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Messages - niofire

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Level Design / Re: [BUG] Some WMO make my WoW crash
« on: May 08, 2011, 04:41:42 pm »
Okay! here's what I don't understand. In your guide, you say (and I quote)


"WoW is able to look up how many emitters there are and where they are now. You are able to do this too! Lets just try.
Since ribbon emitters are a thing not every model has, I will tell you a model that has some: Creatureszigguratcrystalzigguratcrystal.m2. I hope I am not wrong and that file really has some since I am not able to check this at the moment. But well ..

At 0x134 in this file there should be at least a 1. And at 0x138 you will find a huge number. This is the offset to the emitters themselves. You should be able to browse there if you read everything above."

I got the .m2 file out of the mpq, put it in the notepad++, converted it to hex but I dont understand the 0x134 and 0X138. You explain  in your guide that these are kind of coordinates in hex meaning  whereas 0x4 gives you 0x20 in the fukk you example.
So what I'm asking is, is this 0x134 is either:

-a hex coordinate? for example its line 0x1340
-a hex coordinate written as 0x130 and 0x4
- a value? (such as in the fukk you example 0x4 is equal to 0x20)
- or im totally off...?

Another thing is the unint32. I know that the range of the integer is 0 to 2^32 -1 but where am i suppose to get that digit? is it suppose to be in the dump, the hex columns? the hex columns added up on one line? on a certain number of columns? II really try to post the minimum and try to figure out stuff by myself but I'm having major difficulties with this hex editing so thank you for helping me out really appreciate it!

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Level Design / Re: [BUG] Some WMO make my WoW crash
« on: May 08, 2011, 04:29:05 am »
haha actually I read it twice and a third time part by part.. I just don't know what to do with the information which the file gives me.. Maybe im just too tired ill take a look at it tomorrow.

3
Level Design / Re: [BUG] Some WMO make my WoW crash
« on: May 07, 2011, 11:16:54 pm »
Very helpful guide but I still don't get how to hex edit the model. Do I create a new page in notepad++ and paste the model_00x.wmo info such as the name_offset, the x,y,z etc...? And is it normal that pretty much more then 2/3 of the info in the dump is unreadable characters? This is pretty much new to me and quite exciting stuff to learn so thanks for helping me out!

4
Level Design / Re: [BUG] Some WMO make my WoW crash
« on: May 07, 2011, 01:55:31 am »
How can I do that? and what can I do with the information? I'm pretty much new to model editing so... If you got a good tutorial you know about could you link it to me?

**note: I looked at the site and im not too sure what to do with that info.. Very interesting though!

thanks!!

5
Level Design / Re: [BUG] Some WMO make my WoW crash
« on: May 06, 2011, 09:45:24 pm »
Is there anything I can do to make the number wmo work? like get the whole wmo with on some program, take it apart and save it as distinct pieces then put it into a patch as a custom model?

6
Level Design / [BUG] Some WMO make my WoW crash
« on: May 06, 2011, 06:19:48 pm »
Hello all! I've put a wmo in one of my map with the following tree path worldwmodungeonmd_cryptmd_crypt_d_001.wmo
and all it does is make my wow crash... is it because dungeon wmos cant be implemented ? Thanks for answering!

**note: I have put the infofile of the .adt check it out :) And I run wow 3.3.3a. And the wmo doesnt show up in noggit either!
Thanks!

7
works fine now! I saved it in taliis before putting it in my patch and the doodads are appearing in game. Thank you :)

8
Hello! I have followed eluo's guide in order to add doodads and wmo on my adt. Wmo happened to work perfectly and they appear in-game. However, the doodads DOES show in noggit, also show using cryect tools but does NOT show in-game.  Also, I did put the altered map with the doodads in a patch named patch-enUS-4.MPQ.

I have added the adt if you guys could look into it. Thank you for helping me, I've been trying to make this work all night long but alas, without success.

9
Noggit / Re: noggit doesnt load tilesets
« on: April 24, 2011, 10:34:41 pm »
Thing is, since some blizzard tiles appear green since they are missing the _s files, I tried to regroup all tiles working properly into one tileset. So in other words, my ''custom tileset'' is actually only tiles from blizzard but renamed. However, now I can't load any of the tilesets which were located in common.mpq file since I touched it. What I am wondering is, how can I get noggit to load my custom tileset and how could I get to load the blizzard original tileset from the common.mpq?

**note: I know their is a guide on how to implent custom tileset made by eluo, but even after carefully following the steps, the tileset doesn't show up. Might it be because I only took original blizzard tilesets and renamed it? thanks for helping

10
Noggit / noggit doesnt load tilesets
« on: April 24, 2011, 09:41:41 pm »
Okay.. So thing is, whenever I put a new tileset in an mpq file noggit doesnt see it. I tried to put it in common.mpq but now noggit can't load any tilesets coming from common.mpq even though I removed my custom tileset. Any ideas?


**Note: I've put my custom tileset in lichking.mpq as well, and aspredicted, I couldnt load any tileset from that mpq in noggit. However, I had the lichking.mpq filed backed up so I replaced the ''corrupted'' .mpq file with the backed=up one and now I can load the tilesets again. Thing is, I dont have common.mpq backed-up so.... give it a shot, don't have much too loose.

11
nvm....... eluo guide explains it!

12
Texturing and 2D Art / [QUESTION] Texture appear fluorescent green
« on: April 22, 2011, 11:30:52 pm »
Why does some textures appear normal in noggit and appear fluorescent green in-game?  Might it be the skybox, texture path errors? been searching this error pretty much everywhere.......! Thanks for helping!

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