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Messages - Shelldon
31
« on: November 05, 2014, 10:57:49 pm »
Thank you once again. At last I found some time to do it by self p.s undeads made me cry
32
« on: November 04, 2014, 05:10:28 pm »
Oh, I remember that little black window with models. It is soo much faster with modelviewer As phantomx said, very nice work.
34
« on: October 22, 2014, 07:35:33 pm »
Huge thanks for this tutorial. Now community will have a bit less requests about to upload all hd character models for leeching. At least now we can tell them to do it by self via this tutorial
35
« on: October 22, 2014, 07:25:37 pm »
Yep, your houses made me to recall old idea about of making diablo-3 2nd act styled zone. Very nice work.
As for me, working on ingame shop.
[media:2g25oc07]https://www.youtube.com/watch?v=p4IJNyr0mbU[/media:2g25oc07]
36
« on: October 11, 2014, 01:25:43 pm »
Well, the problem is that you didn't make textureunit with texture and render flag. Thats why your model can't be shown ingame and in WMV. The simplest way to make your model works is to do following steps after you got message from screen: So, in short: 1st - you have to enter texture name using (te) then create a non-reflected renderflag (r) and after that make a textureuint (tu) and set all of its settings to 0. I'm not a pro in custom modelling, but it works fine for me. p.s on my screenshot I don't follow the order of steps, so don't worry if you did smth not the same as I wrote.
38
« on: October 08, 2014, 03:00:37 pm »
Yep. With right called wow.exe everything seems to be ok, but with wow - копия.exe it really doesn't. (When blank.blp is deleted from mpq) Second screen - from dbc.
39
« on: October 08, 2014, 02:28:17 pm »
After few tests and one strange idea I got this: I don't know exactly why, but when I use wow.exe with custom name water becomes brighter. I mean much brighter, as you can see. So, after few tests I decided not to use Milly's blank.blp and take some other textures. Those textures were blizz's shader textures (proceduralRiverDepthTex, proceduralOceanDepthTex) which gave me the same effect (as I believe) without bug with white water. Anyway, it is not very good fix, water with custom called wow.exe is still much brighter than it should be, but it is also better than white one. So, feel free to test it by self, leech it, or do whatever you want https://drive.google.com/file/d/0B_FX_Y ... sp=sharingP.S My dbc also includes fixed wmo water (just static textures with good transparence, no reflections, waves, etc.) and few types of cata water (for converted maps).
40
« on: October 07, 2014, 09:52:07 pm »
Well, I didn't go deep into it, but I got that white water only with wow.exe with custom name. If you're using custom called wow.exe try to rename it, I hope it'll help
41
« on: October 05, 2014, 04:52:02 pm »
Better try add this row into one of the FrameXML files or write a simple addon like that:
initializacia = CreateFrame("FRAME") initializacia:RegisterEvent("PLAYER_ENTERING_WORLD") initializacia:SetScript("OnEvent", function(self) ConsoleExec("groundEffectDist 140") -- yes, 140 is a max value for 3.3.5, if you have more than 140 then you'll get console error ConsoleExec("environmentDetail 150") ConsoleExec("groundEffectDensity 256") ConsoleExec("groundEffectFade 1277") end)
P.S I didn't read previous posts before write that, so I think it won't help you, but probably this code can find another use in your or someone else's work.
42
« on: October 04, 2014, 03:59:24 pm »
Thank you all for replies, of course, I use it for rp, but for a very specific type of it. Btw, here is a video about zone, my first work in this direction. [media:3m16y1e3]http://www.youtube.com/watch?v=ysXbMC9SLlE[/media:3m16y1e3]
Next step is to make npcs and other things.
43
« on: October 01, 2014, 03:48:23 pm »
One more update, and I'm happy to say that now most of leveldesign work is done. Enjoy the screens.
44
« on: September 27, 2014, 09:44:01 am »
Bump! Nearly all pictures in 1st post updated! I wanted to make it much more atmospheric, so I decided to remake central square, then garden, then a lot of other parts of the city. Anyway, you here to decide if it now looking better.
45
« on: September 25, 2014, 05:29:45 pm »
Was really impressed with what you have done with this water. After few my own edits I came to conclusion that I can get good result only by the replace of proceduralOceanDepthTex texture file which is not really good decision because of losing few effects of water. Did you make an edit of this texture column or I just wasn't attentive enough?
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