Jump to content

Amaroth

Members
  • Posts

    236
  • Joined

  • Last visited

Everything posted by Amaroth

  1. Amaroth

    Model Help

    Item.dbc - staves should have sheath=2 (last field), 0 shouldn't give you this problem, but in WoW you sometimes never know for suere :D. You just may want to change it to 2. ItemDisplayInfo.dbc - "dragonprieststaff" isn't proper name of model. There must be "dragonprieststaff.mdx". That .mdx must be used. Thats most probably why it doesn't work for you. Fix this and try again. And, like was said, make sure your DBCs are in both client and in server data folders, that up to date versions of those DBCs are used (and that your DBC isn't overwritten by some other in other MPQ patch, stupid stuff like that which can always happen) and that database data of that staff match DBC data. For instance having incorrect class and/or subclass may cause some buggy behaviour as well.
  2. Follow database installation instructions, you clearly missed part about downloading and importing world databse (and/or updating it).
  3. Quite a lot of zones with skyboxes have weather turned off. But honestly, I don't use skyboxes as well, I usually just use generated clouds and light settings only for changing brightness of scenery. Fog and light effects are those more important to me.
  4. Maybe you can't, maybe you can. Blizzard's editor is ofc better than Noggit, but very similiar. You can change radius of your brushes by holding alt, clicking on ground and moving your brush to left or to right. When your brush is small enough (around 4yds), you can literally edit terrain vertex by vertex, like I do here: https://youtu.be/kfNxxxhtnO4?t=7m47s Mirroring ofc isn't an option for us at all. But a lot of things can be done in Noggit, but you really have to know how to do it. What no software can do with ADT is increasing its amount of vertexis and polygons. You still have to mess up with exactly the same vertex grid. So, as long as you can edit terrain vertex-by-vertex in Noggit (and as I have shown you - you CAN), you can basically do whatever you desire in Noggit, and you would not be able to do more in other 3D software (well, except things like mirroring you mentioned). About texturing, there's a little hack called alphamaps, imported mapping for textures from 2D software (for instance from Photoshop), but I never used anything like that.
  5. "And, just btw, those are models spawned via Noggit, not gobs. So no worldserver.conf advices please :P. That won't help in this case." Can anyone tell me why the fluff I wrote this? Don't worry Farrare, I really know what to do when it comes to gobs :D. Problems are with client-side content.
  6. You ramble a little bit too much sometimes :D. And my upload is around 15 kB/s, so its just terribly slow for posting videos all the time on YT. Yes, you need to paint 4 different textures on every single red square in every single ADT you edit and save in Noggit. You need to have those slots for textures completely filled on each red square in each ADT you save, when you don't do so, they may start crashing in game. Thats why I used big radius (100) and minimal pressure (0,01) and minimal opacity (white bottom of that opacity setter on right side of 3D Paint settings window) - with such brush your painting isn't visible, but still fills slots for textures whenever they aren't filled yet. About spreading of your edited area, I have covered that in my video, too (2:00 and following). I wanted to edit only 1 ADT there, but my edited area spreaded to 25 ADTs (8 around edited one, because I have "touched" them with my brushes, too, so they were edited, too, and another 16 around those 8, because Noggit always saves ADTs around ADTs you edit to prevent saving bugs (which aren't prevented by that stupid way anyway)). So, I wanted to edit 1 ADT, when I was painting textures on it I edited unintentionally 9 ADTs, and 25 ADTs were saved. That was NOT something I wanted, so what I did? I deleted all ADTs I originally didn't want to have edited and saved. In my video, I wanted to edit only ADT 36 34, so I kept 36 34 in folder where Noggit saves edited ADTs, and I deleted all other ADTs (those 24 unwanted ones). That made those 24 ADTs around my 1 unedited again, they were reseted to blizzlike state and I had just my 1 ADT edited, as I wanted. And it had 4 textures on each chunk, so I didn't have to be afraid of crashes anymore.
  7. Its quite possible Skarn will want to add this video to FAQ.:
  8. Duplications aren't something you would find in my maps. I always make sure to follow saving rules and still I check models around ADT borders from time to time - no duplications there. Lags depend a lot on textures and models used and also on your computer's performance. My zones are made often of MoP/WoD models and textures and there are often thousands of models, so sadly, lags really can be problem on slower machines when it comes to some my zones.
  9. You need to keep 4 textures in each chunk on every ADT you save in Noggit. As long as you do so, those ADTs won't give you crash you are getting. Creating zones in Noggit isn't that difficult, you just need to learn to avoid a few things, which are all mentioned in Noggit FAQ (only this trick/hack with 4 textures on each chunk isn't written there). Generally its easier to make new zones than edit blizzlike ones, at least as long as you are newbie.
  10. Thx, I will try to find that tool. Anyway, bounding box isn't something I would like to make larger. My zone is getting a little bit laggy due to large amount of trees even now, and I don't want to have those docks and things like them rendered when players are not facing them.
  11. Hello there little whelps (and especially elder dragons now), I have a problem. There are several m2s which are rendered only when player is close enough to them. When those models are small, its not a big deal and helps with optimalisation of fps, I know, but when it comes to bigger models, it can be quite annoying. For instance vrykul plank models, some disappear when player is about 250-260yd away from them - and damn, those models are quite big. I have docks made of them, and I would really need to have them disappearing no sooner than when player is 550yds from them (or even 1000yds would be great). Sadly, I can't find out what I need to edit in m2's structure. And, just btw, those are models spawned via Noggit, not gobs. So no worldserver.conf advices please :P. That won't help in this case.
  12. 0023:007B31F8 is very common problem, ground effect error. Check this topic: http://modcraft.superparanoid.de/viewtopic.php?f=12&t=2971 Its 4th error mentioned there, that one where Ascathos' advice is quoted. Following it always fixed this crash for me. EDIT: Btw, it would seem this crash would deserver being mentioned in FAQ as well.
  13. It kinda depends on what you really want to do. Full custom creature model? Or just bunch of displayIDs, by using existing models and textures? If latter is the case, do you want to create NPC displayIDs of standart creature models (without equipment) or of humanoid character models (with equipment)? There was some guide for this on Modcraft, but I can't find it. So, feel free to ask questions, I can help you with all I mentioned, except creating custom creature model. Thats something I can't do yet. I have full tutorial for this, but written in czech language and not yet released to community, because I need to polish formating a little bit (a lot in fact).
  14. As far as I know, edited .exe is needed for WoW to not crash when interface edits are done. It seems your .exe isn't really edited, or isn't properly edited. But rather wait for someone who has more information about this particular topic, I'm just guessing here.
  15. They indeed were and players were playing RP on them for a while. I left that project in summer 2015, because I didn't have nerves for nerds with hurted ego and kids and fools like that. I also didn't agree with some things most of my GM team wanted. I didn't want to force them to do stuff as I saw fit, but also didn't want to work with them on their things they wanted to do. I advise and help them from time to time, when its needed, but I am no longer member of that team at all. Team is currently finishing my map to which project is going to move and project itself is frozen. About those maps I posted here, they are just supposed to be my showoff, I don't want to and won't sell them, I will make a new ones. All I want is to get back at least part of 450€ I put into hostings of servers I worked on in last 3 years, because I need money for my closing future. To others, like Elrena said, please, I don't like to see that argument soaking even here, especially into my thread. While I don't regret I was the one who made Steff's doing public, it should be discussed elsewhere.
  16. Zonemasher, not zonemaster. Its no mistype. http://modcraft.superparanoid.de/viewtopic.php?f=59&t=784
  17. Commissions closed. I don't believe they will be ever opened again. What is this about Hello there little whelps, there are apparently quite a lot of people who are willing to pay for maps, but they want to have real finished map, they don't want to just hear some empty promises. I am willing to sell some maps I have already finished before (unless they were already bought by someone), and I'm also accepting commissions - you can hire me to make some project for you. A few general rules follow though: Comissions will be sold to only one person, and whoever next would like to buy them would need to have a permission of the one for whom the map was originally designed/sold. Thats in general possible when projects don't cross their interrests for some reason (different language, game style...). Map costs (very) roughly around 750 CZK (czech crowns) per ADT of ground (bottom of seas around isles don't count or are way cheaper). Google your currency to CZK conversion rate. 750 CZK is about 28.75€ or 32.75 USD now. Payments are to be sent on my Paypal account. Currency used there is up to you, I will have to make conversion to CZKs anyway, so it doesn't matter what kind of currency you send. Currency conversion fee is my problem and I won't add it to your payment. I will send you map after receiving payment, not sooner, and when its done. We can discuss sending WIP version for part of final payment though (usually % of price based of approximated % of work progress already done), if you need it for developing server side stuff. My newest maps can't be opened in Noggit, they cause crashes. Its a protection against leechers. I can tell you how to get rid of it ofc, so you'll be able to edit my maps after buying them, if you want to. I won't share that knowledge here though. Patches will contain needed DBCs, WDT, ADTs and all retro-ported or custom textures and models used. I will do all client side work - Noggit, light settings, ground effects, water and so on. I can also create custom M2/WMO models, if really needed. I work only on WotLK. At least for now. However, you can (hopefully) upconvert my maps to newer client versions, I suppose, but I can't provide you any assistance with this. I won't generate server-side maps for you, but I can help you with that by guiding you. Maps which are not done as commissions for someone are free to be bought by anyone, unless someone gives me offer to pay something I would call a really good price. In such case we might discuss closing sale of that map. Please, no strict deadlines. I am sometimes a busy person and sometimes I just don't want to work in Noggit. Its a very bad idea to try to force me to work in such times, results tend to be just way worse than they would have been otherwise. If we agree on any sort of deadline, I will try to make map on time ofc, just keep on mind that all kind of things can happen. Apart of deadlines you may want to try to put on my head, I ALWAYS keep my word and don't just break deals, at least as long as you keep your part of any deals we make. If I say I won't sell your map to anyone else, I won't, and I will help you as much as possible with protection against possible patch stealers (just remember - there is nothing like an absolutely impenetrable security measure). I always send my maps ASAP after payment is received. You can count on me when it comes to such things, and I think I am a person known around well enough to be considered trustworthy. I will make the very basic minimap and world map working for you if you want me to, but I preffer to not draw anything. I am just a beginner when it comes to painting maps or any 2D hand-painted stuff in general. But I can do it. I can create custom 3D models for you, both WMOs and M2s. But for now no animations/particle effcts/lights (so no creatures as well). And I am not importing stuff from different games, only creating new, custom stuff - stationary doodads and items or buildings. You can actually hire me just to make models for you, no problem with that, and I am also learning to hand-paint custom texture now as well. If you are not 100% sure wheter you will be able to pay me, please, don't waste my time. I've always got different things to do, so make 100% sure you are able to keep your side of agreement. If I get sense that you are just wasting my time, I will cut you off. No weeboo projects. I am not a fan of anime. If you are interrested, contact me via PM here or via Skype striker159753. Some previous projects to show off My personal project from 2014-2015. I've been modding WoW since summer 2011 - there were multiple projects before this one, but I don't think they are worth mentioning in comparision with this and the following ones. Arathor RP still exists, but has moved to Mythia map (below). Following map was already sold.: My current personal project (although no longer owned/led by me, I have retired), opened in 2016. Still running. Some parts of map were not done by me though (most of those people tend to not like :P). As this map was finished by some of my former collegues, I will never offer this map for sale, unless they give me a permission.: Both of following videos are from Erutia project. The first is a full making of video (well, not really full, that would be either too long or too fast to watch, but I've put parts of every step of progress there), the second is a trailer (with some speed spawning stuff included as well).: Comissions I've already finished, they are not for sale anymore.: WMOs I'm creating and releasing for free use.:
  18. Skarn, it won't help them at all. I always just very quickly click once and it always creates 1 additional hole. I would suggest to remake hole tool to be click-tool instead of mouse-down-and-drag tool. I suppose thats the only real solution here. To our russian friend here: I personaly never solved this out. It just happens always, even if you just click and very quickly. The best thing you can do is turning off M2s, WMOs and water, flying high above terrain to see into distance in front of you and just look for additional holes which were made by accident by you when you use hole cutter, so you can see where additional holes appear and delete them.
  19. As you probably already know, adding angled water is not possible with Noggit, not yet only horizontal chunk-by-chunk water is available (and can be cropped to face-by-face one, but still just horizontal). I saw some tool which probably should be able to do so on Modcraft, somewhere in that overspammed showoff: what are you working on thread, I think. I can't find it now and I don't even know if that tool was finished and working properly though.
  20. Amaroth

    Merry Xmas!

    I made this 3 years ago but I still love that screenshot.
  21. Spells are very complex system and I am not sure how many guys can really say that they understand at least most of it. It would be hell long tutorial :D. http://modcraft.superparanoid.de/viewtopic.php?f=59&t=7850 This might help you out at least a little bit though. I myself don't use this tool for editing DBCs, but I use it for browsing and comparing data, especially flags. EDIT: I forgot you work on Cata, well, that won't work for you, sorry.
  22. And what was needed to be done in the end? It would be nice if you wrote it here too for people who might have similiar problems. Or for people like me who often answer questions.
  23. Deleting all unwanted race/class combiations from ChrBaseInfo.dbc would not help? I never used it to actually fully delete a whole race, but for enabling/disabling creation of certain classes of certain races it always worked fine - both client and server side.
  24. Every vertex on model has to have coordinates in UV map assigned, to determine what part of texture should be applied on it (and on faces around it). Face of character model (especially WoD one) will have probably a few hundred of vertexes. Are you still sure that "just 18 models" are that much "fine" :D? Using 101 for that is utterly bad idea - editing it in 3D software would be much, much quicker and you would be able to see results immediately. You just need to learn how to edit character model in 3D software and make it work in client afterwards again. Creating new textures to fit WoD models is something everyone was doing until now and I doubt people were doing so only because they were bored or something like that. It was more acceptable way of solving a problem. When you take a look at preWoD textures and compare them with WoD textures, applying preWoD textures on WoD model with UV map changed so it would fit preWoD texture would be also quite bad idea in my opinion - it would look terrible. Especially eyes. I don't think it would be worth effort. I have also seen some release of preWoD baked textures changed so they had WoD face textures - made by some kind of script. Where? Idk. But still - remaking old texture (or making a new one by using the same equipment) is a way I would choose without hesitation.
×
×
  • Create New...