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Messages - TudvariHUN

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1
Modelling and Animation / Re: [QUESTION] WMO to OBJ/FBX?
« on: February 22, 2016, 08:33:27 am »
1, I downloaded it, but it loses instantly after launch. I tried dragging the wmo file on it, but it didn't work.
I read somewhere that I can convert wmo with this command: WMO2OBJ
But I can't write it, beause it instantly closes.

2. I am waiting for the activiation e-mail.

3. Oh, sorry I didn't see that I can use the premium feature after 10 sec waiting time. Thanks for the trial extender :)

Oh my god, thank you :D It's beautiful!!

2
Modelling and Animation / [QUESTION] WMO to OBJ/FBX?
« on: February 22, 2016, 01:43:46 am »
Hello guys!

Is there a good way of converting .WMO models to .FBX or .OBJ?
I tried lots of converters, but usually they don't work, or they are buggy.
When I click on a WMO in WoW Model Viewer it instantly crashes.
Then I extraccted a wmo file from an mpq archive and tried to onvert it to obj, but after importing it to Unity, it shows errors. If I import it to 3dsmax it doesn't have textures (or b ad textures, and I can't fix it, but if you know how can I retexture the model easily, then your help would be appriciated :D )

I used WoW Model Explorer, which doesn't crash on loading WMO files, but I can't convert wmo with that.

I tried machinima studio, but only premium users can export and i can't find a cracked version.

So thanks for your help in advance and sorry for my English :)

3
And how can I make a river which flows into the ocean.I made the ocean,but what about the river?

4
Resources and Tools / Re: WoW Display Search Engine
« on: July 29, 2013, 10:55:48 am »
New link pls

5
I know.I set the modelid in creature_template,but I think the server says this,because I made a mistake in the dbc-s.There can't be a problem in creature_template,because I only have to type in an id.
I tried it with Mjollna's converter (a cataclysm model),but still the same problem.

I set the modelid in creature_template to the value of column  #0 in CreatureDisplayInfo.dbc
I converted 4 models: Lei Shen,Yulon,Blood Golem,Ammunae.None of them works.  

Do I have to replace the .m2 to .mdx in the path?

I converted worgenmale.m2 and the skin file then put all the files which were exported from modelviewer.I added them to DBC both with .mdx and .m2,but neither of them works.I think the other values cause the problem.

6
it is defined in the dbc,but I set seomthing wrong (I think)

7
I have done all the things,but I think that I didn'T do something with nparticles.
I tried to spawn Lei Shen and Yu'lon.
I changed:
Version to 264
nTextUnits to 1
ofsTextUnits to the value of ofsTransLookup
nCameras to 0
nCameraLookup to 0
nParticleEmitter to 0
ofsParticleEmitters stayed the same

In the skin:
every TEXU TExtureUnits:
enum TEXTUNITFLAGS flag to 0
uint16 order to 0
uint16 d4 to 1

But ingame the game says " has no model defined in table creature_template."

8
Thx,If I am already there should I add _h textures too?

9
Yes,that fices it,but now all the players have to turn off  specular lighting.
Hwo can I fix it permamently?

10
Then thx :D
That's why I thought this:
3    ModelPath   String    *.MDX!

Then I will write the path to the .m2 file.

11
Hi!

I have exported some creatures from Model Viewer (MoP),And I have set the correct datas in 010 editor.
But I can't add it into the dbc,because the dbc says it needs .mdx file.
So How I can add a Mop Creature Model into WoW so I can use it as a model ID in a Creature?

And Does somebody can tell me how to do this with items too?
Thanks for you future answers.

12
I can't link IMGs


Hi!

I have 3 problems:

1, How can I know which .adt file contains the adt. for a lake?So I can set the an unique water level for that area.(IThe ocean level is high enough,but in the lake there is only 1-2 meters of water.So I want to edit the waterlevel only of the lake.)

2,A tile (.blp) is vibratign green ingame.How can I fix that?If it is because I didn'T set it in the .adt file as a tile,hwo can I lately add a tile to an adt file?

3, Sometimes (randomly) very big mountains appear at my back,I turned around,and I started to make it flat.When I finished I turned around and I realised that there was made another mountain behind my back,while I was making the other flat.I don't know how often this happens.but after a Noggit restart the problem is gone.

13
Hi!

I have 3 problems:

1, How do I know that my like is in which .adt file? (So I can set a higher water level to it)
And in WoW there is water at the right places,but in noggit,there is only water in 1 adt.Why?

2,A tile is green ingame,how can I that tile to the .adt file after it was created?

3, Random mountains appear in my back(in noggit).I turn around and I see a fucking big mountain.I will make it flat with Tool 2 but when I turn around after the flattering there is another mountain.Why? (sometimes big holes)

14
Level Design / Re: [QUESTION] Using other tiles on a map
« on: July 26, 2013, 12:25:55 pm »
I can't find it,the tutorial is about a premade island,not about how making a new one.
And I tried the 4 layering but it doesn'T works,it swappes the hole texture in the chunk
for example: a square with grass and dirt,and it swappes the hole grass to road.

I can send you a pic if you want (I can't use link here yet)

15
Level Design / Re: [QUESTION] Using other tiles on a map
« on: July 25, 2013, 10:37:47 pm »
I have created a map,but ingame it is duplicated.Only the texture is duplicated,the doodads aren't.Why?
And there are also flat plains too,but in Noggit there is only one map with doodads.


And if I want to create a continent like pandaria,can I create that in one wdt?And only one map in Map.dbc?
Then I slice them into zones/areas?How can I define an area?(which place is which area?)

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