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Amaroth

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Everything posted by Amaroth

  1. Amaroth

    Sillouethe - Horde

    From the album: Yarr isles

    Or take a look at Horde's island. Island will be finished soon.
  2. From the album: Yarr isles

    Just take a look at Alliance's keep from here...
  3. Amaroth

    Waves

    From the album: Yarr isles

    I am still not completely happy with them :X. But at least something. Probably better than nothing.
  4. Amaroth

    Upwards?

    From the album: Yarr isles

    Player can actually climb a mountains to take a look around. A little camp for qgiver is here as well.
  5. Amaroth

    Start beach

    From the album: Yarr isles

    New adventure begins! Errr... where should I go?
  6. Amaroth

    Start island 1

    From the album: Yarr isles

    This is just a smaller island, a starting zone.
  7. Amaroth

    HD Models

    Firstly, you want to decript, not descript patch, secondly, this is nothing I'd want to assist you with. Stealing content of others is definitely not something anyone should do or support. If you want that content, maybe ask its owner. Otherwise, you don't have right to use it.
  8. Like everything, this will need ground effects (but I suppose you haven't added them yet mostly because its still WIP, I do it the same way). This reminds me my first project a lot, it looks a lot similiar, you have even decided to use Elwynn stuff, like I did. Ah, that nostalgia. 1. Don't be afraid of smaller brushes. For most of my work I use radius 2 and smaller. Your texturation lack details. 2. I personaly find having textures in following order: dirt, stone, road, grass, (optional textures whenever there's room for them) the best to work with. Having grass, trying to place dirt on it and then stone... I've tryed it exactly the same way as you did when I was a beginner, and it really never worked out very well. 3. The same thing as to texturation brushes applies to terrain modelling brushes. Don't be afraid of using radius around 6 for most of edits, or even around 4.5 for "sharper" styles. Again, your terrain lacks details. 4. Learn to make terrain model and textures work with each other. Think about it for a while. Why is dirt somewhere? Why there's no grass there? Because people usually walk there - its a road? OK, in that case - make that road flat. Its always good to have places where dirt, moss or another texture is in "holes" or "flat areas/lines", while grass doesn't look very well when its completely flat. Those are basics of terrain editing. You may want to check my videos dedicated to that. Most of them are in czech, so you won't understand what I'm saying, but you can still watch. I will post 4 most relevant videos here.: https://www.youtube.com/watch?v=3wor5ckQh-s
  9. The newest version of Noggit should not cause this (and hopefully should also fix ADTs which already have this error on them, but thats just my assumption). If you for some reason just want to use SDL 1.4, follow my FAQ video answer, there's a hacky way around this problem.:
  10. You are supposed to use ID of ground effect in GroundEffectAdder, not ID of ground effect doodad. So no, don't use 232, 4, 5, 2... Those are IDs of doodads. You want to use ID of effect itself, which is in your case 72989.
  11. In case you don't understand what wungusaurus wrote and need it written in a little bit more noob-proof way, this is a tool you need to open ADT with. You can't open it just by double-clicking on it. You need to drag an ADT on it, like one does so with BLPConverter.
  12. No. You only need to open an ADT in adder and for each texture EITHER select a new ID of ground effect OR choose 0 to delete a ground effect OR use -1 to leave ground effect which was in that texture until you have opened that ADT in adder.
  13. Yep. Adder will ask you which effect ID you want to assign to a texture. Choose 0 for none, or any ID for... well, an ID. YOu may also use -1 value, to leave effect which was previously there.
  14. Just a quick note, something I personally missed when I was a beginner in this thing, ground effects aren't used just for spawning little doodads everywhere, they are also used for setting type of "material" terrain is made of, the sounds of walking over that particular terrain texture and wheter character shall leave tracks on it.
  15. I'd expect every beginner pack to contain groundeffectadder. You may drag ADT on it and enter IDs from GroundEffectTexture.dbc to change ground effects. Another possibility would be to edit GroundEffectTexture.dbc itself and overwrite original Blizzlike data there with those from Elwynn. The problem is that you need to know which IDs are used where and you would also loose original Plaguelands ground effects. But it would affect all places where those effects are used and that may be quicker then changing effect IDs ADT by ADT. To determine which effect IDs are those you may want to change/use, take a look into GroundEffectDoodad.dbc. Doodads there are from World/NoDXT/ folder - you may create your own custom ground effects if you want to.
  16. Amaroth

    Port

    I don't know, thats what I actually tryed to do, especially on the other side of an island Oo.
  17. Amaroth

    Shops

    Thanks for a suggestion. I'm never trying to actually copy Blizzard's style, I'm just getting inspired by it though. Still I'll take a look at those roads and maybe I'll change them somewhere. Btw, they look the way they look on that road up to caste mostly because on some chunks there simply wasn't room for road texture. This was a way how to hide it.
  18. Amaroth

    Road

    From the album: Yarr isles

    A road leading up, from lower level to both upper levels. It takes 80 seconds to climb to castle's gate, this road goes around half of an island.
  19. Amaroth

    Shops

    From the album: Yarr isles

    Inn, shops... we've got everything!
  20. Amaroth

    Castle's gate

    From the album: Yarr isles

    Blizzlike garrison gate crashes in both client and Noggit for me, and I prefer this alternative solution anyway as it looks more like a real gate to some castle.
  21. From the album: Yarr isles

    That bunker has its mortar aimed nearby Horde base. I want to make a whole naval battlefield there.
  22. Amaroth

    Streets

    From the album: Yarr isles

    One might not recognize this as a street of a city. Flowers everyhwre! It just misses a pony with rainbow :D.
  23. Amaroth

    From above

    From the album: Yarr isles

    As you can see, there are in fact 3 levels, with 3 types of buildings and walls used.
  24. Amaroth

    Port

    From the album: Yarr isles

    I wasn't really sure how to build it, so I've decided to make rather simple one. I think it does its job. I may expand it a little bit later, if that will be needed.
  25. Amaroth

    Silhouette

    From the album: Yarr isles

    Alliance base. I love that silhouette, and its probably even better from the other side.
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