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Everything posted by Amaroth
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And its very, very terrible for doing anything like this. Trust me, I've tryed. Everything took me 4 times longer and wasn't that reliable and "smooth" in game. EDIT: @Skarn: That sounds like a nice idea, but I don't want to do it so. I will want to disable displaying of those walls in Noggit as well anyway, because once I'm done with them, they will just get into way while I'll work on another things.
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From the album: DotA2 map for WoW
So, here we go, I've created walls which are invisible in game (to be exact, which will be invisible in patch which will be given to players). Hopefully this will be enough to keep players from reaching areas which should not be accesible, or to take any shortcuts. -
VPS which can hold server for about 100-200 players online costs about 15-20€/month, maybe even less, depending a lot on where you want to rent it. I am quite sure you won't find anyone who would let you work on his server for free, and if you will be able to find anyone, he most likely won't give you enough permissions to actually really be able to work with your server. I knew a few servers which were running like this and their admins complained all the time because they couldn't do anything without owners of servers, which were sometimes pretty hard to find online and willing to give them a few damned minutes of their time.
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As long as you don't want to use other classes you can at least delete race-class combinations from DBC (CharBaseInfo.dbc in WotLK). This won't actually hide unused classes from UI, but it will at least disable their creation, so they will be gray. Temporary solution which I would call good enough, but if you really want to delete those icons entirely or don't want to disable another race-class combinations, then you'll need to edit that XML and thats probably not something I can help you with.
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They are not in final version. I want to create mountains behind/between them. For now, I just wanted to have at least some kind of wall there. Like I already wrote before, this is rather unusuall map because I will do a lot of both texturation and even some modelling based on model spawns, while it commonly is otherwise.
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From the album: DotA2 map for WoW
As my progress is continuing, I decided to take a look in game how forests and landscape look like overall... I am personally very happy with current WIP results. -
From the album: DotA2 map for WoW
Just a test sample of forests on dark side, I wanted to see what it looks like in game with light effects. -
In Photoshop itself, these are filters I use most frequently. Red ones I use nearly everytime, orange one I use in fact only when I want to make some white thing colored, that might serve you in this particular case well, too.
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Honestly, I don't know which awards should be given. For amount of posts/content? Amount of pictures? Galleries? Rep? Resources shared in download section?
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From the album: DotA2 map for WoW
All textures on those models were changed to make those models blend well. I may do some adjustements later, this is just first rough version of them. -
From the album: DotA2 map for WoW
I am still not entirely sure what will final version of river look like, at least I made sure it is passible everywhere without swimming. -
From the album: DotA2 map for WoW
Finally. It took quite a few hours and model spamming but forests are done. All used models have animations, so forest really literally "lives". I will put more detail there, like flowers, birds and so on, this is just a first version. I have also changed texture of one bush to match other bushes. -
It is broken. Sorry but thats all information anyone can give you with information you gave :D. There are dozens of things which could go wrong.
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Texturing trouble with noggit (ingame look)
Amaroth replied to Simple_spectr's question in Answered topics
Ah, no Skarn, Noggit is (most likely) getting correct cursor coordinates. What it IS doing wrong is rendering of textures themselves. As you can see on this screen, circle was really drawn correctly - in game it displays exactly as it should have - centered on cursor, not offset. So once again, coordinates are correct, but the way Noggit renders terrain (textures on it to be exact) is not. All textures are moved by half (yep, half, so that note about middle of vs upper left corner of seems to be well aimed) of... what is it, texel or... whatever... to south-east in Noggit from position where they should (and in client will) really be. So, aim a liiittle bit more to north-west. -
Texturing trouble with noggit (ingame look)
Amaroth replied to Simple_spectr's question in Answered topics
This is loooong known problem I have reported even several times Skarn (in both bugreport and for example also here: http://modcraft.superparanoid.de/viewtopic.php?f=48&t=8687&start=15 ). Noggit displays textures on terrain mispositioned a little bit. Alpha maps are applied correctly, because textures are applied exactly on spot where mouse cursor was in Noggit (so if circle is just barely touching a wall, texture will really barely touch a wall in game as well), but Noggit's terrain rendering is a little bit messed up. EDIT: I was, of couse, clicking directly on cross between chunk and subchunk border. Result is quite obvious. However, in game is texture on that cross, so on spot where I clicked. This applies to brushes of all sizes. My advice spectr? Draw by looking on circle, not by looking on where textures are appearing. There's no other solution for this as long as Noggit doesn't get repaired, and because we haven't seen a new revision for over a year (!), its quite unlikely anyone will ever get such things done. -
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From the album: DotA2 map for WoW
First parts of forests are done. I have also added PvP collisions under them, so they are impassible, just for testing purpouses. Those lighter bushes will get retextured and I will give them bush animations. Like I said earlier, terrain texturation will be based on model spawn, not otherwise, so rather unusuall order of doing things is going here. -
From the album: DotA2 map for WoW
I am always happy when I finish generic things (like stones and terrain) and can start with little, rare, detail things. These crystal holes/mines in map were great break from spamming rocks everywhere. Sadly, now forest spawns will come and that will be again spamming of thousands of models. RIP Amaroth. -
From the album: DotA2 map for WoW
Finally. It took some time, but all cliffs I wanted to have overspammed by M2s are finished. I have also created a darker version of stair models for dark side of map. Time for gem "mines" or "holes" on light side! -
UV map for 3D parts of tabard. Both front and back side have the same UV map. That explains why you have just that 2 and 3 section there (mirrored). So basically, if you want to have no part on chest, you need to just draw part I sent you. I'm afraid it will be still visible on back (EDIT: side) of character though, so you will likely have to hide it under cloak or something like that. And I simply doubt there is anything you can do about it without editing actual character models.
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Honestly, this is quite a good way to actually become ignored.
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From the album: DotA2 map for WoW
I am very happy with those rock models I found in WoD ogre stuff. One filter in Photoshop turned them into something I can easily work with while I'm creating those cliffs.