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Author Topic: Nagrand Zone restoration.  (Read 3728 times)

Poisonleaf

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Nagrand Zone restoration.
« on: June 09, 2015, 05:40:15 pm »
Hiya,

I've just starting with noggit a few days ago so i started with something simple.

For my project I wanted to edit a few zones in nagrand that I tough were personally not fitting.
This is my first attempt/work so any feedback is welcome.




Original:



Feedback and suggestions are always welcome!

Thanks in advance.
« Last Edit: June 11, 2015, 04:16:15 pm by Admin »

monoman

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Re: Nagrand Zone Edit.
« Reply #1 on: June 09, 2015, 07:48:34 pm »
Looks like a nice start buddy, you will need to add some more texture and details to the ground so it does not look flat, look around nagrand for land features you like and think would fit properly in the place you are reconstructing.

I personally don't like anything demon related blizz does, they are dirty and ruin the regions for me.

Other thing you could do is to paint the lakes and river beds to define the margins, grass usually does not grow underwater (lazy blizzard does use grass underwater sometimes however)

Other important thing is that blizz map chunks can only hold 4 textures at the time, if you painted grass over the black burned texture, that texture will still be there and you will not be able to put other ones that are more fitting to your current proyect.

You can replace the totallity of a texture in and ADT with noggit's texture swapper. i don't know if you can swap textures in an individual chunk, like it used to be possible with ooooolder versions though.

In some cases however you could / should / must use the option of strip a chunk of all their textures and leave it blank, then you paint with a base texture, wich would fill the chunk. and then you will need to paint again all the features you need, but you will be able to use 4 textures you like.

Good luck
Monoman.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Poisonleaf

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Re: Nagrand Zone Edit.
« Reply #2 on: June 09, 2015, 10:31:32 pm »
Quote from: "monoman"
Looks like a nice start buddy, you will need to add some more texture and details to the ground so it does not look flat, look around nagrand for land features you like and think would fit properly in the place you are reconstructing.

I personally don't like anything demon related blizz does, they are dirty and ruin the regions for me.

Other thing you could do is to paint the lakes and river beds to define the margins, grass usually does not grow underwater (lazy blizzard does use grass underwater sometimes however)

Other important thing is that blizz map chunks can only hold 4 textures at the time, if you painted grass over the black burned texture, that texture will still be there and you will not be able to put other ones that are more fitting to your current proyect.

You can replace the totallity of a texture in and ADT with noggit's texture swapper. i don't know if you can swap textures in an individual chunk, like it used to be possible with ooooolder versions though.

In some cases however you could / should / must use the option of strip a chunk of all their textures and leave it blank, then you paint with a base texture, wich would fill the chunk. and then you will need to paint again all the features you need, but you will be able to use 4 textures you like.

Good luck
Monoman.

Thanks for the info mate, I was planning to add some light yellow high-lights as other area's have them.

I used the switch texture method here to be able to work with the mountain edges better.
(Select paint tool -> Ctrl-left an area -> Texture swapping -> Click the texture you want to swap, click select destination -> find the texture you want, Shift click on the area.)

Ill try to look around and see how to give the area more dimention and post a second result before adding objects.

I not however fully understand the water tool and the manual doesn't really give any keybinds for them either.
like placing water or selecing it, deleting it.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

monoman

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Re: Nagrand Zone Edit.
« Reply #3 on: June 10, 2015, 12:27:57 am »
Quote
I used the switch texture method here to be able to work with the mountain edges better.
(Select paint tool -> Ctrl-left an area -> Texture swapping -> Click the texture you want to swap, click select destination -> find the texture you want, Shift click on the area.)


Nice, i'll try that

about the water tool wich one are you talking about?

all water
import/export water or
the built in water tool of noggit? wich i don'y know anything about n_n'
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Poisonleaf

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Re: Nagrand Zone Edit.
« Reply #4 on: June 10, 2015, 01:13:30 am »
Quote from: "monoman"
Quote
I used the switch texture method here to be able to work with the mountain edges better.
(Select paint tool -> Ctrl-left an area -> Texture swapping -> Click the texture you want to swap, click select destination -> find the texture you want, Shift click on the area.)


Nice, i'll try that

about the water tool wich one are you talking about?

all water
import/export water or
the built in water tool of noggit? wich i don'y know anything about n_n'

Yea sadly the buildin water tool of noggit.
You know a better method that might help with water?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

monoman

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Re: Nagrand Zone Edit.
« Reply #5 on: June 10, 2015, 02:48:03 am »
actually you could use the import/export water tool

you take an adt (without  modifications that has water on it, if it don't have water it wont work!) and drop it in the exportMh2o Aplication, it will gave you a file called as your adt but with the mh2o extension

then using the command prompt you could load this "water file" on top a modified Adt to restore the water of the original map to your new map.

the command should be something like this :

E:ToolsimportMh2o.exe  E:Toolskalimdor_00_00.adt  E:Toolskalimdor_00_00.mh2o

and it will gave you a new Adt file called  kalimdor_00_00.adt_new

you then just change the name and put it on the map folder or patch.

https://www.mediafire.com/?5sfcsxxv1sv64vy here is the tool :3 have fun
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Poisonleaf

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Re: Nagrand Zone Edit.
« Reply #6 on: June 10, 2015, 11:08:11 pm »
Quote from: "monoman"
actually you could use the import/export water tool

you take an adt (without  modifications that has water on it, if it don't have water it wont work!) and drop it in the exportMh2o Aplication, it will gave you a file called as your adt but with the mh2o extension

then using the command prompt you could load this "water file" on top a modified Adt to restore the water of the original map to your new map.

the command should be something like this :

E:ToolsimportMh2o.exe  E:Toolskalimdor_00_00.adt  E:Toolskalimdor_00_00.mh2o

and it will gave you a new Adt file called  kalimdor_00_00.adt_new

you then just change the name and put it on the map folder or patch.

https://www.mediafire.com/?5sfcsxxv1sv64vy here is the tool :3 have fun

Thanks for that will come in handy,

but isn't that only to restore your lost water and not to add new pieces of water?

I need to add new pieces of water on that area.

Poison.

Edit: added water, found out how with noggit itself.


Tell me what you think.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

kojak488

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Re: Nagrand Zone restoration.
« Reply #7 on: June 13, 2015, 04:57:23 pm »
Quote
I've just starting with noggit a few days ago so i started with something simple.

I hope you've read the posts that refer to how annoying it is to edit Blizzard maps.  I suggest you take your current edits, throw them into a patch, visit the area, and check for crashes.  I don't advise against editing Blizzard maps for experienced Noggit users; however, there are lots of things to be aware of for it that it's not recommended (in my opinion) for someone who started using Noggit a few days ago.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

monoman

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Re: Nagrand Zone restoration.
« Reply #8 on: June 16, 2015, 07:03:25 pm »
I think is comming along pretty good, and i'm glad you found out a way to add water, there is that other tool too that can add water by chunks with different elevations and can add lava too, is called Allwater, and should be in the tools section.

About editing outland maps, there is an issue with camera collision that usually comes up, but it is possible to fix it so don't get discouraged.
in order to fix that you'll need the 010 editor and the adt template.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skarn

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Re: Nagrand Zone restoration.
« Reply #9 on: June 17, 2015, 01:44:16 pm »
New Noggit is also able to add water chunk by chunk with different height.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Poisonleaf

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Re: Nagrand Zone restoration.
« Reply #10 on: June 19, 2015, 04:57:56 pm »
Quote from: "Skarn"
New Noggit is also able to add water chunk by chunk with different height.

U sure? because when I try to add another "pool" close to my current one I can't seem to get them in difference hights.

And i'm using noggit 3.0.15
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Milly

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Re: Nagrand Zone restoration.
« Reply #11 on: June 19, 2015, 06:22:45 pm »
Quote from: "Poisonleaf"
Quote from: "Skarn"
New Noggit is also able to add water chunk by chunk with different height.

U sure? because when I try to add another "pool" close to my current one I can't seem to get them in difference hights.

And i'm using noggit 3.0.15

Check this out, it tells you what to do ;)

Quote from: "Skarn"
o Water chunk-by-chunk editor - when you are in the water editing mode you can add water with Shift + Lmouse and remove it with Ctrl + Lmouse. To select some chunks you need you can press Alt + Lmouse, and Alt + Ctrl + Lmouse to deselect them. It is possible to change the height of the selected chunks, fill the selection with water. If nothing is selected, you will move the water on the entire ADT. There is also a water crop function that removes all the useless water under the terrain, so that fishing can work properly on your custom maps now. By the way, Noggit crops the water absoultely identically to the way Blizzard does it, so it's a blizzlike feature for sure.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skarn

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Re: Nagrand Zone restoration.
« Reply #12 on: June 20, 2015, 10:31:20 am »
Also the last revision is 3.0.22 which is available in the Beta thread.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Poisonleaf

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Re: Nagrand Zone restoration.
« Reply #13 on: June 23, 2015, 04:43:26 pm »
Hey thanks skarn and milly for the help.
Ill check out the new addition of noggit asap.

Alot has changed on the map, more details has been added inc some texture changes, ill try to share something asap.

Apart from that there is still loads of things to do to bring nagrand back to life.

On the side note.. My GF is called milly... odd ^^
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Poisonleaf

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Re: Nagrand Zone restoration.
« Reply #14 on: June 24, 2015, 01:24:03 am »
This is how it looks atm atleast the first area with more details.



Still has some work to do on the path and more details,scenery.

Feedback/advice is always welcome.

Edit: I tried the tools/keybinds you suggested milly but I can't seem to raise other parts of the water without raising some parts that can not be raised.

De deselection of the water doesn't seem to work.

Do I have to be close to the water i want to raise to deselect the water or where do I click to deselect it.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »