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Messages - Morfium

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16
Serverside Modding / Best core for 4.3.4
« on: September 12, 2015, 09:52:33 pm »
Hiho,

I wanted to change to cata in near future and searched for a core supporting it. Mainly I'm doing this to be able to use the better graphics cata supports. Especially water and increased groundeffects draw distance.
I expected tc or cmangos to do so, while they apparently both did at some time it doesn't look like they really want to do it now. I also couldn't find a list of things that worked. Now I'm unsure on what to use.
I don't need a core that supports everything blizzlike, since I'm going to remove most of the game world anyway.
What I want is mainly working classes, spells and the cool pet battle system. :)
Phasing would be very neat too. And ideally the core should read most of the stuff from dbc files, so I don't have to do things twice.
Looking forward to your suggestions. :)

17
Showoff - what you are working on / Re: [SHOWOFF] What Are You Working On
« on: September 12, 2015, 05:04:37 pm »
Quote from: "Kaev"


I'm programming a library for reading adt files, and later also for saving, in case you want to modify them ;). At this moment it's only for 3.3.5, but hopefully it will cover all your needs when you want to create some awesome adt related tools in .Net.
When i'm finished i'll probably create another libary to handle wdt files. After that maybe mpq and dbc files, but i'm not sure yet.
Of course the libraries will be open source so you can learn and modify them. :)

EDIT: Huge thanks to Cromon for answering all my question! :)

Sounds awesome, then I can throw away mine, which was rushed anyway. :D
Looking forward to it.

18
Cool, sounds really nice. Although I kinda hoped for a pve arena. x3
Brawlers Guild sounds cool though.
Definately looking forward to this. :)

19
First, I really love the idea! :)
If done carefully I'm sure it'll be loads of fun. Especially those bgs and dungeons.
Now to my questions. :D

  • PVP Related
    • Did you remove resilence from the game or made the npcs be affected by it?
    • Do you earn honor in battlegrounds (or maybe even out of it for hard world enemies/elites?)?
    • Can you do arena battles with npcs or even create a group?
  • Raiding
    • Did you also rework all level 60 raids? If yes, with attunement quest?
  • Will raids drop items based on class? Especially tier tokens.
  • General
    • Since there's no balancing problems anymore, are undead undead again? :) That would be awesome
  • Is level 80 max or does the new content increase the max level?

Keep it up, sounds awesome. :)

20
Showoff - what you are working on / Re: [SHOWOFF] What Are You Working On
« on: September 09, 2015, 02:38:33 pm »
@Alastor
I really like your Draenei faces and horns. :) Especially the corruption-breaking-out-esque stuff and those lines from eyes to mouth! The muscular body looks cool too. The only thing I personally find a little weird are the eyes in your second post tbh. They creep me out a little, lol. ^^ And I love Kerrigan in Zerg form! She was alway my fav hero in Starcraft. I like those "fallen/forsaken" style heros like her and Illidan.


@MountainLion
Thanks. :) No worries I can understand that people don't like the idea of generated content.

Quote from: "Valkryst"
Ehhh.... I think it's good to rip peoples work apart at-least somewhat. It'll give them idea on what to improve instead of letting them blindly continue on with work that could be much better than it currently is.
Agreed. Wouldn't want sugar coated lies either. This way you won't release stuff nobody wants anyway and be sad in the end. :)

21
Showoff - what you are working on / Re: [SHOWOFF] What Are You Working On
« on: September 08, 2015, 02:12:39 pm »
Woah, I never expecdted this to result in such a discussion. :/
Now I feel the need for some clarifications.
I never said this was planned to replace manual work, as this is simply not possible for me to create such a quality by simple heightmap generaton. Nor do I want that. I'm well aware that hand crafted landscapes can't be beaten by this generator and it's not its purpose.
It's not even geared towards creating WoW-like maps. It's like Milly said for more "realistic" terrain. So no mountains to separate zones, no steep WoW like hills etc.
Texturing is pretty basic too, it's simply height based. No fancy patters or anything. Sorry if you expected this to create blizzlike zone maps. :P
This is more like creating an empty canvas for adding content.
If you played The Elder Scrolls Oblivion you might be aware of the same thing. They generated the terrain and fixed things they didn't like by had (more or less ^^)

Quote from: "Kaev"
Quote from: "Dracbane"

I love building maps, but I hate trying to do textures.
^ this!
Me too... but the texturing is kinda simple and doesn't look really good. Maybe I can find a way for patterns or stuff like that, but not at the moment sadly. :(

Quote from: "Skarn"
Automatically generated content can't replace hours of manual work.
Quote from: "Skarn"
is tool is capble of generating at least basic terrain shape out of alphamap data, it is useless. The only possible use of it now is creating those kind of maps people are messing with on ac-web and some other similar wow modding resources. No automation can replace manual work you ar
I never planned to. Please see this as a canvas and not a finished map. :) And it already is useful for me. ;)

Quote from: "Milly"
(..)But wouldn't it be better to use a world map generator program to create the shape, and then carefully apply a more accurate height map via Photoshop? Or better yet, use the worldmap shape as a basis for applying alphamaps and then do the shaping by hand.
I did that first, because I thought the same thing. It worked and was kinda ... boring. I wanted to be surprised too. :P The world I work on doesn't really need a predefined map. I have some concept ideas and almost no lore. More like ideas for scripts etc. And I want a big sandbox to fly over, see some lake and think "that might be a good place for xy". Might not be the best way to work at this, but I got no schedule anyway. ;)

Australia :)

Quote from: "Amaroth"
When I heard about automaticaly generated WoW map, I have also heard that "Minecraft can do it too". Well, I hope that whoever plans to tryto do this understands that this is not Minecraft and that generating landscape for WoW will be really far, far more difficult. Just btw, we, who have played Minecraft, all know how glitchy that generator sometimes gets. Fixing such bugs could be really troublesome, especially for someone, who uses such generator because he simply can't model and texture terrain.

I definitely undestand that someone wants to have 10x10 ADT map and just doesn't have time to do all spawning and shaping. I get it. But if someone wants such generator only because he is not bad artist, but only lazy to learn how to shape terrain to make it look better than piece of crap - thats something I will never support. And just btw, I am terrible artist myself, but my terrain looks at least OK enough. Because I wasn't fucking lazy and learned how to do it, in a simple and enough good-looking way.

Is there anyone who will disagree with statement, that auto-tune using is killing artistic aspects of music - and what music should be about? Well, you should also agree with fact that no generator should be ever used instead of painting by hand. Generator is robot. Robots don't have emotions. Art is about "explaining" emotions. Robots can't be artists. Thats my opinion on this matter.
You probably disagree, but I don't see myself as an artist here. I have a project I work on for myself. What I want is content. I'm a single person and well aware I have no time to create a map that size on my own. So generating content randomly allows me to do this. Sure it doesn't look as amazing as the hand crafted works here. But it gives me the chance to realize what I want, when the alternative would be giving up. I can always tweak areas until I feel like they are decent enough for my purpose. And this is not about laziness, but being realistic in my case. Plus, you can do fun things with auto tune too. :P Just a matter of taste. ^^

And as a final note, it's not like I did this to force everybody to generate terrain, sorry if some people were offended by this.I love the creations on here and I love browsing the Showoff area to look at those amazing screenshots. It's just for creating a basis to work on, nothing more nothing less.
Uhm... sorry for the wall of text btw. X-x

22
Miscellaneous / Re: Custom race
« on: September 07, 2015, 07:17:40 pm »
I googled your problem and the solution someone else got was:
Updating the playercreateinfo to include all those new races/classes and give them outfits.
I think for trinity it's ok to just add those to the db. Not sure if it reads them from the CharStartOutfit.dbc.
Bt to be sure I'd add both. :)

23
Miscellaneous / Re: Custom race
« on: September 06, 2015, 09:07:39 pm »
Did you add the dbcs you edited to the server?

24
Miscellaneous / Re: [Question- TBC] New Item Slot
« on: September 06, 2015, 09:04:53 pm »
From your screenshot it looks like your character did not learn the skill TnT.
Like Plate or Guns or Polearms, you may have to possess that skill first. Never tried what you did though... so that's just a guess. :)

25
Level Design / Re: [Unsolved] Using the Flatten Tool
« on: September 06, 2015, 04:55:06 pm »
If you want an absolute flat area, you might want to consider creating an MCVT chunk with your desired values via hex editor and overwrite the one in your adt with the oine you created. You'd still have to close the gaps at the adt borders... but that might be easier in the long run. You could use the adt from the tutorial section to get a flat MCVT chunk and just add/substract the desired values from all entries.

26
Showoff - what you are working on / Re: [SHOWOFF] What Are You Working On
« on: September 06, 2015, 04:48:38 pm »
I spent some time working on a world map generator. Since I'm pretty bad at mapping myself I wrote an application that can fill a map with randomly generated terrain.
It's still missing normal maps. Generated them with noggit, since I just fill them with up vectors, yeah I'm lazy...
I wanted to expand it with different zones and random placement of trees and stuff like that, but I'm too busy with other stuff atm. :(
The shown area is, I think, 20x20 adts. But the only limit is the maximum amount a wdt can hold.
My plan was to be able to quickly generate a massive worldspace you can start tweaking and filling with content.

Very early version, right after adding texturing based on height level.

A later version with better heights, missing any normal maps.

Current version with noggit generated normals.

Here a closeup from the ground with some trees added in noggit.

Here a generated world map. You can see the untouched areas without normal maps pretty clear here. :)
Grey areas are water + beach.

27
Are those attached files the only files you edited?
Because you probably have to change much more.
Especially ChrClasses.dbc and the lua files that display talent trees and character frames. I think they contain enums with all classes.
Edit:
Oh didn't see your edits...
I'm not really sure what files need edits, sorry. :/
Edit2:
SkillRaceClassInfo.dbc is probably important too. The fourth column is the class bitmask.

28
This is more of a guess, but I once had a similar issue with crashes on opening char info.
It was due to too high (or wrong) values for basestats I think.
You could try this:

Code: [Select]
/console PlayerStatLeftDropDown Melee
/console PlayerStatRightDropDown Spell
/reload

If you can open the char info after this, you might have wrong values for those and your char frame crashes.
If your values are correct, maybe looking at the lua files for that frame can give you some insight.

Good luck!

29
Random / Re: Vanilla 1.12
« on: August 29, 2015, 07:09:35 pm »
Mangos Zero might be something you'd like to look at.
Just tested it once, ages ago, so I can't really "recommend" it.

30
"Retro-Porting" / Re: Adding Vashj'ir?
« on: August 26, 2015, 08:27:39 pm »
Quote from: "Gurluas"
Quote from: "Morfium"
Vashj'ir probably uses big alpha while Easter Kingdoms does not.
So if you add this to Eastern Kingdoms, you'll have to redraw the ground textures. At least that's the problem I had with Gilneas. That was quite some time ago. Maybe there's a converter now that can shrink alphamaps too. But you should watch out for that. :)
See here for details:
http://www.wowdev.wiki/index.php ... _sub-chunk

Anthony's porter converts Big alpha textures to the Pre-Wotlk format.
There is one caveat though, it gets scrambled often.
You end up with glitchy terrain.

Oh I didn't know that, thanks. :)

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