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Topics - Steff

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31
Miscellaneous / WOD Loader exe
« on: May 03, 2015, 12:28:57 pm »
Hello everyone. I search a wow.exe that is able to load all files for modding also from wow folder.
Textures. Models, model textures, maptiles, dbcs and db2 and so on.

Is there already such an exe to test custom stuff?

Thanks

32
Noggit / Noggit bugs
« on: December 04, 2014, 09:45:03 am »
I work in the moment on Noggit SDL 1.4 and want to ask around to collect some bugs still or newly exist in 1.3.

Please no feature requests! This will be next after I sorted my lists :)

List of bugs:

- A second save delete or double models.
- Add,delete or move WMOs do not select all needed ADTs for saving.
- Chunk hole lines. During Ground editing there appear small height differences at teh adt and chunk borders.
- Big alpha support is missing.
- ADT Unloading is missing and lead to crash the app.
- mfbo cam bug fix.
- both mouse buttons start fly mode continuing.

Needs testing:

- paint textures with the pressure less then 50 create lines between texture chunks.

33
Miscellaneous / [QUESTION] Story creation
« on: November 27, 2014, 12:26:44 pm »
Because maruum is since weeks now in the state to be ready for serverside content I run into some managment problems.  Did someone of you ever start to implement story with quests/npcs/gobjects.  And if perhaps even in a team? And i do not talk about 2 or 3 simple kill x quests.its about filling a fully map with life and mood.

My question is.  How would you manage this task.  I have some ideas already,  but i first want your experience.

For me this part seams to be  much harder then all the map,  script or gameplay stuff.

34
Noggit / Re: Saving ,and exiting destroys my map
« on: July 06, 2014, 11:24:54 pm »
Never save two times in sdl1.3. Always close and reopen after saving.

35
Noggit / Do not use compatibility or admin mode !
« on: January 07, 2014, 12:57:40 am »
If you run noggit under windows please don´t use any compatibility setting or try the run as admin.
This will lead to strange problems and will not fix your real one.

Known effects

Compatibility mode:
If you have set a compatibility mode to windows 7 you will not be able to add WMOs. M2s work fine but WMOs not. I have seen this on a sytem with enUS client and was able to reproduce this effect there.
Other compatibility modes can also lead to such effect.

Admin mode:
If you add a model, noggit can´t find in any MPQ it will crash. If you don´t have admin mode turned on it will simple not add the model. This can kill you much work if you havend saved before.

If noggit dont start without admin mode check:

- That the folder is not set to read only. Right click on wow main folder and select propertys. Check read only marker there.

- That you have full rights to this folder. Perhaps you ahve to reset Owner to your accoutn and THEN set access for your account in the rights secsion.
http://www.uwec.edu/Help/drives/permissions.htm#access

36
General / Happy new 2014
« on: January 01, 2014, 04:42:27 pm »
I wish all of you a good start into 2014 and that all your wishes will come true.

37
Noggit / Re: Noggit Cant Find Realmlist.WTF
« on: October 29, 2013, 07:24:45 am »
Args.  Read your config file amd have a look where your wowmoddimg folder is located.  Tutorial tell you that this folder has to be on top level of the drive.  So:

C:/wowmoddimg

And not

C:/users/username/download/wowmodding

38
Noggit / [RELEASE] Latest Version: SDL 1.3
« on: October 21, 2013, 07:52:35 am »

Here the new version of Noggit.



[!!Importand. This version has a bug that delete or duplicates models IF you save 2 times in one work session.
To avoid this CLOSE noggit after every save and reload tillit is fixed.!!!



Herethelatest CI81 version:
http://www.file-upload.net/download-9372073/NoggitCI81.zip.html

First of all a big thanks to all coders, special to Hanfer who did a huge amount of work for 1.3.
Also to Bekete and Cromon for helping.

And thanks to our test team for data checks and much 010 work :)

DK, Fallen Angel, Kagul, Luzifix, Sergey and Stone Harry.

Open source



Also noggit3 SDL is again open source. So if you are able contact us and help to make it better :)
Here you can clone the source and have a look at it.

https://bitbucket.org/berndloerwald/noggit3

Bugtraker


As many people seams to not know it.

WE HAVE A BUGTRAKER

bugtracker/index.php

And if you find bugs in noggit, search it and add the bug if not still exist!
Thanks :)


AND GIVE US FEEDBACK IN THE BUGTRAKER

We try to get all fixed but we need you feedback. Testfiles. How did the problem happen and so on.


Most wanted feature is now in. Noggit can load and save water.
Also some basic functions to add and edit water ADT based are included.
More will come in next version(s).

Also UID problem is now fixed. This caused the disappearing of models on the map with the same UID.
You just have to edit and re save every tile of your custom map.

I improofed the texture pallet a bit and added a function to load alltextures at once.

Flatten/Blur have now also speed and speeds up work with this tool allot :)
Also add some new shortcuts to make work faster.

So we hope you willl have fun with this version.


DOWNLOAD:

SDL 1.3 CI - 81

http://ci.hanfer.org/job/NoggitSDL/81/a ... Noggit.zip


Noggit SDL 1.3 changelog

- Add application Icon
- You can now load BGs in menu

- Basic water editing
o Load and save water layers now
o Menu > Assist > delete and create water
o Basic ADT based water editor for type, opercity and height.
o Opercity auto callculation with transition pendingon water depth

- Rework texture pallet
o Add load all tileset function to texture pallet
o Change rows and cols direction and count
o Add big preview of selected texture
o Discard the old current texture window
o Fix texture pallet size to fit names

- Do release with debug now

- New keys and mouse functions
o ALT + 1 till 5 set now the texture paint opercety to 100,75,50,25 and 0 %
o Space + Maus = Speed and Pressure

- During load noggit test the config file and report common problems into the logfile. So perhaps users can fix this problems alone

in the future.
- Link to Manual in modcraft  wiki
- Load MPQs now in read only. This prevent noggit fron not running if folder rights or read only dont fit on wow folder.
- Better wmo culling that the moldes dont hide all the time.
- Add ground flatten/blur speed.
- UID Fix. On save of an adt all UIDs get recalced now and saged in this and all surrounding adts.
- Clean out test and deprecated menu functions

- Auto size,tile and rotation works now also if you have copy model size and rotation activated.
- In Holes mode you can now alos edit the full chunk if you hold down the ALT key during edit.
- better Vertics Rendering ( Hanfer )
- After you have saved the selection works not. Fixed.
- Maptile display on minimap
- Add the ALT Key to texture delete from chunk function. You have to hold all 3 keys. This often cause problems of unwanted deleting
- VMAPs fix for WMOs. M2 problem seams to come from new extractor version.

39
Lore Team / Mission: Questtexts.
« on: September 27, 2013, 09:30:32 pm »
We need writes to finish the quest texts. So if you are interested chat me or DK on.

27.09. 1 - 5       DK                
27.09. 6 - 20     Axel                
27.09. 20 - 25   Jeremy Quin

40
Builder Team / Cerill shaping
« on: August 23, 2013, 02:00:28 am »
Istart to add the rise for the shrine. So please don´t work around 18_29.
I did the mountain photoshop work and start with a baisc shaping for the hills.


41
Tech Team / I think we also need a test team
« on: July 10, 2013, 09:54:31 am »
I often read deeps question:

Have you tested the new release. And noone or less people answer. That slows down and demotivates. What about a new tester team with 5 till 10 guys only here for testing stuff and give feedback. I think there are also guys out not able to build but to test.

42
Lore Team / Maruum Wiki for story and documentation
« on: July 06, 2013, 11:57:37 pm »
If you are in story team and/or want to help collecting some idea just apply here

https://maruum.net/wiki

43
Management / Gettin started guide to the Maruum galaxy
« on: July 02, 2013, 12:55:56 pm »

Introducing



Hello new member :)

First of all you will need an account on our testserver and repo server.
If you can read this an admin still gave you access to the Maruum group here on Modcraft

Needs to get implemented


- Tutorial to setup everything

>> Make a new folder

WoWModding/projects/Maruum

>> Make 3 subfolders

WoWModding/projects/Maruum
WoWModding/projects/Maruum
WoWModding/projects/Maruum

>> Download http://tortoisehg.bitbucket.org/ in your language
>> Install TortoisHG
>> Login to http://hg.dia-tech.eu/ with your account data you have given us

>> Enter the Maruum-client-patches repo
>> Copy the clone url to clipboard
>> Rightclikc on the patches folder and select > TortoisHG > Clone
>> Enter the just copied clone url at the upper textbox
>> Click clone
>> Enter your HG password you have given us

Now the software donwloads all the data from this repo to your harddisc. This can take some time because its some GB big :)


Server IP is 37.59.46.114
>> Now repeat this with the 2 other repos
>> Clone Modcraft_SDK to server folder
>> Clone New_Content_Patch to content folder




- Modcraft Maruum group
- Repo account und Gruppe
- Testserver Account



What we ahve

- Online 7/24 testserver for builders and visitors
- Own HG repo server for all Modcraft related data. There you can get the following Maruum repos
o Marum cleint Files > All stuff you need to get into your client MPQ patches
0 Content patch > Mop adn Cata m2s and tilesets used by the project
0 Maruum_SDK > Local testserver where tech team implements and tests the

44
Lore Team / Quest spot 1 - Deadmens landing, coast and camp
« on: July 02, 2013, 05:14:35 am »
Go to >>> Quest Idea Collection (Cerill Forest)


Ok lets start to do some quest idea list. We first should focus on the coast and the camp.
Doing some orientation and help the camp to get stuff quests. Also other ideas fitting this scenario are welcome.

You arrived on the coast and get send to the camp first. There you meet some lower camp leader guy giving you quests all around the coast to proof you will to help them. The first guy should be located in the upper camp area. Then there could be another guy on the coast coordinates the stuff there. And later you can get some quests from the camp leader located in the lower area of the camp.

The yellow reagion is the place the quests should be located. Its the camp itself, the coast with all the islands and the sea ground and the smale vale on the left side of the coast. We can clearly make the reagion fit with some worldbuilds/changes to your quest idea. So lets go and collect someideawhat the player could do there.



Map is a scetch, so not 100% fit to the ground. But enought to orientate I think.

Here a map of the spots as they should be. Withsome know quest giver spots as black dots.


45
Recruitment / Maruum needs you!
« on: June 25, 2013, 10:18:53 am »
You like Maruum and want to help. Just join our tech teams now.
Make a post here and use the given template.

viewforum.php?f=89

You cna also join if you think you are not so skilled in modding. We need much help and there will be always a job ike spawming detail doodads in the nature zones or citys. That can everyone and is a huge amount of work.

So lets cross some frontiers.

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