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Messages - sshroud

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1
Resources and Tools / Re: [PROJECT] Gillijim Project
« on: February 08, 2016, 10:22:34 pm »
Quote from: "Skarn"
Just use Gamh's Mirror Machine for that. Works just fine.

Really? I've tried using it for porting over Old Ironforge, Orgrimmar and Sunken Temple, but now matter what options I try they end up crashing in-game (be it 1.12, 2.4 or 3.3.5). I'm using the 0.5.3 version of WoW, is that wrong?

2
Resources and Tools / Re: [WotLk] 3ds max WMO Exporter
« on: February 07, 2016, 01:58:41 am »
Hey, great stuff, really commendable altogether. I find it especially cool that you've got portals working.

I would really love to see this hooked to the Blender API as well, as many (including myself) prefer modern Blender over the expensive and IMHO convoluted Autodesk software.

3
Showoff - what you are working on / Re: [WIP]The Wicked Island
« on: November 29, 2015, 07:01:32 pm »
Ooh, awesome! I love how you lit things up.

4
Modelling and Animation / Re: Some parts of WMO not working.
« on: October 27, 2015, 08:26:44 pm »
Quote from: "ladiszlai"
Quote from: "Alastor"
Outdoor / Indoor flags ?
Incorrect Transparency ?

Neither.

Provide all the details, what settings, what tools, everything. Don't be  vague.

5
Development and Presentation / Re: A realistic after-Warcraft III server
« on: October 25, 2015, 12:43:03 am »
If I may chip in another suggestion; I think you should consider narrowing the scope and breaking the content into modules that can be added later and exist independently of each other, with a small size you won't have to compromise as much. For example, judging from your first post I get the impression that your early focus has been on Durotar/Barrens, if you could focus on realizing that area and use it a playground for new ideas I think you've got yourself something solid along with a path to grow from there.

I'd also urge you to strongly consider what is essential and what isn't, my impression is that the focus is scattered from the core concept to the most trivial details, e.g. NPC details or world topology. While having an eye for detail is a great quality to have it could help to break the work down into a hierarchy from most important to least and go from the top to bottom and develop the less important features/ideas later. Starting with polish early on can give high quality, but from what we're dealing with here I think it's important to get something essential to go on, an elevator pitch, a prototype, something concise and tangible.

If someone told you to get started with this yourself all on your own, even if just a prototype, I don't think you will make it, there's much to be done and learnt before even being able to take on the actual project. However, if you distill the very essence and your passion for it(feed us your koolaid) then you might be able to form a circle of people with an aligned interest who'd be interested in helping you create the prototype for it, and if people like what they see in the prototype you can go on from there.

Please understand that I say this with your best interest in mind, I don't write this with any hostile connotations or try to undermine your effort.

6
This doesn't fall under "Development and Presentation" this is just pure advertising for a funserver which really doesn't have much to do with modding at all. Quite frankly I don't think this type of content should be here, if you look at most other submissions on this board there's a much higher standard, both in terms of what people associate with "modding" and the actual effort that goes into presenting their projects, well at least they don't tend to make it into a pure advertisement. This is a maker community.

7
Showoff - what you are working on / Re: Dark Kingdom-The Wither's Peak
« on: October 23, 2015, 09:30:54 pm »
Lovely, very unique atmosphere and it fits the WoW look really well.

8
Development and Presentation / Re: A realistic after-Warcraft III server
« on: October 23, 2015, 09:07:36 pm »
Quote from: "Martinus"
Quote from: "sshroud"
Speaking of which...

Indeed, many settlements can be improved. As I have mentioned higher, even Goldshire is concerned. The houses on the pictures you have provided looks good - is it able to use them even if they are from the old version of the game?

I do not see into this area...

... and I share your interest. And I believe it will be done.

Most of the early alpha assets aren't in the game, but then again they'd look extremely dated anyways. On the other hand it shouldn't be any problem to recreate them, I've seen the texture files used for it somewhere deep into the game directories.

Of course, I think it would be better to focus on limited areas at a time, e.g.  starting with Durotar/Barrens, if you went with that approach it might just become viable to recreate the world from scratch again. Now that I think of it, the idea of playing through all the Warcraft 3 campaigns and plotting how the maps would look when combined together sounds kinda fun.

9
Development and Presentation / Re: A realistic after-Warcraft III server
« on: October 23, 2015, 02:25:23 pm »
Quote from: "spik96"
But some strange changes are not gameplay mechanics related : the depiction of Night elves (less "Force of Nature" and more "Standard Wood Elves"), the plots in quests, the mobs/NPCs that makes no sense, the lack of buildings in some towns (Goldshire lol, they could have at least added houses with closed doors)...

Speaking of which, I'd love to remake the alpha version of Goldshire, but at a higher fidelity (more polys higher, res textures) and less 1999 graphics

Modding WoW is a huge pain in the ass if you want to work with art assets, since having to mess with the binary formats in a hex editor and all those  trivial yet time consuming, tasks ruins the workflow if you've got to create a bunch of assets like items models, game objects, creatures, etc, so I think you, with your tools have a very important role in this.  :)

This thread makes me realize that I would probably love to see classic WoW in a Warcraft 3 setting, some added RPG elements doesn't hurt, I also remember the RPG part of the game being much stronger back in early vanilla, that requires a certain immersion from the players part as well.

10
Development and Presentation / Re: A realistic after-Warcraft III server
« on: October 23, 2015, 11:42:32 am »
While I remain skeptical of how some of the aforementioned systems will work out when implemented I can't dispute your passion for them. Keep in mind that the ability of carrying out some of the fantasies behind these systems are tightly constrained by how the engine works, at least in terms of what feels "satisfying" to do from a gameplay perspective.

Anyways, I wish you the best of luck. I think it will be very interesting to see a prototype implementation of some of these ideas. Might find a couple of people from this website who are interested in seeing how it looks implemented, myself included.

(Oh, and also, take care, most people who take on huge projects (especially ambiguous ones) comes to experience that our mind has a remarkable ability to pull us out of it. Would be a shame if this was to end by you getting burned out.)

11
Texturing and 2D Art / Re: Transparency in Texture
« on: October 23, 2015, 11:20:45 am »
Quote from: "tok124"
So... Does anyone have an BLP Converter that can handle Alpha Channel?

If you want a GUI with fine control over the transparency I'd recommend BLPlab.

12
Texturing and 2D Art / Re: Transparency in Texture
« on: October 22, 2015, 07:46:49 pm »
How did you convert the .blp? Not sure if all blp converters deals with the alpha channel. Also how is the texture used? Textures used in .WMOs needs a special flag set in the .WMO to handle transparency. Most texture sources should handle transparency just fine though.

13
Development and Presentation / Re: A realistic after-Warcraft III server
« on: October 22, 2015, 03:44:48 pm »
Well, what can I say, it's hard not to be a fan of this when you're being so kind.  :)  I think many of us share some fondness for the "old world" in the Warcraft universe. You've put some interesting ideas on the table and I think it would be intriguing to see them implemented.

Generally speaking, I think the challenge with the proposed systems will be in design and not technical. I'm skeptical of the hunger system, from a gameplay perspective I think it's a nuisance distracting you from getting to your business, especially in a goal-oriented game like WoW. I can see it from a realism perspective, but I think that type of realism is something WoW inherently can't provide,  instead it would probably be better to distill the features into what is considered essentially for the experience you wish to offer people.

I'm curious what your vision is from a macro perspective, will this be a singleplayer experience? If not, do you wish to emphasize any MMORPG elements? What do you have in mind for endgame?

Personally, I think it's a cool project to pursue, even for the sentiment alone. I've been doing quite some extensive modding myself, such as creating dungeon environments, only as personal project for myself though, but I'd be happy to share my thoughts and experiences, if you won't mind.

For example, if you'd ever want to spice things up a bit I've got an idea for you; differentiate the world during night and day, if you've ever played a game like the Ocarina of Time then think of how Hyrule changes during night, with skeletons rising from the ground and roaming around from dusk till dawn. This way you could make day and night feel very different, you could even take it as far as making some places only available during certain times of day (e.g. the doors covering the Quillboar burial grounds, Razorfen Downs, only opening at midnight and closing at sunrise). To pull it off it could help to make days shorter, like 8-10 hours day/night cycles instead of 24. Else some players would never get to experience certain times of the day.

14
Development and Presentation / Re: A realistic after-Warcraft III server
« on: October 21, 2015, 11:40:20 pm »
Commendable effort, but please, practice brevity. This is ridiculously stiff and verbose and it reads like a legal statement from  a lawyer.

The sentiment is nice, might be an interesting idea too, but you need to reduce the scope and write this in a more readable format.

15
Modelling and Animation / Re: Wmo texture problem
« on: August 19, 2015, 03:03:03 pm »
It's a blp problem, you need to generate more mipmaps(around 9) for the texture. The game renders a smaller version of the texture from a distance, but since you haven't generated it, it just turns black.

You can control mipmaps in a program like BLP Lab, just take a look at an official game texture file and mimic all its properties.

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