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Amaroth

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Everything posted by Amaroth

  1. Amaroth

    Exodus - Blackmine

    From the album: Arathor RP - Erutia

    Blackmine was huge mine about 1 kilometer long under isle of Exodus, which was the very first I have released. This is the biggest cave there - where crystals which were mined here were found. The mine was full of both undead and basilisks, making it deadly place.
  2. Amaroth

    Erutia - Shadowwood

    From the album: Arathor RP - Erutia

    It doesn't look so, but a man could pass under those roots. I consider this place the most atmospheric of all my work thus far. Stones of Caelar and Geysers may match it. Maybe.
  3. Amaroth

    Erutia - Thala'dor 2

    From the album: Arathor RP - Erutia

    Another screenshot from accursed place Thala'dor.
  4. Amaroth

    Erutia - Thala'dor

    From the album: Arathor RP - Erutia

    This was an elven city, sacked by Fel Horde, where dozens of innocents and civilians were massly executed. The very place became haunted and cursed because of atrocities which happened there, making grass and leaves red, trees were left dying. Travelers (even living elves) had to avoid this place before ghost were finally calmed and befriended later.
  5. From the album: Arathor RP - Erutia

    There were 2 big keeps of Fel Horde, this is the "smaller", or lets rather say, the second one. Warcraft 3 style of chopped trunks eeeverywhere is intentional :P.
  6. Amaroth

    Erutia - Argetlis

    From the album: Arathor RP - Erutia

    Another screenshot from Argetlis. Isles behind bridges were local magic academy.
  7. Amaroth

    Erutia - Argetlis

    From the album: Arathor RP - Erutia

    Argetlis was elven port in south-eastern part of Erutia and the last stand against fel Horde there.
  8. Amaroth

    Erutia - Stelis

    From the album: Arathor RP - Erutia

    An old mine in Erutia. What would be old mine without good onl greenish slime and fog everywhere?
  9. "C:/local/boost_1_58_0"? Didn't they mean rather "C:/local/boost_1_59_0" Thats just a little correction. Btw, Banzboyz77, if this doesn't solve your problem, post some log files so we can take a look at them.
  10. Well, thing the most close to "just interface edit" would probably be a glyph system. You can pick all WotLK glyph items, remake them so they don't cast a spell, but learn a spell instead, so player learns how to use a glyph when he uses its item. Then you need to edit Glyph window so it contains panel with glyph spells for your class. WoD also contains glyphs which are useble only by certain class specializations - and here comes a little problem while you don't have class specializations in WotLK. Can those be done? Sure, by some crazy remaking of whole talent system, but it would be no simple task. Still, you can make at least WoD-ish glyph system work and that should not be THAT hard at all. Things like stats would be much, much bigger problem in my opinion. About spellbook, well, what is different there? The only "change" around is fact that you have all spells in one tab when palying WoD, and tab used is determined by your class specialization. I am not sure why would you want to change anything there, in the end, that spellbooks is still quite the same. It just filters out spells which aren't from your class specialization - and unless you create those, there's nothing to work with there anyway. About WoD class specialization system... Well, I am quite unsure how to imitate that thing on WotLK. Some kind of remaking talents so you can see only 3 talents for 3 talent specializations and when you learn one, it shows you one of 3 talent trees, while the rest are off? Btw, you would also need to retro-port all WoD spells and talents and spell systems for that to be good for something. But I am not sure how big changes you wanted to make, maybe you don't want to copy WoD spellsystem itself, so...
  11. Most of things you have mentioned would be probably possible, by using quite a hacky ways you may actually be able even to turn one stat (for instance resilience?) into another (for instance multistrike). The question is, wouldn't trying to make real WoD project be easier? I know WoD emu suck hard, buuut... Porting everything from WoD to WotLK, trying to make WotLK look like WoD and in the and have some sort of mutant which might get damn buggy or unbalanced in stats... is this worth it?
  12. Now does it? I have seen models which were not duplicated being deleted (yes, deleted, even "original" ones) right in front of my eyes when trying to use that function once. But its quite possible that it was linked with multiple-saves-created problem, because back in those times I still weren't aware of even that, I was just testing SDL 1.4.
  13. There might be another reasons for having lags in map edited by Noggit, but mot of them were gone with newere versions of app. Still, duplicated objects are the most common case. If you had about lets say 10000 objects on original ADTs and your duplications turned them into 20000-30000, then yes, you surely will have lags because of that, and quite likely only because of that. About deleting duplicated objects... SDL 1.4 has in Assist menu function Clear duplicate models. I was told it is slightly bugged and I saw it sometimes clearing also models which were not duplicated, but you can give it a try. Anyway, don't use it more than once on a map.
  14. Lets say you want to edit Howling Fjord in Northrend.: So, you open Northrend map, go to Howling Fjord and then you should mark all ADTs you will want to work on as edited by doing whatever in them. You can just click with flatten tool somewhere, or move some object a little bit to do so. When you are done, when all ADTs you will want to mod are edited, you can save. By that way you will mark area you will want to work on. So your Northrend will look somehow like this lets say: And now, EVERYTIME you are working on ANY of these ADTs, you should mark ALL ADTs as edited. So ALWAYS before you save, your Northrend map will look like this.: Do not save your map if all "orange" ADTs are not white-bordered. And always restart Noggit after saving. 2 simple rules - and no there should be no objects which disappear or are duplicated.
  15. Always restarting noggit after saving is the first thing you need to do, but it applies only to SDL 1.4. And there is also a seond thing you need to keep doing - saving the whole area you are editing together. Which means that you should always make sure before saving that all ADTs your project is containing were edited and will be saved. Things like "now I will edit and save just western Nagrand, tomorrow just northern part"... and so on should not happen, because those make those duplication (and probably also disappearing) bugs happen, too.
  16. I knew there were plenty of projects, but didn't know that there were so many of them. Interresting overview.
  17. Version 2

    260 downloads

    Hello there little whelps, I used to use patch made by one guy from Ownedcore which included all M2s and WMOs existing in WoW turned into spawnable gameobjects. That means that you can simply search for model name in game and you will always find gob you can spawn. Its just great thing for gob spammers, I know, but problem is that patch from Ownedcore is just horrible in my opinion. It contains a LOT of completely unneeded objects and displayIDs and also is full of displayIDs with messed up bounding boxes (all copied from one blizzlike one), which leads into gobs lootable from 50yd distances an another funny results. So I made my own patch. Here is MPQ patch, DBC file and SQL dump (for TrinityCore2 revisions after WDBVerified column was renamed to VerifiedBuild). I tryed to make this completely noob-friendly so if you want to use this patch, you don't need to know anything about MPQ patches or DBC files, you just need to know the very basics of running TrinityCore2 server. READ README file. You will find how-to guide there. All gobs with custom displayIDs have [AmPatch] placed behind their postfixes and have entrys 410000 and higher. Their displayIDs are 10000 and higher, meaning that every gob has displayID=entry-400000. Good for searching for displayIDs. Version 1 - light pack This version contains all M2s and WMOs from World and Spell folders as spawnable gameobjects. Others were excluded, because majority of them just can't be used as gobs (they have no hardcoded textures for example - they are white completely ingame). Version 2 - full pack This pack contains really ALL M2s, even character, item, creature... And its needless to say that most of such things are completely useless as gobs. But someone still may preffer this version. If you want to create your own gob patch, you may use my tool I've released. It doesn't give you possibility to filter which gobs you can use, but it works. You will want to use this tool if you are retro-porting models or creating custom ones (in general, if you want to have gobs made of models which are not in blizzlike WotLK client).
  18. You are right, desktop really tells a lot about people. (y)
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