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Supora

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Everything posted by Supora

  1. Supora

    base-bg.png

    firstly I've making alphamaps for rocks, then making basic heightmap fo this alphamap contours, then add second heightmap for rock which is made from alphamaps by bluring it. Combine all those heighmaps in blender and then baking displacement from one mesh to plane and get final image. Then get adt files with FractalWoW, fix normals in noggit, add texture layers here, then inject alphamaps with FuTa.
  2. Supora

    base-bg.png

    need to design some more rock and different elevations next time
  3. From the album: Does it looks like a stuff built in noggit?

    Another point of view. Added some doodads.
  4. Supora

    base-bg.png

    From the album: Does it looks like a stuff built in noggit?

    made this in somthing like 5 hours. 4x4 adt files base for island which may be used as openPvP area or smth like this.
  5. Supora

    Comparsion

    Check release section. I've uploaded a program by Morfium from modcraft that can bring heightmap images to adt files
  6. Version 1.0.0

    127 downloads

    So this tool actually create new adt files from your heightmap image. I'd recommend to use images with scale like (256*adt count in a row)+1 f.e.: if we have 1 adt then picture size will be 257, if we have 2x2 adts then image size will be 513 etc etc. But you must understand that firstly you need to get your image in regular size and then just increase canvas size in photoshop for 1 pixel. BTW this tool can have bugs with creating adts below 20_20 at the grid. I didn't get any messages from author till september and author wasn't online till november so I can't ask him about anything. Your image must be named as image.png and it must be placed in the same directory as FractalWoW
  7. BTW at all those screens are actually same adt file. But this one and next are actually with some more shaping addition made in noggit + some models spawning
  8. Supora

    Comparsion

    did this for the test of course so rocks at the left side was a bit sharp and not shaped good at all.
  9. Used this script on my Undercity wmos and everything works fine except one thing: water in all groups except _007 becomes white. BTW in this script you need to put FileSave(); into this cycle. So my version of the script is: //-------------------------------------- //--- 010 Editor v6.0.3 Script File // // File: // Author: // Revision: // Purpose: //-------------------------------------- char sFile[]; int sIndex; int x, y, k; TOpenFileNames f = InputOpenFileNames( "Select .wmo files", "(*.wmo)" ); for( k = 0; k < f.count; k++ ) { sFile = f.file[k].filename; sIndex = FileOpen(sFile); if(sIndex < 0) return; RunTemplate("WMO_group.bt"); if (wmo_group.group_info.liquidType != 0) wmo_group.group_info.liquidType = 1; FileSave(); FileClose(); }
  10. Supora

    render3.png

    This is second version which was made in smthng like 10 minutes after the first one. Plus 20 minutes for material setup and rendering in blender.
  11. Supora

    render2.png

    Just test of making displacement maps from alpha maps. Rendered in blender with objects as particles(flowers, trees, rocks). Rendering second version with "painted" rocks.
  12. So as I've answered in vk.com you need to change LiquidType in MOGP chunk of wmo_group that include any liquids. Needed values(water, ocean, lava, slime) you can find in LiquidType.dbc. So in your case you need to change 4 to 1.
  13. You need to edit wmo files and change liquid type there
  14. Supora

    World Machine to WoW

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