This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

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Messages - akspa420

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31
Development and Presentation / Re: [PROJECT]  MMOSDK (was WoW Factor)
« on: September 13, 2013, 02:49:48 am »
Alright, first the good news: Adding the two graphics settings seems to have absolved the wacky occlusion issue I had.

The bad: The editor seems really unstable, sometimes it takes 2-3 launches to get it to load everything properly. Could this just be an issue with the speed of my drive while collecting all the resources to load? I'll send you the dumps from when it crashes during these first few attempts to load it, just so you can see what's going on.

Edit:
Mmm...

32
Development and Presentation / Re: [PROJECT]  MMOSDK (was WoW Factor)
« on: September 13, 2013, 01:22:39 am »
It all seems to work quite well, at least through the editor. Do you have to run the databuild before the client/server will work appropriately? I created a player in the playerdb table, but once I try to log in to the client, nothing happens. I'm running databuild right now, to see if that 'fixes' the issue.

Also, when I load up the editor, it seems that occlusion isn't working properly - I can see models that should be obscured by the terrain data. Not sure if this is working as intended, or if something is up with my configuration. I also did no add the two GFX settings that were added in build 12 to my config yet, so that may be something to do with it. I'll email you all my dumps and an image of the occlusion graphical glitch I'm seeing.

33
Development and Presentation / Re: [PROJECT]  MMOSDK (was WoW Factor)
« on: September 12, 2013, 07:35:39 am »
That new build and adding the environment variable in system properties seems to have resolved my issues. It's converting the data now :D

34
Development and Presentation / Re: [PROJECT]  MMOSDK (was WoW Factor)
« on: September 12, 2013, 06:06:17 am »
I cannot get the converter to work for the life of me. I had to edit the python file because I could not get the environment variables to work, so I'm pointing it directly to my MMOSDK folder. This got the script operating, but then mmosdk_converter crashes as soon as it begins processing the data.
Here's a dump file for ya: https://mega.co.nz/#!gApHGDzb!TaZhfEcLQ ... sElKRwoe1I

I followed the guide on the data conversion, and have setup mysql with the appropriate config files, so I know that's not the issue (or at least, it doesn't seem to be). I also converted all the Tileset blp's to 256x256 png's - I used xnview, which has support for blp files.

I'm running Windows 8.1 RTM, if that matters, with UAC disabled.

35
Development and Presentation / Re: [PROJECT]  MMOSDK (was WoW Factor)
« on: September 10, 2013, 02:27:34 am »
I find it quite amazing that the entirety of the engine/editor/data converters weigh in at under 32MB. Can't wait for the wiki instructions on how to convert the wow data for use in this project. Looks just mind-blowing, to be perfectly honest.

36
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: September 10, 2013, 02:12:59 am »
Confirmed working in 3.3.5, and the binary patch appears to work on the MoP binary as well, so there's that. I suppose that this sets the 'overrideArchive' to true in the executable.

37
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: September 09, 2013, 07:14:02 am »
Quote from: "schlumpf"
There is a way to use any file without MPQs, which should work for cata+. It is inside some tutorial forum as well as in the thread of my pattern replacement tool.
I was always wondering if modern builds still offered reading from folders. I'll have to give a look and see in your pattern matching thread, since I'm tired of having to patch together mpq's to test changes made every time.

I recall that all the alpha/beta releases during vanilla had this function enabled, but it seems that once the game went final, they disabled it. I guess that even if the pattern isn't listed, I can try to diff the executables and that function in ida or something.

38
Resources and Tools / Re: [TOOL] [Adt edit] AllWater
« on: August 04, 2013, 11:40:05 pm »
Is there any tool to do the inverse - remove all water from an adt?

39
Development and Presentation / Re: Genesis community editor
« on: March 02, 2013, 08:15:54 am »
Wow, this looks amazing, and ideal for the situation at hand.

40
Noggit / Re: Noggit QT Problems
« on: September 12, 2012, 08:26:37 am »
Quote from: "coolguy1"
Hello, I am having some issues compiling Noggit QT because I can't see to find the right versions of the library's needed. I was wondering if anybody has already compiled it and could send it to me, or at least tell me what version of the library's I need.

You need...
StormLib from zezula.net
Boost C++ libraries from boost.org
glew from http://glew.sourceforge.net/
And QT 4.8.x from qt.nokia.com
cmake from cmake.org

I can't remember if there's anything else needed, but this should help you get a bit further towards a 'working' build. Mind you, it's not a functioning editor at the moment, and has a lot of work to be done under the hood in terms of coding.

41
Resources and Tools / Re: [Request] ADT Converter 4.x to 5.x ?
« on: September 03, 2012, 08:05:26 am »
We're only starting to scratch the surface when it comes to editing 4.x files... 5.x support shouldn't be much more complicated, as the major changes really took place in 4.x. 5.x has a new obj adt type, which needs to be figured out (as far as I know).

42
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: August 18, 2012, 08:39:13 pm »
I think that issue was due to memory corruption, which ended up being due to overclocking my ram a bit, which I've since reverted.

I have a question - will this tool ever be able to down-convert Cata ADT's to LK?

43
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: August 03, 2012, 07:13:53 am »
The added functionality for map holes works great. I've uploaded a new MPQ here: http://sdrv.ms/NOFdMd
I added a few fixes for crashing around sunkentemple and karazhan, by putting in the WMO's from v1.0.1, which seems to resolve that problem.

44
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: August 01, 2012, 11:43:54 pm »
Weird. I wonder if I somehow mixed up my source directories when I compiled it and copied an earlier binary :/ I'll give it a second go and see if I can't make it work (and it may be time to reinstall 335). Thanks for testing it :P

edit: Yep, that was it. I had somehow selected the older source and compiled against it, ending up with a binary that did not convert the models. I'll have to re-do my conversion and re-release the MPQ I created yesterday.

45
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: August 01, 2012, 05:33:21 am »
Thanks Mjolina! This update is seriously awesome. I'd have to say that I'm happy enough with this, since most of the models aside from WMO's have stayed the same since Alpha. Just the fact that you've gotten the main point of the project completed is enough for me.

Edit: Hrm... I'm not getting any models outputted on my maps. I went to locations you highlighted on the post on Ownedcore, but I don't see any models. Any ideas? (See: http://i.imgur.com/pAt2P.jpg)

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