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Topics - Keta

Pages: [1] 2
1
Level Design / [QUESTION] Texture Chunk bug
« on: July 14, 2012, 01:05:06 am »
Hey Modcraft

I tried looking around on the forum, and I do believe I've seen a similar question somewhere before, but I can't seem to find it. Regardless, here's my problem I hope you can help me with.
I'm working on the 2 QA_DVD ADTs, and when I went ingame, this is how the textures looks:

And the same, after clearing texture and applying it quickly again:


Now, as most of you can see, it makes the squares of missing rock texture on the edges of each chunk. Question is, why?
Layer1: Dark Moss
Layer2: Dark Grass
Layer3: Rock texture
Layer4: Unused.
Its only the rock texture which is bugging.
Although log is probably worthless: http://pastebin.com/HYg1DwKJ
ADTs: http://www.mediafire.com/?gxsk34gabre3wew

If you need anything else, let me know and I'll get it.



Thanks
Keta

2
Hey Modcraft

Some time earlier this year a serverowner asked me to make a script. The server went down the day after though (very poor server, and I was just desperate for ideas for something to make), so I've just had this on my harddrive ever since. And I thought I'd share it with you guys, considering well... Its just rotting on my harddisk, so why not share it?
Its basically a Lua script, which makes a gossip menu and allows the options to be controlled from the database. Pretty straight forward, and rather simple, yet somewhat useful, considering there's no need to reload the Lua scripts, should you want to change it.

Lua (LuaHypArc) Code:
http://pastebin.com/s6YgFRcg

SQL Code:
http://pastebin.com/RagiYHm7

Columns explained:
Entry: Just an entry ID
MenuId: The ID of the menu which that option should belong to.
Name: The name of the option.
IconId: The icon on the start of the option.
NextMenuId: The ID of the menu it should lead to.

To make specific things to happen at one specific option, you're going to have to edit the Lua script.
Like so:
Make the NextMenuId some unused number, and go into the Lua script. Between the first "if (intid == 0) then" and the 'else' for that if statement, you're gonna want to add another "elseif (intid == NumberOfTheUnusedMenuId) then" and then whatever code you want. Quite simple.
Note: It has to be an ElseIf statement. Not just another If statement. Lots of people does that in Lua scripting, and its rather horrible, really.

Well, I guess that's all there is to say about this script. Enjoy!



Thanks
Keta

PS. Yes, I made it myself.

3
Software Development / [TOOL] [CMD] Replace Maps
« on: March 01, 2012, 11:30:11 pm »
[center:2q1qnzg4]Hey Modcraft[/center:2q1qnzg4][/size]

Phucko recently notified me about Taliis' Replacement tool for Heightmap, Texturemap and Doodads... And I've figured out, if I use that, it will uncorrupt all ADTs (I think. Worked on all ADTs so far) I've worked on. But problem is, I have to manually do it to each ADT and... Well, you can imagine its gonna take AGES if I have to do it to like 50 ADTs.
So, my question is to anyone who knows a lot about the ADTs, or decent, and has the Taliis source code, to make a CMD tool which I can use with a simple batch file so it applies itself to all ADTs. This tool should take all ADTs (for example) inside a "Original" folder, open them, and replace their heightmap and texturemap with those of the corresponding ADT inside a "Corrupt" folder.

Seeing as its done in Taliis, this shouldn't be too hard to make. Right? I don't know, since I haven't messed much with the ADT files as in programming. Everything has been through tools.



[center:2q1qnzg4]Thanks
Keta
[/center:2q1qnzg4]

4
Showoff - what you are working on / [SHOWOFF] [WIP] Blackwater Cove
« on: January 28, 2012, 07:24:50 pm »
[center:1zpt0q1e]Hello Modcraft![/center:1zpt0q1e]

Well, not too many weeks ago, Khaiden and some other pirate fellows from CoA (http://chroniclesofazeroth.forumfree.it/), gave me the idea of making a pirate cove world build because... Well, I hadn't really done anything for a while, and so I thought "HELLZ YEA!".
And well, after quite a while of building I wanted to see it in-game to get a feeling of how things looks. And guess what? Well, my luck strikes once more, and corrupts my ADTs. Yes, so you see I had quite a problem seeing as they were corrupt. But after quite a while of searching around to try and fix my problem, I had to acknowledge that I had to take it further. I had to take it to the TOP BOSS'S. So I went on and asked around. Mjollna was the person who held out her hand and wanted to help me out. So BIG credit to her, for had it not been for her, I would most likely given up this project. So THX MJOLLNA! ;D. Uhm... *Cough*. Anyway, back on topic. xD
So as I was saying Mjollna helped me fix my ADTs so they worked again in Wow, while also maintaining all the edits I'd made and... Well, she really renewed my passion for World Building, and so after a 2-3 hours of empowered work, this is what I've come up with so far. You'd notice a little part of it is already there currently without the edit. I made my build there on purpose, seeing as I felt a great anger towards Blizzard for building a secluded area, and never using it for anything. Trust me. Even in Cataclysm, they just made it look like some godforsaken place no one should ever go. But BLIZZARD, YOU'RE WRONG, BLIZZARD!!! WROOOOOOONG!
[spoiler:1zpt0q1e][/spoiler:1zpt0q1e]

Uhm... *Cough* Sorry, back on topic xD

(1920x1200 resolution. Rightclick to view full size)
[spoiler:1zpt0q1e]










[/spoiler:1zpt0q1e]
Well, that's all I got for now! Hope you enjoyed looking at them. The build is still in progress. I'd like to hear suggestions for something to make.


Edit:
Did some edits as well as recorded it all. Didn't really have time or energy to pull out a nice machinima from it xP




Thanks
Newtech

PS. To those of you that didn't bother reading... ITS NOT DONE, STILL UNDER CONSTRUCTION. x)

5
Random / [QUESTION] Enlighten us please
« on: January 24, 2012, 08:49:37 am »
Hey Modcraft.

This is mainly a question for the Modcraft Maintenance team, but meant to stay for future references...
As many of you were aware of, Modcraft was down most of yesterday (Was for me AND my friend anyway), so I was hoping you guys could maybe enlighten us and tell us what exactly happened? :p It reported some sort of SQL error, and that I had exceeded my maximum allowed connections.

Thanks
Keta

6
Software Development / [REQUEST] ADT Repairer
« on: January 21, 2012, 08:16:50 pm »
Hey Developers. Yes, and all the rest of Modcraft too :p

So, my request is for someone to make a tool that can fix ADTs. so they work completely fine again. Here is how I think it should work:

You have a completely empty ADT, as well as your corrupt BUT BEAUTIFUL ADT.
The program should read the corrupted ADT's Heightmap, Texture map, WMO and M2 paths+locations and holes. (And more, if I forgot something). And this data, it should copy and replace the data on the empty ADT with.
This way, it would make a completely new CLEAN ADT, with the same ground and models!

That is, assuming my theory is correct. If not, maybe just a program that can do as much of the ADT as possible? xP

Thanks
Keta

7
Miscellaneous / [QUESTION] [C# Dev] Parsing MTEX
« on: January 15, 2012, 12:28:58 am »
Hello Modcraft

This question is mainly directed to all the people who knows about reading the ADT files with a scripting language. Its written in C# (C Sharp)
So my question is, Steff has helped me out with a code that works pretty fine so far, only I have encountered 2 problems. First problem is when I parse the MTEX paths, it also gives me a few lines of random stuff before the actual paths. This is however not the reason why I'm making this post. The reason is my second problem. You see, when I run the program, as I said before it gives me all the texture paths. However the last 2 texture paths are on the same line, apparently. And that is the same case in all of the ADTs I've tried. And yes, I have tested all ADTs in-game, and they do work.

So... Anyone that can help me out with telling me why that is? I am 99% sure you're gonna wanna see the source, and that is no problem :)
Pastebin: http://pastebin.com/EBdRpjRq

This is the output it gives me when I run the program:

As you can see, it posts the last 2 paths on the same path, even though (as visible in the source) I split up and make a new line after each path.

Any help would be appreciated! :)



Thanks
Keta

8
Miscellaneous / [QUESTION] Basic ADT C# Reader
« on: December 17, 2011, 12:42:01 pm »
Hey Modcraft



Now this is mainly a question for all the C++ and C# devs out there, but if anyone just so happens to know the answer, feel free to tell.
I was hoping to see if someone had a template for reading ADTs laying around. Either in C++ or C#. And of course if they'd share it. Cause I'm gonna work with it in C#, but Im somewhat sure I can convert it to C# if it is in C++.
I've had programming on the education Im on atm, and we've been playing a bit with C# console programming, and I noticed that Cryects Tools is also a console application. However that isn't really that much up-to-date anymore... :/ So anyone got a template laying around that shows how to read the info in ADT files? :)

Thanks
Keta

9
Miscellaneous / [QUESTION] A "FixIt" program
« on: December 09, 2011, 07:50:36 pm »
Hey Modcraft

I was hoping to see if one/some of you epic C++/C#/Java/Python/whatever, could make a program that would scan through an entire ADT and tell the user what is wrong with the ADT? Cause currently I have one/some ADT's that I can't figure out the error about...
  • Wow crashes.
  • Noggit can load it just fine.
  • The log doesn't report any texture or model missing.

So I can't really seem to figure out the problem, however I really don't feel like making it all over again >.<

Thanks
Keta

10
Level Design / [QUESTION] [SHARE] VB ADT Parser
« on: November 05, 2011, 10:22:59 pm »
[center:jhwq2tkg]Hey Modcraft![/center:jhwq2tkg]



So I have this piece of code a friend made for me which parses most of the info in ADTs into plain info you can actually read x)
Anyway, so you're probably wondering why this is both a question and a share. Well, its pretty simple. I intend to continue developing this program so it can become a more up-to-date version of Taliis, with the normal Windows theme. Don't get me wrong, its not cause I don't like Mac or Linux or w/e. Its just that I don't really know anything about any of the universal languages :S
Anyway, so back to the share/question. This is pretty much the explanation why...

Why question: I need someone to help me make it possible to also save the loaded info back into the file I loaded it from
Why share: Because its a pretty nice piece of code which I don't mind if anyone takes and try to improve too :P

Of course if anyone want to join me in the creation of this new "Taliis-like" program, you're more than welcome! :)
If this becomes a success, hopefully Steff, Jack, Schlumpf or whoever is in command, will agree to making it a featured project or something. But until then, DEVELOP ON! ;D Rofl, silly slogan xD

So, the download for the source:
http://www.mediafire.com/?1y86do55v35ak7t



Thanks
Keta

11
Hey Modcraft.



So, Im pretty sure Im not the only one, so I'm just gonna ask this, and hopefully other people will benefit from it. So my question is, is it possible for anyone to make a pretty detailed tutorial on how to make a model from scratch in 3Ds Max, including textures, and how to convert it into a working M2 model with collision (saw Mjollna did it)?
I mean, I possible could figure out how its done, by reading all of the threads and posts and whatnot, all over the forum, but... It would just be a lot faster, and easier for newcomers, if it was all in one tutorial.
So any of you model creation experts out there who could make a tutorial which includes all those things? Possible animations too, if thats not too hard. Otherwise, just a tutorial on this without animations.



Thanks
Keta

12
Level Design / [QUESTION] Parse Noggit worlds to Wow
« on: October 25, 2011, 10:20:29 am »
Hey everyone.

Now, this might mainly be a question to all C++ devs, but anyone in general are welcome to try and make this. Now my question is, would it be possible for someone to make a program (maybe a small batchfile) that can load the world you are making in Noggit, and parse the entire thing into Wow, while running? So Wow will instead of loading the map from the MPQs, it would load the maps from the RAMs. The maps that you're building in Noggit.
Which (if I'm correct? Dunno, never really done any C++ developing) would make it possible to instantly view your builds IN WOW, as from a players perspective, while you're building in Noggit.
Sorta like this: (at 1:14)
[youtube:3suey4mm]http://www.youtube.com/watch?v=yqc9EP7_56s[/youtube:3suey4mm]
Hopefully you'll get what I mean.
Now I don't expect it to look ANYWHERE near as fancy as that :P But I mean, if we know Wow reads ADTs, it shouldn't be so hard to make a Wow that can load from ADTs in the rams, instead of from the MPQs? x)
Just an idea :P Hopefully you'll consider it :)



Thanks
Keta

13
Modelling and Animation / [REQUEST] WoodTroll_Temple WMO
« on: September 08, 2011, 05:19:06 pm »
[center:8o6so432]Hello Modcraft![/center:8o6so432]

I was hoping one of you epic 3ds Max people could possibly help me with this WMO. What Im hoping you could do for me, is opening the WoodTroll_Temple (WorldWmoDungeonWoodTroll_TempleWoodTroll_Temple.WMO) in 3dsMax and edit it so it only contains the entrance and the first room. Just please patch up the hallway to the next room with a flat ending wall or something :P Here's a picture of what I wish you could do exactly x)

Thank you for reading, and please, if you want to help me by making this, feel free to either PM or leave a message with the DL link :P Or if you wanna talk more about it, PM/leave comment with MSN/Skype.

Now, some of you might ask why I don't do it myself. Answer is quite short. I've NEVER found it interesting to actually edit models, and therefore I don't really know anything about it. So yeah.
This would be considered a contribution to the Maruum project too, as this model is going to be a part of my build, once I finish it :)



Thanks
Keta

14
Showoff - what you are working on / [SHOWOFF] Stranglethorn Building
« on: August 19, 2011, 04:56:10 pm »
[center:1z6mm8u6]Hey Modcraft![/center:1z6mm8u6]

This thread will be a thread containing all my videos Ill make over time, about how to build different stuff in a Stranglethorn Vale themed area.

-----------------------------

Filling out space:
[youtube:1z6mm8u6]http://www.youtube.com/watch?v=Rnff2_Q32a4[/youtube:1z6mm8u6]

Ofcourse there are loads of other ways to fill out space, but this is just one of them :P I dont recommend using this too often then, as it'd just look weird xD Mix it up with different things :P

-----------------------------

Making realistic trees:
[youtube:1z6mm8u6]http://www.youtube.com/watch?v=V541Pv8Ixzk[/youtube:1z6mm8u6]

This is close to exactly the same method Blizzard uses when they made their Stranglethorn Vale trees. This is a show off of how it can be done.



Thanks
Keta

15
Showoff - what you are working on / [SHOWOFF] Elemental Bulwark
« on: August 19, 2011, 11:04:27 am »
[center:3kq95dfm]Hey Modcraft :D[/center:3kq95dfm]

So I just got Photoshop working, and I just wanted to test it out and... I found the tool to instantly change colour of the entire picture (Or selected parts). So I wanted to test it out. And this is what I came up with, after some texture editing :D



I don't expect you to cheer or anything so... xD



Thanks
Keta

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