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Everything posted by Adspartan
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Texturing trouble with noggit (ingame look)
Adspartan replied to Simple_spectr's question in Answered topics
I tried that and the circle was off IG too (as it should given the way it's coded) -
Texturing trouble with noggit (ingame look)
Adspartan replied to Simple_spectr's question in Answered topics
In the screen Amaroth posted the problem is that texture (or any kind of terrain modification) is applied based on the distance from the origin point (where your cursor is), and that distance is calculated using the top left corner coordinate of each chunk/subchunk thus making the circle a little bit off centred, and it's more visible with a small radius. But for Simple_spectr's problem I don't know what's the cause, I've never noticed that. Maybe it's the same but it looks quite big -
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Could you post a screenshot to show what's wrong ? I tried this model and it looked good so I don't know what it's supposed to look like I know there is a particle problem on some models, I'm looking into that right now. I've found something to make them look better but it's far from the originals (I'm using the runesaber as a test model).
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What I would like is to understand the problem to be able to fix it easily on other blps, I tried changing the color on the red one and putting it for the blue shield but it's not really practical.
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I tried and it did nothing, as I said the files are really similar. The difference is within the mipmaps but I don't know what's different
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Hi folks ! I've noticed something strange with a particular blp for a legion shield, one of the color (the blue) does not render correctly but all the others are ok as you can see with this screenshot : The 2 shields are using the same m2, the blp have the same header, size, format. But one isn't right, knowing too few about blp I can't figure out what is causing this. I've noticed that replacing the first mipmap of the blue blp by one from the other fix the display, even a part of the mipmap can make it look good ingame (with blue and red effect in that case). It's really the only one weapon where I've got this, and I think that knowing what's the difference between the two blps might allow us to fix some others that render the same way. Does anyone know anything about this ? Here are the blps : shield_1h_artifactnorgannon_d_02blue.blp and shield_1h_artifactnorgannon_d_02red.blp
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I don't think it comes from the client. I just tried with the last build, almost all my models worked fine, only a few shields might require some dbc edit to change the textures skin because I used an older dbc. Here is my listfile : http://pastebin.com/DZDkCbQ1 (Some shield blps were in the weapon folder, I didn't check if it was still the case) Noones : ModelConverter.exe Try this version, if it still does not work I have no idea what's happening, maybe files permissions ?
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Yes it's intended for Items/Creatures and Objects (I haven't tested the v1.1x with objects but it should works fine, tell me if you've got something wrong). Also I forgot to write this in the changelog but I know check if the version of the m2 is 264 or below (which means the m2 is supposed to work in LK) and if it's the case I don't convert the model. This way you can add unconverted models in a folder with already converted model and convert them without risking to corrupt the LK models in the folder. Your problem may be that you're using already partially converted model that have 264 as Version.
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I got something better : I'm still trying to figure out the way to automate the process without breaking the display of any model, I'll update my converter when it will be ready.
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Edit : nevermind I just tested with the last build and it worked fine. Did you try to convert an already converted model ?
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I haven't tried converting model from the last two patch that came out this weekend (I think), maybe the problem comes from here. Try the 4th build.
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Can you send me your unconverted model ? I'll try when I get back home.
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Have you tried to morph yourself into the creature ? (on TC you can morph without changing anything in the server) Are the dbc on your serveur updated as well ? if you've put the .mdx back the dbc looks fines to me, and if the server does not recognize the model id it doesn't spawn the model.
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There you go :