This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

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Messages - K59

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Neo / Re: Neo - A WoW Development Suite
« on: May 30, 2015, 10:47:52 am »
Quote from: "Kaev"
...

This is cool, I feel like jumping between all the tabs would be a bit annoying though. Would it be possible to put all the essential stuff in one tab? E.g. info, combat and stats. Maybe even merge model with info?

I think you could save a lot of space by placing several items along the horizontal axis.

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Neo / Re: Neo - A WoW Development Suite
« on: May 26, 2015, 08:10:45 pm »
Quote from: "megasus"
Awesome project, guys!

I like the idea of having such a variety of features and functionality all in one tool.

I've worked on a very advanced character/account management and editing suite in the past - compatible with every popular emulator, but I never got to finish it. (https://github.com/megasus/Namcore-Studio)

Would you be interested in featuring such a functionality? I'll gladly help you out and contribute to this project. :)

I'm not in any position to speak, but IMHO, that would be bloating it. It's a neat tool, but I think server administration and content creation should be treated as two very different things. If anything there could be a plugin ecosystem that would let you tailor it to suit your specific needs, but I don't think it warrants all the work required to implement it.

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Neo / Re: Neo - A WoW Development Suite
« on: May 26, 2015, 01:56:32 pm »
Quote from: "Kaev"
I added the creature editor to the debug menu.
Before you can open it, you need to connect to a 3.3.5 database. I used the newest EmuDevs DB for testing.
It's still unfinished but i'm already kinda unhappy with the design of the window. If someone has an idea of how i could change it to be more user friendly or something like that, please tell me.
Ignore the 2 boxes and the button on the black rectangle (aka model viewer).

How about taking some inspiration from Blizzard's gangster?

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Neo / Re: Neo - A WoW Development Suite
« on: May 06, 2015, 11:35:48 pm »
We believe in you Cromon!


[media:292x09qy]https://youtu.be/Y8qRotvfeR8[/media:292x09qy]

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Modelling and Animation / Re: [QUESTION] Blender quads? Triceps, biceps?
« on: February 07, 2015, 01:44:48 pm »
UV mapping isn't that horrible, but you need to take some time off to learn how it works. You need to mark seams for starters. It's very much like cutting up a cardboard.

Triangulation is done automatically when exporting(with the triangulate faces option enabled) you don't have to worry about triangulating them manually, the program does that for you.

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Modelling and Animation / Re: [QUESTION] Blender quads? Triceps, biceps?
« on: February 06, 2015, 09:38:15 pm »
Quote from: "Ohai"
I made my first building in Blender and its built mostly with the blender 4edge planes, I just have to do the UV mapping (unwrapping?  :? ) now and before that do I have to triangulate every plane for wow?

and can someone make a Blender custom object creation tutorial,preferably non video, Dahaga made some but cba watching 6 youtube videos and searching that 1 second for my problem  :P

Quads tends to be ideal for working with. This usually produces a good topology where you can easily manipulate it, break it down  to sections or give it a skeleton for animations.

You can use the option for exporting to tris via the export feature in Blender. You do not have to manually convert it to tris, nor should you.

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Neo / Re: WoWDev - A WoW Development Suite
« on: January 28, 2015, 03:38:56 pm »
I just had to sign up to show my appreciation, not only does it looks to be a powerful and robust software, but it is also open source, hooray!

As for the parts of the tool that covers creating and manipulating terrain and various objects, will there be any plans to add support or to eventually backport it to older versions from the team? I my self am working on the classic client, where such tools are rather sparse unlike to comparatively saturated 3.3.5 environment, which I also suppose has become the de facto client version for modding.

Thanks and best of luck to your project.

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