Modcraft - The community dedicated to quality WoW modding!
Featured => Noggit => Topic started by: Roarl on April 13, 2015, 11:57:56 am
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Hi Modcraft,
I followed the Worldbuilding Basics tutorial of Eluo (awesome tut' by the way! ) til the end and got my custom map working on a local TrinityCore (0ebc15e6f48b, doubt my trinity rev matters though :D ) and using the last rev of Noggit of course (Noggit SDL 1.4 (beta)).
The only problem is that every single texture I used on the map renders reallly dark in-game, almost completely black. I can still distinguish sand from grass or dirt, but the colors are all dark.
(http://s2.postimg.org/lgecf77x5/Wo_WScrn_Shot_041315_105444.jpg)
Anyway I saw that sometimes textures rendered darker in-game... but THAT dark? :D
I tried using the flatten/blur tool with a large brush radius and tiny speed, because I read somewhere it could fix it in previous versions of Noggit.
I also tried reloading/resaving the map several times.
Eventually I tried resetting the texture on every adt and repainting them again...
As expected, these first attempts did not yield any result and the problem remains.
Would someone know how to fix this?
Thanks for your patience and consideration!! :)
Oh... dunno if it matters here but :
log.txt :[Pastie]10089556
noggit.conf : [Pastie]10089558
(Sorry guys, can't insert links yet :/ )
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Textures are never rendered dark unless there's a shadow over them, or if you put a black vertex shader on them. to remove shadows you simply just raise/lower the terrain (but seeing that you already did that in the cpiture, this is probably not the case) - It looks like vertex shading, I guess you've been fooling around with noggit? :P
Although this has never happened to me, so i'm just giving you my assumpsions
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Assist - clear vertex shader.
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Thanks for the swift replies both of you. :)
@Elinora :
I guess you've been fooling around with noggit
Haha I most certainly did else I would not be asking this. :D I have no damn luck, each time I try something new it fails. x)
Even if I do not recall touching anything else than the three first tools (raise, flatten and texture) and WMOs.
@Skarn :
Assist - clear vertex shader.
Well, that sucks I have no "clear vertex shader" function in the "Assist" tab... :O
"noggit_3.0.15.exe" is the one, right?
I do have a "clear standard shader" though. I did try the "clear standard shader" just now but it didn't change anything.
Oh, and I just noticed... All the maptiles are black on the Noggit maptile selection screen. If that means anything. ^^
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You have pretty outdated release of noggit. Use this one:
https://drive.google.com/folderview?id= ... aring#list (https://drive.google.com/folderview?id=0B-6Vaewxxz9aMVlyTkpuOFZzd3c&usp=sharing#list" onclick="window.open(this.href);return false;)
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Oh, I see thank you! :)
Opened my map with the exe you gave me then used the raise/lower tool with max brush & no speed and saved it.
However the problem survived and I still don't have the "clear vertex shader" function in the Assist tab. :(
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The problem is that you used a very outdated tutorial with very outdated and buggy software. Use Steff's tutorials instead.
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may reconvert texture png<>blp ? check if you have specular texture in patch
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That's most likely adt related, I remember this black bug with taliis made adts.
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Hell yeah! FIXED!
I just stopped generating the adt files with Taliis as you mentioned and rather used the template adt contained in the mod pack of Steff's tut. :3
Thank you very much for your support, all of you!!
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I actually never used ADTs made by Taliis, I always make copies of blizzard-made functional ADTs, to be more accrate, I always copy ADT from original QA_DVD map. Someone might say, that it is not good idea because _reason_, but I have been using this method for 2 and a half of year and I never had any problems. These ADTs have no textures, they are completely flat and without any models. I am not sure how such things like some flags look like there, but once again, I am not aware of any "bug" I had caused by this. Well, schlumpf or someone like him might disagree, I just wanted to share my experience.
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It is no problem to use qa_dvd map adts but it is better if you fill all the chunks with 4 textures. That is how noggit works.
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Thats what I always do before (or immediately after) applying ground effects.
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Yeah it's so annoying when you get twin textures on a chunk... --'
Oh and by the way...
Taliis seems to suck, am I right? (said SEEM because I don't know much about it yet but I encountered a lot of errors while using it). Well 'suck', it has a high level of functionality and I could not possibly have written such a tool (and so am grateful for it) but it's still very buggy. Then why is it that everyone keeps using it?
Or maybe it is the only piece of software able to do that?
I mean, is there no risk it could once create a buggy .wdt file like it does for .adt's?
And if so... is there no other way to generate .wdt files?
(Haha sorry that's a lot of questions at the same time)
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All the functions Taliis has are now replicated in various applications. For creating .wdt there are tools GruulMe, WDT editor, Rius Zone Masher. I use zone masher for managing files as it allows you to move the map visually and WDT editor for changing flags and other crap. For .adt you can use a template + adt adder. And also not everyone is using Taliis. I don't even have that tool on my PC anymore.
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Good to know! I'll delete this then :D
I'll use Gruul...
Thanks.
Oh, and this is what I made after I fixed the problem.
All thanks to you guys.
It sure looks petty when compared to your work but it means something to an amateur like I am. xD ('specially when there are no npc yet )
(http://s29.postimg.org/6htuzis6v/Wo_WScrn_Shot_041915_215050.jpg)
(http://s4.postimg.org/tcdowc6jx/Wo_WScrn_Shot_041915_215218.jpg)
(http://s1.postimg.org/x8ci199mn/Wo_WScrn_Shot_041915_215236.jpg)