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Messages - ProfVice

Pages: 1 [2] 3 4
16
Modelling and Animation / Re: [QUESTION] CharCreate.xml Placement
« on: September 09, 2013, 01:00:47 pm »
Open the xml and look for this lines:

<CheckButton name="CharacterCreateRaceButton1" inherits="CharacterCreateRaceButtonTemplate" id="1">
                        <Anchors>
                           <Anchor point="TOP" relativePoint="TOP" x="-50" y="-61"/>
                        </Anchors>

(cordinates maybe different, have changed mine to place 15 races ^^)

than change this and the following entries

17
Texturing and 2D Art / Re: [MoP to Cata] need help porting shoulders
« on: September 06, 2013, 10:59:11 pm »
Make an own MPQ with the Model of the Shoulder and the itemdisplayinfo.dbc than pack the dbc to your server dbc files and make an entry in the sql database. restart the server pack the new mpw with mpqmaster or mpq editor.

18
Level Design / Re: Problem Texturing Imported ADT's
« on: August 29, 2013, 03:11:20 pm »
Maybe it works if you place 4 textures on adt, than extract alphamaps with Futa tool, paint a little bit with photoshop or gimp, than paste the alphamaps with FuTa tool.
Dont know if this realy helps, but maybe it fix the texture crash bug...

19
Tutorials / Re: [Tutorial] How to activate flying on Azer. without corem
« on: August 28, 2013, 04:45:43 pm »
nope the config is not the problem, tryed it but it was no solution.
but thx for help

20
Tutorials / Re: [Tutorial] How to activate flying on Azer. without corem
« on: August 28, 2013, 04:12:53 pm »
got a little...bug?
when ever i fly from one Area to another (both got the right flag) the flying char becomes dismounted... after the landing on ground i can remount and fly in the next area.
but on the next area border it all repeats and i dismountet....
hope anyone can understand my problem and knows a solution

21
Resources and Tools / Re: [TOOL] OBJ to M2 converter
« on: August 22, 2013, 09:23:08 pm »
Here the Object with all necessary files

https://mega.co.nz/#!FxlAmaTK!BJ1ShQ4oR ... fm5ixwrDp8

edit: New with obj ^^

22
Resources and Tools / Re: [TOOL] OBJ to M2 converter
« on: August 22, 2013, 04:54:30 pm »
Need some help,
first im new to blender and i  havn't 3ds max, so here is my problem:

I Exportet a few models from Warhammer Online
like this


first i have it exportet as an OBJ and convert it to a WMO... and it works perfectly, but a mortar is only a decorative so i beginn to edit the obj and tried to convert the obj as an M2... but it wont work, the converter crashes at Adding Materials.
So i know it must be a mistake of me, but i can't find the mistake and so i need help.

(oh and i tried a few other 3ds and obj to m2/mdx converter... nothing works)

23
Resources and Tools / Re: [TOOL] 3ds/OBJ to WMO
« on: August 21, 2013, 03:20:55 pm »
Thanks a lot, i will try Machinima Tools.

And a very good Video!

Edit:
Ok tried it again and got some probs...
this 2 houses were extractet with Machinima Studio Premium, all textures well placed but there is a secound hull of textureless polygones dont know why.


and this one is made with extractet model from modelfiewer, the texturebug is also in modelviewer



so pls can anyone help?


Edit: Problem solved... it was the collision vertice from machinima  :oops:


play a little bit with export function of Machinima Studio

A House from Warhammer online in WoW... but without indoor area





A Little tip: When you export the models and import it to blender, you must flip the normals off every mesh to get the textours to the right direction (i hope you understand this, sry my bad english)

oh and the Diner of Fallout meets WoW:


just a little problem with transparency

panda nuclear bar of disaster....

Edit again: oh here the download, it include only a Pandaren Hut, the Diner, the Warhammer Building and a Warhammer Mortar. You must create your own dbc when you will place them ingame.
the directory lines for dbc and noggit input.txt

Mortar: meinewmospa_house1.wmo
Pandaren Hut: meinewmoshaus1.wmo
Warhammer house: meinewmosmerchant.wmo
Fallout 3 Diner: meinewmosdiner.wmo

Download: Here

24
Resources and Tools / Re: [TOOL] 3ds/OBJ to WMO
« on: August 20, 2013, 09:22:46 pm »
Ok first Thx for this awesome tool, test it a little bit with selfmade blender objects... but my skills are to low for nice buildings  :D

so i tried to convert MoP WMOs to Wotlk WMOs but i've got a problem.
When i extract the WMOs with an MPQ editor, ive got a WMO file so ists not convertable by the tool, but when i extract the WMO via modelviewer als Obj, the tool wont convert it to the Wotlk WMO.
So can anyone post a guide how to extract MoP buildings right and convert it to wotlk? I would love it to play with Pandaria Huts  ;)

hope for help and say thx

25
Showoff - what you are working on / Re: [SHOWOFF] Kelavia
« on: August 18, 2013, 11:51:53 pm »
After a long time, i decide to work another time on Kelavia... so the result of first hours after a long timeout  :D

The beginning of a vulcanic mountain:


a new graveyard


coastline mountains


i hope you like it

Edit: A few new Screens

NEw Mine





a place for the banned players??  :D



Edit 2: After 30 hours of work... the hardest race patch is nearly finished.



so the additional playable races from Kelavia are: Goblin, Worgen, Pandaren, Vrykul and Tuskarr... and maybe ill add another one in the next few weeks  :D

before details:


after first details:

26
Level Design / Re: Pandaria in woltk
« on: December 30, 2012, 04:27:53 pm »
I heared that Jutsu online uses a converted pandaria maps. But without the WMOs because there is no converter for WMOs at moment

27
Recruitment / Re: [Paid request] Map build
« on: December 30, 2012, 02:37:53 pm »
its hard but its true

This one was build in 4 Hours

and its not finished, there is no ambient light and no skybox and no sounds no area flags.... so minimum of an hour work for changing all the DBCs... 5 Hours for 4-6 ADTs its like the half scale of Westfall.

So what scale of map do you need and how much do you pay for this job?

28
Tutorials / Re: [TUTORIAL] Add a new race
« on: December 23, 2012, 11:14:02 pm »
found this tutorial years ago in a french forum, thanks for this english version.

29
Modelling and Animation / [QUESTION] Worgen Convert
« on: December 16, 2012, 05:56:00 pm »
I have tried to Convert the Cata Goblin and Worgen to Wotlk but ive got a problem with it.

So i extract all Textures, Convert the Model, and edited this dbcs:
CharacterFacialHairStyles
CharHairGeosets
CharSections
ChrRaces
CreatureDisplayInfo
CreatureModelData

(i also make the edits of the glue files to chose the goblin and Worgen in char creation)

then i make the MPQ and tried it in Modelviewer and Ingame.

In Modelviewer i can see everything and all works perfect
The Goblin Works ingame, but when i choose to create a Worgen, the game crash with an Access_Violation
First i thought it was the Model, but after a morph ingame i see the model works so i dont know what the problem is.


so i need some help, any solutions?

30
Miscellaneous / Re: [QUESTION] custom maps and vmaps
« on: December 09, 2012, 02:44:39 am »
yeah same by me... i can charge through houses. So maybe a problem of the Worldbuild?

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