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Topics - aerizanthar

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Modelling and Animation / [QUESTION] [WotLk] Black Custom Wmo?
« on: July 04, 2016, 04:16:16 am »
So i am working on a small project for my personal 3.3.5a server. I have had no problems adding wmos produced by other folk (I made use of some of the Gilneas Sliced stuff from over on model-changing.net) but when i attempted to make my own, something went wrong. I suspect I missed a step or something.

I loaded darnassus into blender and deleted everything but the main temple of the moon, its interiors, two lights which were inside, and the respective portals for the three rooms. When i exported it, it shows up no problems in wowmodelviewer, and noggit has no issues placing it or showing it.

The problem comes in when i go into the game. I walk up to the building, and the entire exterior is solid black. I go to where the entrance to the interior is, and instead of seeing the interior, i see what the inside would be like if there was nothing there. Walking into the interior through the portal reveals from the inside a perfectlynrendered interior, all textures where they need to be inside, but turning around and facing the entrance portal shows a gray solid wall. No collision, just as if you could actually see the portal plane.

So to recap, the outside is solid black, the portal planes dont display the interior from the exterior, and from the interior are just solid gray.

Any ideas what I did wrong/missed/should do to fix this? I am guessing its pr9bably just a setting I didnt apply before exporting..

I would love to fix this ASAP because if I can, I can chop up a bunch of the larger wmos into smaller modular ones and release them for general public use, which i am sure is something many folk would love to have.

Here's a link to my file in blender format. It looks fine in blender, noggit, and wowmodelviewer, but in game its black. No idea why.

[attachment=0:3gmdtixh]Darnassus01.zip[/attachment:3gmdtixh]

If you can fix it, please let me know what on earth i did wrong lol.

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Here's what I am doing:

I am making an island continent with various buildings and a small city, and so far I am using blood elf architecture. What I want to do is have this same architecture, but where the glass and some paint is blood red, I would prefer blue.

In wowmodelviewer, you can actually find two models already skinned in this manner:
Wmo>Lordaeron>buildings>Silvermoon>bloodelf_guardtower>highelf_guardtower.wmo
Wmo>Lordaeron>buildings>silvermoon>bloodelf_smallhouse>highelf_smallhouse.wmo

I have a patch that reskins all blood elf buildings in this manner, but this isn't what I really want, as this would also effect buildings in silvermoon city and the surrounding blood elven buildings.

Here is what I would like help with, either someone who can do it for me, or someone to explain what I can do to set this up:

I would like to make an MPQ file that adds a copy of all (or most) blood elf buildings etc. as a separate set, all reskinned using the blue colored skins I have in this patch.

Like i said earlier I have no problems doing it myself, I just don't actually know what all I would have to do to accomplish this. Any help is greatly appreciated.

I will be providing the patch I mentioned as well. Basically, if a model (except silvermoon city and all the stuff in character and creatures: i am only concerned with buildings) would be effected by these files normally, i'd like a duplicate of them made using these files as their textures, and these textures renamed (example bloodelf to highelf) so they dont overwrite the existing files that effect original blood elven buildings.

I fumbled my way thru blender and had no luck even getting the new .wmo to show up (I think its because I packed it while it was still a .obj now that I think about it. going to try to fix that)

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To clarify, I use Jeuties blizzlike repack. I started a new server with his newest release, and cannot for the life of me get any ARAC packs working. My main desire for these is mainly mught wlf mages and warlocks, blood elf warriors, human hunters, and a few others. It is usually sompler to just aplly the ARAC fix i used previously. His older revisions (revision 0.9 and older methinks) seemed to have no trouble using it. I fear something has changed since then and now it doesn't work. Applying the ARAC patch causes the world.exe to crash at loading player spell data. I tried enabling the class race combos i wanted by editing the dbc files but i am doing something wrong. I dont plan on allowing these custom classes to be made outside of sql database modifications (example replacing 1 for human with 4 for might elf on a single warlock) so i dont plan on needing client side modifications, but i cannot seem to get the server to agree with me. What have i missed?

If there is any additional info you need please let me know, and how to get that info. I'm fairly intelligent but also oblivious half the time.

Finally i appreciate any and all help. Thanks!

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