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Messages - Vortalex

Pages: 1 [2] 3 4 ... 17
16
Serverside Modding / Re: [HELP] Remove Talent Point Requirement
« on: March 05, 2016, 02:31:44 am »
Now THAT is what I call clarification. Good fuckin job bro.

I tried it exactly how you described and it worked perfectly. This was very easy to do, took me like 10 minutes. Awesome tutorial bro. If I could rep I would.

17
Serverside Modding / Re: [HELP] Remove Talent Point Requirement
« on: February 27, 2016, 10:43:33 am »
Bumping this because the full fix was never fully clarified.

Also, if the server-side check is removed, what's stopping someone from just manually removing their own client-side check and placing talent points however they want?

18
Modelling and Animation / Re: [SOLVED] Speeding up a model's animation
« on: February 23, 2016, 11:31:47 pm »
Quote from: "schlumpf"
That's why I said to modify the timestamps by the same factor. ;)

Alright that's cool and all, but I like I said I don't understand what that means.

EDIT: Ah okay I get it now.

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To make the model animation go faster, you need to adjust the timestamps located in the structBone > structBone_Bones() > structABlock > structTimestamps

To make the animation go faster, you need to HALF the timestamp values. So for example

0
200
400
600
800
1000

if you want to make the model go 100% faster you'd half it like...

0
100
200
300
400
500

After you do all that, you need to change the unit32Length located in the structAnimations to whatever your maximum value is. So it would go from 1000 to now being 500.

19
Modelling and Animation / Re: [SOLVED] Speeding up a model's animation
« on: February 23, 2016, 11:03:04 pm »
I don't understand what you mean by halting timestamps of animationblocks, however I'll mention that altering the length of the animation only causes it to clip off segments of the animation and repeat.

20
Modelling and Animation / Re: [SOLVED] Speeding up a model's animation
« on: February 23, 2016, 10:47:44 pm »
Bumping this old thread because I'm trying to do the same thing, and even though the problem was solved, the solution wasn't listed. I've been fiddling around with the settings and I can't figure it out.

21
Getting started the WoTtLK tutorial / Re: 13 - Ground effects
« on: February 10, 2016, 11:23:41 am »
Adding some information to this for people using larger doodad models. The larger the bounding box is for the model you're using, the more it clumps with other models. If you use a larger model, it will behave as if you have the Amount set to 128.

The best solution I have for you is the lower to bounding box via model editing. If you can't do that there is a small temporary fix...

In GroundEffectTexture.dbc you can have up to 1 large doodad in a row paired with 3 smaller doodads. If you try to add 4 larger doodads it will clump up. Get 1 larger doodad, and 3 regular or small doodads and put them in the row. Set the weight of all doodads to 0. It's most important that the larger doodad's weight is set to 0, or it will get clumpier as you go up.

----

Some of the WoD models like the mulch and grass doodads from Spires of Arak are considered larger models due to their bounding box size. The smaller the bounding box, the less clumpier the ground effects.

22
Level Design / Re: Anyone have density issues with doodads?
« on: February 10, 2016, 09:45:27 am »
I'd like to report that this has been tested and confirmed. Certain models yield smaller densities with high clustering.

I think it has to do with the size of the model. Larger models make clumps. Especially if paired with other models.

23
Level Design / Re: Anyone have density issues with doodads?
« on: February 10, 2016, 09:34:12 am »
Side by side image of 2 ground effects with the exact same dbc values, but with different models.

Sorry for the rain.


24
Level Design / Re: Anyone have density issues with doodads?
« on: February 10, 2016, 08:54:43 am »
Quote from: "Amaroth"
it simply looks that 6sa one makes bigger density, because that model itself is bigger.

You read it backwards my friend. The small bush has more density than the spiresofarrak model.

25
Level Design / Anyone have density issues with doodads?
« on: February 10, 2016, 06:53:15 am »
After some experimentation I've discovered something I'm not liking so much. Certain ground doodad models yield a lower coverage density than other models. I've tested in almost every way possible and deduced it down to the model.

For example, if you use the model "hofbushyc01.m2" it yields an extremely high coverage density. If you use the model "6samulch01.m2" it yields an extremely low coverage density.

I don't know what values in the model determine this factor, but it's really upsetting.

26
Level Design / Doodads have exceptions with GroundEffectAdder.exe
« on: February 08, 2016, 10:17:45 pm »
I just recently stumbled upon an issue where my doodads weren't showing up on top of my texture, but it showed up just fine on another one.

After some experimentation I realized that no matter what, if your 3rd texture (maybe 4th too idk) is sitting on top of the chunk's 2nd texture, it does not spawn doodads.

Here as an example below:



The image shows mostly a 2x2 square of chunks. All 4 chunks have 3 textures on them, dirt, forestfloor, and grass. On the left side you can see the forest floor on top of the dirt, and the grass on top of the forest floor. On the right side, all 3 textures are present, however the forest floor texture is not touching the grass texture.

On the left side the doodads did not spawn because the grass is touching the forest floor, where as on the right side the doodads did spawn because the grass is not touching the forest floor.

By this experiment you can see that the 3rd texture will not spawn doodads on its chunk if it is touching the 2nd texture.

I don't know if it's just GroundEffectAdder, or if that's just how WoW's engine works. Either way, I felt it was important to share this before anyone made the mistake.

27
Resources and Tools / Re: [RELEASE] "Better" Procedural Water 3.3.5a
« on: February 02, 2016, 10:39:45 am »
Aight I'm bumping this thread because I feel like this still needs attention. The second animation for the water (the one that looks like a lava lamp)  is just terrible. It looks like ass. Does anyone know what values I would need to change in the LiquidType.dbc to cause the second animation to just stop?

For reference, I will once again post my old pic


28
Level Design / Re: [WotLk] M2 mountain style (skyrim-esque)
« on: January 26, 2016, 11:28:19 pm »
Quote from: "Amaroth"
As long as one won't experience performance drops in such zones and as long as those models don't get bugged collisions (like sometimes happens in Noggit when it comes to bigger models) it looks pretty cool indeed. I have been experimenting with basically the same system as well earlier and it was quite tedious, so GL with it.

Well the zone I'm designing has a super high ass amount of m2s laid throughout it, and I play on maximum settings with a dogshit PC so I'd imagine performance wouldn't be much issue to most people. Also yeah I tested the collision problem too, and adjusted the models to be as large as possible without collision boxes getting fucked.

I really like the way it's turning out so far. It's also a faster alternative to some of the other mountain styles, and it never looks repetitive.

29
Whoops. old thread

30
Level Design / [WotLk] M2 mountain style (skyrim-esque)
« on: January 26, 2016, 08:59:28 pm »
So I've been experimenting with mountain styles lately, because with the project I'm working on I really wanted some more realistic looking mountain styles. Blizzard's just don't cut it. I really like the look of skyrim's mountains and so I recently tried out the same look using various rock m2s from different zones and retexturing them to all be the same color. Just wanted to see what you guys think of this style.



The gray texture spots are where I plan to put more m2s. They are placeholder textures. The mountain itself isn't done, obviously, I just wanted to show the m2 style real quick.

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These are in-game screenshots with the persistent snowy blizzard.

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