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Messages - Putte08

Pages: [1] 2 3 ... 5
1
Tutorials / Re: [TUTORIAL] Custom WMO's Survival Kit
« on: November 09, 2015, 01:04:10 am »
Great thread, helped me out a lot.

2
Resources and Tools / Re: [TOOL] OBJ to M2 converter + Sources
« on: October 18, 2014, 07:28:22 pm »
Edit: Eventually found out about how to weld normals. That was the source of this problem. Works perfect now!

I just can't get past these problems that I am getting while converting my models from 3ds max. I have tried so many different things now that I simply don't know what to do anymore. I really need help by someone else.

I just end up with 3 different model variations in-game:

1* Distorted UV map but working smooth. Smooth works here because the verts are welded/merged. But the UV on this one gets screwed up because of multiple texture coordinates per vertex.
Link to image: http://i.gyazo.com/64758ef3ce48640e75bae13e514f2177.png

2* Working UV map but no smooth. Smooth doesn't work here because all the verts have been detached/broken. UV map works on this one because all the verts have been broken (edit poly, break).
Link to image: http://i.gyazo.com/18df75636d4b1efc6a0a70007561fbec.png

3* Working UV and half working smooth. The UV seams/edges doesn't smooth out and makes huge ugly lines on the model, which makes WoW to create shadows at that spot.
Link to image: http://i.gyazo.com/88f4a519d7a3f0879e58749922a5f539.png

What can I do to make it correct in-game? I can spot the problems but I have no clue what I can do to stop getting them.
The last thing I can try, together with detached/broken verts where there is no smooth, would be this one thing which is written in the OP. But I don't know how to do normals welding and I have not found anything on google about it.
"Smoothing must be done through "Normals welding" ( and not vertices welding ). This is 3DS Max option, idk about blender."

Perhaps whoever is kind enough to help me out knows how to do normals welding, maybe it could be the solution to my problems.

3
Noggit / Re: Noggit-mop 5.x.x
« on: October 15, 2014, 06:20:03 pm »
Quote from: "phantomx"
Quote from: "Skarn"
@phantomx: Do you plan to release your work if you manage to get it working with MoP?

I plan on releasing every thing I'm working on but not any time soon I don't like releasing unfinished work also I'm not really working on NoggIT for MoP it just happen some of the modification I've made have made it posdible for me to explore without crash there is still a problem with the water ripping and strecthing for some reason but no where near as bad as WoD water.

P.S

Mind my typing I'm not on the computer.

Alright, that's still good. Would be damn nice to be able to work with the newer expansions and their features. I haven't tried out the 3.3.5 > Cata ADT converter yet, but I imagine that will do for now until you would be able to release something finished in the future.

4
Noggit / Re: Noggit-mop 5.x.x
« on: October 13, 2014, 07:18:04 pm »
Quote from: "phantomx"
I'm able to open MoP and WoD, MoP has less bugs when I open it compared to WoD oddly enough when I'm working on it to be semi WoD compatible just so I can make holes and remove some models so the wotlk client won't crash by going above 1,7 gigs of ram.


Keep in mind this is my own compile not NoggIT 3, it's NoggIT 3 with my own touches to get WoD semi compatible how ever I'm going to start working on fixing the water.


So what I'm trying to say if you want MoP compatible get working on the source and make it compatible.

Would be damn cool if you could release your build. I can imagine that many people would appreciate it.

5
Resources and Tools / Re: [TOOL] OBJ to M2 converter + Sources
« on: October 02, 2014, 04:14:47 pm »
Quote from: "phantomx"
Quote from: "Putte08"
What can I do to fix UV's that get severely distorted? I have tried most things said in the thread like detaching all verts and exporting from 3ds Max to blender and then converting to m2.

I have tried to fix this for several hours, I am on the verge of exploding with frustration. Anyone that could help out?

It's so strange, it shows up completely fine in modelviewer (as it should) but ingame it becomes wrong.



ModelViewer and in-game are two different things... also what version of WMV are you using?

I am using 0.7.0.1

I solved the problem but I get occasional lag spikes from this model for no reason. Dips down from stable 60fps+ to 30fps for a couple of seconds when I get close to it.

I welded all verts on the model, made sure there were no geosets and made the UV-map all in one or whatever. (It's talked about earlier in the thread how WoW can't handle multiple texture channels).

From 3ds Max I exported to .obj with the blender template
I opened the .obj in Blender and exported it to .3ds
I opened the .3ds in Blender and exported to .obj
Then .obj to .m2, then 010editor for the two sided textures and opacity.

Damn glad I found a solution eventually.

6
Resources and Tools / Re: [TOOL] OBJ to M2 converter + Sources
« on: October 01, 2014, 11:55:05 pm »
What can I do to fix UV's that get severely distorted? I have tried most things said in the thread like detaching all verts and exporting from 3ds Max to blender and then converting to m2.

I have tried to fix this for several hours, I am on the verge of exploding with frustration. Anyone that could help out?

It's so strange, it shows up completely fine in modelviewer (as it should) but ingame it becomes wrong.


7
Resources and Tools / Re: [TOOL] OBJ to M2 converter + Sources
« on: October 01, 2014, 12:33:12 am »
Smoothing never works out well for me. When I export my model from 3ds Max it always ends up with no smoothing, even though it has smoothing in 3ds Max.
So what do you guys do to your models before exporting it to .obj, if anything?

Edit:
Nevermind, solved it. Changed export settings from those posted in the thread.

8
Resources and Tools / Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
« on: September 30, 2014, 11:13:16 am »
This is so nice for immersion. Time to do a campfire!

Does this work for your own custom ADTs? Considering you are adding new zones for each update, I guess that means it needs to be enabled and tweaked for new ADTs?

9
Level Design / Re: [QUESTION] Ground Effects Distance
« on: September 29, 2014, 02:31:15 pm »
Quote from: "Krang Stonehoof"
I'm pretty sure that everything is explained in this guide:

viewtopic.php?f=22&t=2357

It's not that hard to search a bit.

Sure, that increases denstity but not render distance.

10
Resources and Tools / Re: [RELEASE] "Better" Procedural Water 3.3.5a
« on: September 28, 2014, 04:22:41 pm »
Works well! Thanks for the release!

11
Resources and Tools / Re: [TOOL] Wmo Editor - All versions
« on: April 22, 2014, 12:37:13 pm »
Quote from: "schlumpf"
Quote from: "Putte08"
Cromon is a god amongst men. This is an awesome tool.

But has anyone managed to add their own doodadsets to custom WMO's yet? (Not with this tool that is).
Yes. Not sure if I ever made the "app" public though. If, then you can find it with the name DoodadAdder. If not, stick with the information in the wiki. It is totally possible to be done by hand and is not hard at all.
Ok, will do. Thanks!

12
Resources and Tools / Re: [TOOL] Wmo Editor - All versions
« on: April 22, 2014, 01:21:39 am »
Cromon is a god amongst men. This is an awesome tool.

But has anyone managed to add their own doodadsets to custom WMO's yet? (Not with this tool that is).

13
Development and Presentation / Re: [PROJECT]  MMOSDK (was WoW Factor)
« on: April 16, 2014, 03:49:15 pm »
Quote from: "Hanfer"
Quote from: "Putte08"
Having our own "WoW engine" is like the best thing possible. Is the view/render distance locked in your engine to a certain distance, or can you change it to whatever you want? (Until your computer explodes etc).
it his code. he can change anything.
Haha, great! I know he wanted to work on this as a learning experience, but are people still helping him out? I feel that this engine would mean so much to a lot of people.

14
Development and Presentation / Re: [PROJECT]  MMOSDK (was WoW Factor)
« on: April 16, 2014, 11:12:58 am »
Having our own "WoW engine" is like the best thing possible. Is the view/render distance locked in your engine to a certain distance, or can you change it to whatever you want? (Until your computer explodes etc).

15
Showoff - what you are working on / Re: Mountain Texturing - My Style.
« on: April 07, 2014, 06:28:26 pm »
Looks great!

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