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Everything posted by Adspartan
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Alastor, I also haven't release every tool I've made and I understand very well that sharing everything is not an option, but there is a difference between not sharing a bragging about having something just to tell everyone that it's for personal use only and belittling other because of that (especially when one can't stand not receiving the help he wants). It's not because you have hd model/item/... or whatever comes from blizzard that you'll have a great server and attract a lot of people, it's the way you use them that matters and everything you create by yourself, and this won't be stolen just because someone else has the same assets from legion or another extension. And maybe those who are afraid of concurrent knows that what they do isn't that great. Because if everybody kept what they knew/had for themselves, wow modding would not be a thing... It's a shame, fighting won't help anyone... but I guess it's human nature.
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Version 3.2614
6,143 downloads
The currently premier map editor for World of Warcraft in version 3.3.5a Noggit supports editing of terrain, water, doodad and map object spawning, vertex coloring and much more. New in this release: Updated UI (now using QT framework) Vertex manipulation tool Updated water editing tools Increased performance Integrated settings Official Twitter page (commit history and more) -
Personally I'm motivated to do tools that are useful for me, like my converter or helping with noggit development. I'm not a fan of the idea of making tool for profit, I think it's better that people reward someone if they find that his work deserve to be rewarded.
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I've got nothing else to say x'D
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Texturing trouble with noggit (ingame look)
Adspartan replied to Simple_spectr's question in Answered topics
Yep, but when I sent mine to someone he got an error because MSVCP140.dll is missing (I'm using visual studio 2015) so people will need to install this to run it. -
Texturing trouble with noggit (ingame look)
Adspartan replied to Simple_spectr's question in Answered topics
The issue is solved as of this commit. -
haven't looked at the model I don't have the time, but I'm guessing it tries to use a color from https://wowdev.wiki/ParticleColor.dbc that you don't have for the particles, try to see if the legion dbc has the same structure as before (it's the same in LK and WoD) if so take the legion one an see if it's still white.
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If I remember well sharpwow can't open maps saved with noggit because he's expecting a chunk that seems to be optional that noggit doesn't save if empty. It should be easy to fix that if that's the problem. As for the source : https://code.google.com/archive/p/sharpwow/source/default/source
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Yeah I know, it seems that blizzard changed the bone on which the helmet is attached on the models, so the offset is different. I don't know if it's possible to change the offset automatically because it concerns only the helmet models, starting from an build (I don't know which one). Plus I'm not sure about how the helmets work. So I don't think I'll do something about it for now.
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I think I've found how to remove the particles that cause a crash (I don't remove them from the file but decrement the particle count because they are at the end of the particles) but I've found out that some artifacts are not rendered as well as before so I'll search for the cause and update the tool.
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I've found what was wrong with the nightborn male, but some textures are using fading so it can't be perfect, as for the spell that has a wrong color I have no idea, maybe it's a fail from blizzard... but I don't think it comes from the model itself. I just tried it and yeah... it's a bit greenish but it look more yellow to me ^^ You may have noticed a difference with your it's because I've found a way to fix some particles but I've yet to found exactly when to apply the fix For the vrykul can you tell me the name of the model so that I can test it ?
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