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Messages - ProfVice

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31
Miscellaneous / Re: [QUESTION] custom maps and vmaps
« on: December 08, 2012, 10:19:26 pm »
In the System.cpp  (.../src/tools/map_extractor/System.cpp) there are some rows that forms a list of MPQs that will be load, so as i understand this you must add the names of your MPQs (for example patch-h.mpq) and recompile the Extractor.
I will try it


Edit: And for VMaps open the vmapexport.cpp and look for "// open expansion and common files"

32
for a first try ist nice.

Try to add more hills, maybe little vulcanic things, burned trees or buildings.
and of course an other ambientlight with a simple dbc change ;)

33
Showoff - what you are working on / Re: [SHOWOFF] Kelavia
« on: December 02, 2012, 08:10:24 pm »
no its not more practice then before, before i work hard on the patch, the last screens be some tests, i work like blizz with many fakes. You will see the difference ingame, the first pictures of crowfjord are a lot more detail than this little sea. but with the landscape and groundeffects it looks like more detailed.
So its funny that you say the last is good, but on an objective view the last pictures are the worst  :D


A Skyrim inspired Zone at North of Kelavia


34
Showoff - what you are working on / Re: [SHOWOFF] Kelavia
« on: November 30, 2012, 11:45:35 pm »
yeah your right its too flat at this moment, but i work on that problem   ;)
maybe in a few month it will look better but at this moment i will first build the towns and other POIs before i go into detail and build stuff like a more natural landscape

thx for your comment


Edit: A little Test with Water, Waterfalls and groundobjects (the grass is too bright i must find a darker one or create one for next versions)





35
Showoff - what you are working on / Re: [SHOWOFF] Kelavia
« on: November 30, 2012, 11:08:48 pm »
After a few weeks without any progress i take the time and begin the work on a new town with a few reskins, hope you like it, details will come when ive got the time so maybe in 2 weeks  :D








more images on my picasa page

36
Showoff - what you are working on / Re: [SHOWOFF] AFTERFALL
« on: November 26, 2012, 08:21:41 pm »
know mad max 2? Build an oil refinnery with the cata gobo m2s !
Port the HotRods. Or maybe play Fallout for some ideas?

I realy like it to see a not medieval mod :)

37
Showoff - what you are working on / Re: [SHOWOFF] Kelavia
« on: November 14, 2012, 06:13:32 pm »
After a day of training my first custom Flag for the new Towns.

Village of MacKenzie


Village of MacGregor: (not final version)



All Banners of the 4 Clans of the North:

38
Showoff - what you are working on / Re: [SHOWOFF] Kelavia
« on: November 10, 2012, 04:42:58 pm »
To Convert clothes from Cata/Mop to Wotlk, use Modelviewer, dress a char with the clothes you want to convert. Export all Textures (If you using hats or shoulders you also need the skin and m2 and convert them to 3.3.5 m2s) then you need the itemdisplayinfo.dbc open with dbcutil (its a lot easier with the old dbcutil than with Taliis) the dbc is very easy to read.
If you want to convert a shirt, copy an entry with data values from shirt and overwrite the ID with new one and the textures from Cata/MoP.
A few things i had learnd: if you got a texture named this "cloth_challengemage_d_01red_Sleeve_AL_M" you only paste this into the dbc "cloth_challengemage_d_01red_Sleeve_AL"  because the last "_M" or "_F" or "_U" is for male, female, both. When you forgot to delete the last part, clothes are invisible ingame.
And the head items use flags on colum 14/15 if the flag is 0 hair will look out from the hat so use falg 264 to fix it.


(sry for my bad english i hope you can understand what i mean ^^  )

Edit: Clothes with Models (Head item, Shoulder items) must exportet for all races! A Hat you export for human will not shown on Orc head..

39
Showoff - what you are working on / Re: [SHOWOFF] Kelavia
« on: November 09, 2012, 05:23:35 pm »
A few new work in progress screens, a lot of details will come in next versions so don't tell me "use more details" pls textures are also not yet finished!
New Dress: (Gilneas Style at this moment only for human male)


Castle of MacGregors:


Village of MacGregors Clan:




Village of MacKenzie:




MacKenzie Manor:



40
Modelling and Animation / Re: [QUESTION] Bug with Cata Items
« on: November 08, 2012, 08:03:09 pm »
right race converted? what did you mean?


Edit: ok checked, yes got the right version (human) but its only a block, i check the DBCs again...


Edit2: ok a wrong dbc edit ^^ but now ive got another bug
New Bug

hairs....

Edit3: To delete this hair bug set colum 14 and 15 of ItemDisplayInfo.dbc to 246 ...

so solved

41
Modelling and Animation / [SOLVED] Bug with Cata Items
« on: November 08, 2012, 07:16:58 pm »
I searched at least one hour to find a solution but i cannot find any so i opend a thread for it.

I was playing with the pandaria client and the modelviewer and after a while i found that nice little Gilneas Head Item. So i export it from MoP, use the converter make the DBC part and so on but then i get a problem.
The M2 is visible with texture in the Modelviewer, the M2 is visible without texture when i spawn it ingame as an object, and when i try to wear it i only got this little block on my head.
Tried to change the textures in the M2, edited it with 010 but nothing happens its everytime the same problem.

here a screen: Bug

42
Level Design / Re: [QUESTION] Ground effects corrupting ADTs
« on: November 07, 2012, 09:54:35 pm »
Ok thats realy fix the problem... a 2 textured chunk/adt crashed after 2nd time i used the fixing. after i textured the adt with 4 textures per chunk it works again and again and again without any crash...

Thx skiiks

43
Level Design / Re: [QUESTION] Convert WMO
« on: October 31, 2012, 06:51:01 pm »
the code of wmo was expanded with the release of Cata.
When you open a worgen house of cata alpha in 010 with a wmo plugin and then open the same building from cata or MoP release version, the code is much bigger, there are more flags.
So if you want that the building works you must edit the wmo structure.

a second thing i noticed there are more wmos for example in cata alpha there was worgen_housea.wmo worgen_housea_000.wmo worgen_housea_001.wmo and in later cata version i found a worgen_housea_002.wmo  so it seems that there are more interrior lights or effect or something like that.

44
nope no chance, paint a adt with 4 textures (1. dirt, 2. grass, 3. leaves, 4. street) dirt without grounddetails, grass with flowers, leaves with little plants and street with stones.
Do all like in the tutorial, and at the end its an error #132. Checked the dbcs again and again, so i dont know whats wrong.


Edit: Ok problem solved, dont know why but when i draw a road on the grass texture it will crash, if i draw some dirt on the grass, and then the roas on the dirt it works.... crazy

45
after fix the same problems like others, it crashes. test it with wotlk adt, with classic adt and both crashes.
don't know why but this is still a big problem

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