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Messages - ProfVice
46
« on: October 26, 2012, 11:38:23 pm »
ok the screens of testingzones are nice, i like the bloodelf park thing a lot. but the isle on the first screens are more lika a testzone... a lots of details is good but too much is too much! so reduce it a bit and it can be very harmonic
47
« on: October 26, 2012, 11:35:26 pm »
pls work on more details, its one thing to rebuild classic zones but another thing to use time on place details.
so a few fences and lights on streets would be nice
but it looks realy nice
48
« on: October 21, 2012, 10:45:30 pm »
i port all by myself and they work, only a few changes in particle things but this is a little hexy thing ^^
so the few models that i use are working fine.
49
« on: October 21, 2012, 05:56:26 pm »
added some fog and clouds, looking nice at day but awesome at night (my opinion ^^ ) Im also working at second township, planed are 7towns and a city for the first quarter of the mod, so it will be a big map and a lot of work to do, but its make a lot of fun to develop it.
50
« on: October 21, 2012, 03:41:56 am »
This is the first township of my new Map, its a medieval styled town for a scottish like nation. The screens was taken after 10 hours of Work, so its quite a lot of work. The Twilight Higland 2story will be darker textured in later version and there will be more details in next version. Screens
51
« on: October 20, 2012, 03:52:12 pm »
if you mean the house_a_001.wmo; 002.wmo and so on yes i copy all of them.
Ok i found the same WMO in an old patch of me, and this wmo is bugfree... so its look like that the wmo structure between cata and mop got a few changes
ok the code of working and not working wmos are different so now i knew the structure of wmos was edited, but don't know enough about hex to get the things right and convert MoP wmos to 3.3.5, so need help pls
52
« on: October 20, 2012, 12:23:11 pm »
Ok i have tried to convert a Worgen house to wow 3.3.5 so i open the wmo with notepad look for all .m2 and convert them. pack all in a patch an spawn a house with Noggit on a testing map. Ingame i can see the Wmo from a distance but when i come near to enter the building, the game crashes. another problem is the texture, in noggit everything is ok but ingame the textures are violet and i do not know why. ![](http://s14.directupload.net/file/d/3049/rcgm293b_jpg.htm) so can anyone help?
53
« on: November 09, 2011, 04:10:22 pm »
Sry steff do-not have any link, this tool is very old (but it works for 3.3.5) maybe i can upload it when i find it (so many space so many tools.... i search ^^)
There is another way, you can take taliis and the light.dbcs and change it manual way.... yeah good old days xD
54
« on: November 07, 2011, 09:01:59 pm »
Skybox Editor is another good tool, you can change colours of time, so you can easy change the grade of darkness for the night and you can change the fog. So it is very easy and very fast, make my swamp a lot darker than the swamp of sorrows
55
« on: November 07, 2011, 08:28:51 pm »
got the same problem as equertez, any solutions?
56
« on: November 03, 2011, 03:57:12 pm »
Sry Sina but there are a few mistakes, first Odieus was never released finished, so what you have seen was an beta. And by a difference with the host maybe Odieus will never see the release of 1.0...
So sry but Odieus is wrong on this list, and i know it because im the admin of odieus
57
« on: March 26, 2011, 11:34:18 am »
Alredy done... wont work.
I Have created an area with ID 4988 open Tallis open ScottTest_1_1.adt then Edit Area ID and edit it to 4988 check and see that the adt now has the areaid 4988 but ingame when i tipe .gps it shows Area and Zone 0.
Here my DBC entrys
WorldMapArea.dbc 610,25,4988,"Test",16528.8,-14929.31,16525.433,-13873.34,-1,0,0,
AreaTable.dbc 4988,25,0,0,0x0,0,0,363,566,0,0,,,,"Test",,,,,,,,,,,,,0xFF01FE,0x0,0,,,0,-500.0,1.0,,
58
« on: March 24, 2011, 08:02:40 pm »
Hab das gleiche Problem, versuche meinen neuen Kontinent mit nem Friedhof zu verbinden, aber geht nicht, irgendwie ist der neuen Map keine Area und keine Zone zugeordnet. Ka worans liegt...
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