
Showoff - what you are working on / Re: Project Olympus
« on: August 27, 2015, 02:51:58 am »
Has it has already been said, looks a lot like a WIP.

WOD Models are really nice and give a nice feel to the zone, but now try working on M2's (aka little details that would make the places look more realistic and immersive.)

If you don't know what to do, just take inspiration from retail areas.
Try adding crates, supplies, weapons, stuff like that

8
Texturing and 2D Art / Re: Issues with Noggit texturing
« on: August 23, 2015, 10:18:03 pm »
Tried everything, none of the proposed solution worked.

Will probably have to restart everything on a fully created ADT.
I was told to create one to avoid possbile issues, but i'm terrible and didn't manage to x)

Anyways, thanks everyone for trying to help, hopefully this post will help other modders.

9
Texturing and 2D Art / Re: Issues with Noggit texturing
« on: August 23, 2015, 02:52:22 pm »
I will have to try everything you suggested, but thanks a lot to all those who took time to reply and help with this issue, it is much appreciated.


However, I did not understand what you mean by "resave your ADT" (beginner here, much noob), so could you like quickly explain to me how to do this, or send a link to a tutorial?

Anyways, thanks a lot everyone, I'll keep you updated on how things go.

10
Texturing and 2D Art / Re: Issues with Noggit texturing
« on: August 22, 2015, 12:27:57 am »
Quote from: "Valkryst"
[20-June-2015 5:14:07 AM] Skarn: Paint some small circles with proper hardness in the places where chunks cross
[20-June-2015 5:14:19 AM] Skarn: and never change hardness params
[/quote]



Isn't that going to mess up my texturing? I mean it gives me way less freedom if I understood clearly what he's suggesting (i'm french so english isn't flawless :( )

11
Texturing and 2D Art / Re: Issues with Noggit texturing
« on: August 21, 2015, 04:57:49 pm »
Quote from: "Allifeur"
Just save without showing lines in Noggit.  ;)


I did, tried with / without lines in Noggit, doesn't make a difference, same issue ingame :(

12
Texturing and 2D Art / Issues with Noggit texturing
« on: August 21, 2015, 01:55:09 pm »
First of, I wasn't sure where to post this. If this is the wrong section, feel free to let me know and to move this.


Anyways, here is my issue.
When I retexture something with Noggit, two things happen in game (only when I test the patch ingame, this doesn't show on Noggit.)

- The color of the texture may change drastically sometimes.

The very bright part is the same color as the "pathway" on the left, but somehow it shows very differently.
Also as you can see, there are the ugly lines from the chunks that show for some reason.


- The first texture I used on the chunk shows up ingame, thus drawing lines.
(you willl understand better with this screenshot.)



Edit : Another illustration of the random colour changes.
Noggit screenshot



Same screenshot, but ingame


If you know how to fix this, I would gladly hear it ;)

13
The water goes nowhere, so i like to think it's an oasis, i can just rename it River Town though, for even more originality x)


Thanks for the feedback, i am really terrible at shaping so i'm scared about doing this, but yeah i'll have to eventually, cause it really looks sharp and not natural.

For ground effects, i tried to do some, but litteraly failed soooooooo hard at following the tutorial, like it really was a disaster

14
Hello there, i've been working lately (nearly for a day), on this project, i thought i'd share it with you to get some constructive feedback and criticism to help me improve, this is my very first build ever, so please don't be harsh ^^

So i was fooling around and found this cool little place in the mountains, because it was already "sheltered" by the mountains for most of it, i decided to use this as a starting place since i litteraly am the WORST with mountains and such.

I then added some water after struggling for ages to make it right (yeah i'm bad), and then just let my imagination go.

It is also far from being finish, although i kinda nearly finished about 1/3 of it, i decided to wait for some feedback before continuing, just to know what's good and what's not.

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