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Messages - Mjollna

Pages: 1 ... 10 11 [12] 13 14 ... 16
166
Noggit / Re: [QUESTION] Water???
« on: January 06, 2012, 07:46:39 am »
Maybe the AllWater wotlk with user interface will be easier to use :

viewtopic.php?f=59&t=554

167
Development and Presentation / Re: Tîntai
« on: January 05, 2012, 02:50:12 am »
Hello !

So first part of the test... It's already late so I'll continue later.
I have only started with WMOtoOBJ, I'll test the other tool in a few days too.

Important note : all my tests were made with files extracted (and so wmo) from the current 4.3 Wow.

Here's what I've done so far :

# I started file by file, to test the options.

- Dropping the files on the exe : works perfectly.
tested with :
AzerothBuildingsAltarOfStormsAltarOfStorms.wmo (2 subgroups)
AzerothBuildingsCastlecastle01.wmo (1 subgroup)

The following command with no option returns an exception (on Windows cmd and Cygwin) :

Code: [Select]
C:UsersmyusernameDesktoptintai_alpha>WMOtoOBJ-032.exe castle01.wmo
Tintai WMO 0.32 - (c)2011-2012 Tharo Herberg
Exception in thread "main" java.lang.NullPointerException
        at java.io.File.<init>(Unknown Source)
        at me.tharo.tools.WMOtoOBJ.main(Unknown Source)
(something I didn't get maybe ?)

But when I specify an output folder it's ok :
./WMOtoOBJ-032.exe -o test castle01.wmo

- Changing the extension with -text option is ok.

- Adding -tflat is ok too (tested with -text at the same time).

# Then after 2 models I got desperate about all the subfolders and the textures everywhere to convert, and I decided to go for mass scale.

- So I extracted all textures from several MPQ (art & expansions), and also all wmo from world.mpq -> worldwmo.

- I ran this script :

Code: [Select]
#!/bin/bash
for i in `find . -not -path '*_[0-9][0-9][0-9].wmo' -and -path '*.wmo'`
do
./WMOtoOBJ-032.exe -o /mypath/tintai_tests -text png $i
done
I realized afterwards I should have saved the errors in a file together with the filename. I'll see if can do that, I had 4 errors out of the 1494 wmo converted (ArrayIndexOutOfBoundsException). Since the script takes almost 20 minutes to go through everything, I prefer not to do that now.
Here's one example : http://puu.sh/crH2.

- And I also batch converted all the textures into png (that took forever O_o). I chose to keep the paths for the textures, so that it doesn't get too messy with everything in a single folder.

- I only had the time to open a dozen files, but so far they seem really perfect. Some Blender screens :
http://puu.sh/crx0
http://puu.sh/cryK

Hope that helps... I'll post again later.

168
Development and Presentation / Re: Tîntai
« on: January 02, 2012, 09:36:36 pm »
Yay thanks ! :)

I'll reply here when I test, in the next few days.

169
Development and Presentation / Re: Tîntai
« on: January 02, 2012, 04:49:54 pm »
Hi tharo !

First of all, Happy New Year to you :)

I think my question the other day ended buried in the abyssal depths of the chatbox, so I ask it again here.
I wanted to test the alpha release you made for Christmas, but I can't find any download link on the Bitbucket wiki... So sorry for that, but where is it ?

Thx !

Mjollnà

170
Random / Re: Happy New Year !!!
« on: January 01, 2012, 01:44:17 am »
Happy New Year everyone :)

171
Miscellaneous / Re: [Question] How can I create an MPQ file?
« on: December 31, 2011, 03:53:52 pm »
Ladik´s MPQ editor is perfectly fine.

172
Miscellaneous / Re: WDT and WDL
« on: December 29, 2011, 12:53:23 am »
You have a full doc here :

http://www.wowdev.wiki/index.php?title=WDT
http://www.wowdev.wiki/index.php?title=WDL

The basic idea is that both files have a totally different role.

- Wdl represents the low res mountains you can see far away when you're walking on a map ingame.
- Wdt helps the game to know if there's an adt at a particular place or not. If adt/wdt don't correspond, you're sure to get the client to crash.

Patches add new (or modify) content to what's already here in pre-existing mpq, so that's why you don't have all kinds of files in every patch.

173
Noggit / Re: [QUESTION] Water???
« on: December 27, 2011, 08:13:17 pm »
For water level, you can add a rather flat object (something like worldexpansion02doodadszuldrakwaterfallszuldrak_waterfog_01.m2 , which is fog), put it at the right height where you want water, make sure you have the object selected, press F8, and then look at the height :)

174
Noggit / Re: [QUESTION] Water???
« on: December 23, 2011, 11:07:54 pm »
You can use all water wotlk (you'll find it in the tools section) to re-add water to the adt.

175
Noggit / Re: [BETA] changeset 279 (17d9f67a6415)
« on: December 22, 2011, 02:46:56 am »
Thanks for your answer :)

After some time, I realized that the yellow triangle cursor seems more accurate, and it helped me a lot to correct the spikes.
I now use the smooth tool with a small radius until the yellow triangle more or less matches the corresponding visible face, and it seems to work.

176
Noggit / Re: [BETA] changeset 279 (17d9f67a6415)
« on: December 21, 2011, 11:40:33 pm »
Hi :)

I've come across a problem today, trying to raise/lower terrain, using beta 279.

I needed to use a very small brush, so I set the radius of the raise tool around 2-3 thanks to the "alt + left button + move mouse" shortcut.
Everything went fine until I packed to see ingame what it looked like. There were "spikes" / higher vertices sometimes where I used the small brush.

I tried to make a test on my usual testing map, and I had the same result :
big brush = everything normal,
small brush = spikes.

Here are the screenshots of both maps, Noggit and ingame :

[center:n6jsfkiu]





[/center:n6jsfkiu]

I can make other tests if necessary.

177
Miscellaneous / Re: [QUESTION] Basic ADT C# Reader
« on: December 20, 2011, 01:22:53 pm »
Mmmh, I've never done any C#, but I think there may be something wrong at that line :

Code: [Select]
Textures=new char[TexSize];
I tried : http://msdn.microsoft.com/en-us/library ... 53(v=vs.71).aspx
This page mentions you have to the array beforehand, something like :

Code: [Select]
char[] Textures;
Hope that helps...

178
General / Re: You dont use noggit3? Why?
« on: December 14, 2011, 07:46:04 pm »
I'm also on Win7 64bit and I've got no problems Gam.

As for me... I've only used revs 104, 263 and 279.
I'm very happy with the 279, never crashes, bugs fixed from 263... Really it's great.

179
Miscellaneous / Re: [QUESTION] A "FixIt" program
« on: December 11, 2011, 05:07:06 pm »
There's something I don't get in your description of the problem... You say the game crashes when it loads water, and earlier you wrote -- if I understand it right -- it's also crashing when you tried without water... So how could it be water ?

For Taliis, you could try re-saving a copy of your corrupted adt with rev104 first, it may work better at least for opening it with Taliis.

180
Noggit / Re: So I made and modified a map, but...
« on: December 09, 2011, 01:12:32 pm »
Quote
Edit: I may perhaps also have had an instance of the game running while editing the map with Noggit

Unless you have two totally separate installs, that's a very bad idea to get both running at the same time.

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