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Messages - Kranimal

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1
Noggit / Some ideas for Noggit for moving past WOTLK
« on: March 29, 2017, 02:30:29 pm »
I don't post much on the forums but I do however read quite a bit, the one thing I am getting a strong sense of, is how people want to move past WOTLK and onto the later expansions. (I am one of them  :P). I am also noticing at least 2 reasons as to why people have not so far.

1. To many different tools are needed to do so, alot of different tasks are needed to be done by to many different applications, when, in reality, the process could be simplified and integrated into 1 program (Noggit). For Example:

                      Instead of using futa and adt adder then the offset fix and gruul me (4 different applications) to get your first map up and running. You can have a "Create New Map" button in noggit. When clicked it would ask you to input the map name, base texture, if you want it covered in water and what kind of water, and the general height of the adt. After all that is put in you hit a create button. Then a progress bar will show up as noggit automatically creates the adt files, does the offset fix, creates the wdt and wdl files all in one swoop. All that is left is for you to do the Map and Area DBC for it to be recognized. We have the source for all these programs if I remember correctly?

You would still need Futa for alpha maps but the other 3 programs you would not need anymore. Basically intergrate the tools we are already using into 1 program instead of being split into many different programs. Gruulme would still have its use as well outside of noggit for if you change the size of your map or something like that, but I am sure that could be intergrated as well. I think you get the idea :).

2. The other reason I think people aren't moving past wotlk is the server emulation. To be honest the other cores no matter how you slice it are not up to snuff with wotlk, which is no suprize. To be honest I could careless if everything is spawned and 100% blizzlike gameplay. I would rather have the empty sandbox where nothing is spawned but all the systems like say (spells, professions, questing, talents etc... etc..) are working 100%, spawning and such can come later (as that really is a ton of work). Besides, we are here to create our own gameworld inside the world of warcraft universe, why would we need the blizzlike spawns and encouners to be blizzlike scripted? No idea how to fix this one, besides just waiting  :-\.

Those are the 2 main things I have noticed.

We have an ADT converter, a wdt converter which can convert and create the necessary files needed for maps to be recognized in WOD (ADT, WDL, WDT). We have a M2 and WMO converter which can convert down to WOTLK or WOD. Which means we have the ability to read those specific files and convert them down and up correct, with the sources on how to do so? So if all that information and such is integrated into noggit we should be able to read and write adt files in noggit for later expansions (WOD mainly). We can use the info from the M2 and WMO converter to be able to render those objects in noggit (cause it would need to know how to read the M2 and WMO files). So that convers the maps and all the objects in that version of the game. We have the information, all that is left is to make it a reality right?

Maybe its just me lol, I just believe all this stuff could be simplified greatly to make things quite a bit easier for everybody to do, so wow modding as a whole, can move past wotlk. I have actually tried to learn how to code in c++ (spent quite a lot of time on it actually) just so I could help with these things or do them myself, just, it didn't stick very well so it is gonna be quite a long time before I can be of use with these things as I need to learn it. Hopefully this helps with giving the people that can code, the ideas and thoughts needed to help things move forward? I would really love to see things step forward, as a whole.

2
Miscellaneous / WOD Server Source
« on: March 24, 2017, 04:19:01 pm »
I was thinking you all would be the experts on this and would know so I am gonna ask here. Which core, in your opinion, is the most up to date version of WOD for 6.2.4? I have noticed by looking around at repacks that they all mostly are offering the same exact core, so, I am assuming most (if any are currently being worked on) are behind closed doors so to speak.

So I am looking for the most up to date core I can get my hands on currently for WOD 6.2.4, was hoping somebody might know where to grab it :)?

3
Miscellaneous / Re: Client 6.2.4 and 6.2.3
« on: March 24, 2017, 06:36:40 am »
Not sure why it did that, I was able to download the whole client, and it works :). Maybe try again?

4
Miscellaneous / Re: Client 6.2.4 and 6.2.3
« on: March 19, 2017, 12:26:51 am »
not gonna lie, I gave up looking lol, wasted a whole night looking for it and couldn't find anything.

5
Miscellaneous / Re: Client 6.2.4 and 6.2.3
« on: March 17, 2017, 08:25:06 am »
Comparing it to the Retail Folder it looks like there are a few files that are missing

6
Miscellaneous / Re: Finding the Client Issue :(
« on: March 16, 2017, 07:51:07 am »
Please do, I still have no luck atm

7
Miscellaneous / Re: Finding the Client Issue :(
« on: March 13, 2017, 01:59:17 pm »
maybe just download 6.2.3 and then patch it to 6.2.4 with a stand alone 6.2.4 patch? Just a thought, will look into it and get back with you.

8
Miscellaneous / Finding the Client Issue :(
« on: March 12, 2017, 02:05:30 am »
I am very interested in upgrading to a newer core, just have one issue. There doesn't seem to be a 6.2.4 Client anywhere, although I can find a 6.2.3, does it have to be a 6.2.4 Client? If so where in the world lol??

9
Showoff - what you are working on / Re: [SHOWOFF] What Are You Working On
« on: November 15, 2015, 06:45:16 pm »
I see the boards are still alive and active =D. Life has been super busy for the last 5-6 months (has been awhile) since I last posted here. I haven't been modding wow for quite sometime (been waiting for a new editor) but I have been messing with music.

Actually have something new to share from my previous posts here but this time it isn't an orchestral or film genre. I am trying my hand at dance/club music to get more familiar with the different types of software synths that are out there and what they can do.

http://freemp3hosting.com/4ve

The intro builds till 34 seconds into the song then it just explodes at you =D.

Hope you all enjoy and look forward to any feedback :)?

10
Quote from: "PhilipTNG"
Quote from: "Kranimal"
Here recently I have been playing Landmark a bit more then I did before
Looks like something that'd kill my computer and make it overheat XD. Anyway good job on the buildings :)

Edit: looking at screenshots on steam... yeah it'd definitely give me a lagfest of 1 fps lol. and makes me think of The Sims, referring to how the building aspect works.

Oh it is so much more than that :). This isn't a sandbox game (just is atm till they get the other stuff implemented). It's pretty much a complete editor for Everquest Next, turned into a game and labeled Landmark =D, at least that what it is suppose to turn into.

Everything you create you can save as a template and use at a later time, right now you pretty much go out and harvest different resources to be able to use the different materials in the game. You take everything back to your claim which is a chunk of land within the game that you have complete control over and create anything you would like to. You can have one root claim and 24 attached claims (Squared areas you can use). The screenshots that you saw is only 9 claims altogether, can you imagine what you could do with 25 O_o.. HUGE lol.

Basically what it is gonna end at is that you can build the place how you want in your space of the game, then create the quests within it, but thats not all, you will also be able to do the AI for the mobs and such that you can put into your claim. So you can create your own scenario using EVERYTHING that is usable (Textures, models, creatures, animations and what not) that they are gonna use in Everquest Next.

Like having Wow Editor in the palm of your hand except your limited to a Huge landmass of your choosing instead whole continents. The enviorment is also completely destroyable.

Wow, I am starting to ramble now lol.... just wanted to give some insight on what Landmark truly is being developed to be. How this is gonna mingle with Everquest Next I am not sure, but I bet it is something interesting to say the least :).

11
Here recently I have been playing Landmark a bit more then I did before (actually learned how to use the tools in the game and what not). The screenshots below are something I did to get use to the building tools. It's an elevated Elven 4-way intersection without the pillar underneath. I am actually quite proud of it as it was the first thing I have created in the game.









After figuring out how to use the tools to the extent I wanted, I decided it was time to place my second claim and build my "Workshop" for creating my buildings/designs I am going to be using in the game. All the shapes and stuff you see sitting on the wall are different things I can use to copy and paste together and change the textures to help make what I am wanting to make in the game "You can alter the shapes you paste also, pretty much you can change anything and everything". The big patch of dirt is where I do the building.



















I am actually having alot of fun in this game (can't wait for them to add the ability to create scenarios and such into the game to really bring the stuff to life).

12
Miscellaneous / [Question] Bat file Issue, see inside :)
« on: May 07, 2015, 11:24:21 am »
FOR /R "E:Wow FilesWMO TestWorldwmo" %%I in (*.wmo) DO IF EXIST "E:Wow FilesWow WOTLK ExtractedWorldwmo" DEL "%%I"
pause

Basically what I thought this would do is compare my WOD .wmo extraction to my WOTLK .wmo extraction and if the file does exist in the WOTLK .wmo extraction it would delete it from the WOD .wmo extraction.

But instead it just deletes every .wmo in the folder instead of the ones with the same name, anybody know how to fix this so it will just delete .wmo that have the same names from the folder?

Would be a HUGE help lol, and time saver

13
"Retro-Porting" / Re: [Couple Questions] Vid Inside
« on: May 04, 2015, 10:53:18 am »
Quote from: "PhilipTNG"
Quote from: "Kranimal"
worldwmodraenorhuman6hu_garrison_magictower_v3.wmo
Here's images of this wmo with all of it's doodads enabled, I'm still doing tests to figure out if it's safe to do this (force spawn) on everything or should it only be done on specific wmos or should it be left to just being done by hand.






That is just awesome, so the reason I am having that black texture on the windows is cause the m2 that is right there (that orange glow ball thing) is causing that black texture in the video? Also the doodads I would have to force spawn correct? no idea how to do that lol.

The editedCataToLkM2 did crash once when I was using it in the batch script, I just hit the X and it moved onto the next .m2 but only 1 time. Think it had something to do with a file in ZG not sure which one though

14
"Retro-Porting" / Re: [Couple Questions] Vid Inside
« on: May 04, 2015, 03:02:41 am »
Quote
In Noggit you can set doodads. Select a wmo and click 0-9, maybe you didn't do that

Quote from: "PhilipTNG"
Quote from: "Kranimal"
I got the .m2 files and .wmo files downported from WOD to WOTLK, just seems to be a couple minor issues I was wondering how to fix.
Would have been helpful if you would have listed the filenames to the wmos you had issues with since not all of us know each and every wmo's names just by how they look :D

Quote from: "Kranimal"
First at the start of the video on the .m2 with the fire it is shooting out particles of small green boxes, is this cause I don't have a specific texture in the patch or is it something else entirely or how do I fix this :)?
You're just missing a texture, just figure out which m2 doodad that is for the fire effect and get the blp you're missing.

Quote from: "Kranimal"
Second as you can see on the farmhouse windows, there is a black texture there instead of a window texture, also on a couple of other buildings as well.
Seems to be an issue with the blendflags  on the Root WMO file, the MOMT to be specific, if You used my wmo conversion method, I'd be very grateful if you could tell me the filenames of these wmos so I could see if it's possible to understand why these black things occur when others layers do not.  So far I only have Shattrath(WoD) as my sample, and naturally just having one test sample isn't enough to actually do any R&D.

Quote from: "Kranimal"
Third is, as you might have noticed some of the .wmos don't have there doodads and some do, they are there when I load it in the 010 editor but they aren't showing ingame (yes I did convert them).
In Retail there are many doodads that are spawned in places and on wmos externally(like how we use gm commands to spawn interactable gameobjects like Mining Deposits, Doors, etc) and aren't actually bound to the WMO itself.  So if you're comparing to screenshots you've seen in retail, this may be the case. And if it's not too much trouble, could you possibly tell me the name of the last WMO you showed too? it may be similar to the WoD Shattrath WMO's Pink Orb that doesn't show up in LK normally unless you do something idiotic(no bs here).

Thanks for that 1-0 piece of info, never knew that and that worked for most of them, the set setups seem kinda odd on some but thats ok, I have nothing against doing it manually :).

For the missing .blp, I probably just need to update my listfile, or find an updated one as I don't know how to update it yet.

Yeah for all the conversions, I used your scripts in batch and as you saw in the video, worked like a charm :). Just some tiny hickups or things that are unavoidable. I will list the .wmo files that I know of, there do seem to be a couple that still don't have the doodads spawning correctly or at all and I will list them here as well. These are just the ones that I know of.

worldwmodraenorhuman6hu_garrison_magictower_v2.wmo
worldwmodraenorhuman6hu_garrison_magictower_v3.wmo
worldwmodraenorhuman6hu_garrison_townhall_v1.wmo (this one has doodads listed on 010 but none show even after going thru the options in noggit)

Thats all I really have atm, haven't really been thru the other stuff just yet to be able to tell you what I may have found :).

worldwmodungeongreatwallsectionpa_greatwall_northspan_01.wmo
worldwmodungeoneasttemplepa_easttemplewall_01.wmo

The 2 above crash the game but not noggit, not sure why though.

Again thanks for everything, those converters are one of the coolest things I have seen/used  =D

15
"Retro-Porting" / [Couple Questions] Vid Inside
« on: May 03, 2015, 07:27:00 pm »
I got the .m2 files and .wmo files downported from WOD to WOTLK, just seems to be a couple minor issues I was wondering how to fix.

First at the start of the video on the .m2 with the fire it is shooting out particles of small green boxes, is this cause I don't have a specific texture in the patch or is it something else entirely or how do I fix this :)?

Second as you can see on the farmhouse windows, there is a black texture there instead of a window texture, also on a couple of other buildings as well. Is that an issue with the transparency of the .m2 for the glow effect or is that a texture issue for the windows? This I would like to fix as it look odd for a blackspot on a window lol, just need to know how =D.

Third is, as you might have noticed some of the .wmos don't have there doodads and some do, they are there when I load it in the 010 editor but they aren't showing ingame (yes I did convert them). This is the last Issue I am trying to fix atm, Any help would be greatly appreciated =D

[media:4cjlg6w6]https://www.youtube.com/watch?v=HmBOA3d_GGI&feature=youtu.be[/media:4cjlg6w6]

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