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Everything posted by Amaroth
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Green = texture could not be loaded. Which means either of these: Texture isn't in MPQ Path to texture is incorrect or texture is in incorrect path Texture file is in some way damaged and could not be loaded. Thats pretty much all you need to know, and also all I can say with information you have provided so far.
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I'd say he doesn't even know how to actually use listfile. Forgive me if I'm wrong though.
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Erutia map sold. I'm still accepting commission though, so if you want me to design some custom M2s/WMOs/maps for you, you can hire me. Comissions closed.
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Vertex paint is that purple-ish icon in newer Noggit versions. It applies colors on verticles and faces they are in, and those colors are applied over terrain textures. They can be used for shading or highlighting, or to give interresting colors. I'll speak about that in some video as well, although I have used it only rarely until recently, as it adds even more complexity into map and makes its development process even more time consuming. But its fun. Redoing terrain... Well, you can use Assist menu. Clear heightmap and clear texture. But that clears whole ADT, turning it into one flat square with only one (currently selected) texture on it. If you don't want that, flatten tool with high speed and ctrl+shift+alt+click for deleting textures will do the job as well.
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Well, first of all, trying to completely recreate something done by Blizzard especially in MoP+ is nearly impossible. We are stuck with some limitations WotLK engine and Noggit have, which means that we simply don't have that many possibilities. Although we can get reasonably close. Having said that, the biggest issues you've got are following: Your textures are not mathing your terrain geometry. Your edges aren't highlighted and your spaces between rock formations are not darkened (left more dirty to be more exact). You don't go into detail. Most of your rock formations/cliffs are way too big, as well as your texture "flakes". Use smaller brushes for both modelling and texturation, especially for modelling. Your rock formations are very round, I'd say you blur your edges or use linear flatten tool. You need to get a little bit more edgy in your style, if you want to copy Nagrand's style. Btw, as I'm looking at that image I have posted... it would probably look better with more sharpness in texturation and it would look better with vertex paint. But I can't get this much further. We can't scale textures on WotLK. And we can't use _h textures. That renders recreating such fine styles impossible. Take a look at WotLK zones, like Howling Fjord. You won't make it look better than that.
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WDBX editor? And otherwise, Kaev might be right.
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Noggit can't, for now, render models which basically lack visible geometry and are only made of particle emitters or similiar stuff. There are multiple ways of getting rid of this model. Modcraft sadly seems to be down right now, so I can't find proper tools now. The most noob-friendly way which doesn't need any advanced knowledge or extra tools is: Export model A which you want to delete from WMV (its M2 and .skin files). Export any another model B (its M2 and .skin files) about which you know that its visible in Noggit and easy for you to recognize. Rename model B's M2 and SKIN files so they match files of model A and place them into A's folder, so basically, you'll overwrite model A with model B. Insert overwritten model into (new) custom MPQ to Noggit's Data folder. Open map in Noggit again. You should have those invisible models replaced by model B you have overwritten them with. Delete unwanted models from map. Then you can get rid of that changed model from your custom patch, as you probably no longer want to have model A overwritten by model B.
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My internet connection is terrible at its best, so I don't really plan to stream. But I can definitely place links to you in my video descriptions and possibly give you some shoutout in a video.
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I'm accepting commissions again. But please, ony small or reasonable projects, no projects like "20 ADTs please". Something doable. I'm also selling my old Erutia map. You can see part of it in those 2 videos I have provided in main post, and in its project entry linked both in main post and below. I'll wait some time if anyone comes with decent offer. If there will be more of you, I'll either choose the highest bidder, or sell it to all of you, depenind on height of price you'll propose and depending on what we will agree on. Map contains 1 big (9 ADTs) island, 2 medium (around 1 ADT) islands, bunch of smaller islands (one of them has whole fortress on it), nearly 2 kilometres long creepy cave and 2 sets of floating islands in the sky. Models used on map are mostly MoP/WoD, as map is over 2 years old and unused. We can also agree on selling just a part of a map. Map can be divided into at least 7 subzones, so...
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It used to be there for a very long time. Then they have apprantly simply removed that, for some reason (I can no longer find it). Anyway, they haven't written it back into list of recommended MySQL editors.
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Well, I just trust judgement of TC devs.
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Idk. Incorrect MySQL version. Incorrect used editor. Incorrect something. Do you have recommended MySQL version? " Use the most recent 5.6.x version or 5.5 with mysql server configuration, DON'T use 5.7 version unless you know VERY WELL what are you doing, you will have issues with 5.7" And like I said, don't use Navicat.
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Yep, it seems so.
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This isn't about UV map.
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It sounds quite weird to me that you would like to get "tga files generated". TGA is just a texture format and unless textures are included in M3 files, you are likely missing some files from HotS itself. Or does M3 contain textures inside of it?
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Is in your TrinityCore's source folders, which you have downloaded by using Git. Files to create databases and to create auth and characters databases are being stored there. TDB contains only world database data and tables, not auth and characters, those are being downloaded with source files. Why is not Navicat recommended? I'm not sure, I've heared that it doesn't support some comments or whatever. If TC developers say that we are not supposed to use Navicat, at least not for creating our databases, well, who am I to argue with them. I¨ve given you a screenshot with an example of executing sql script on a database in SQLYog.
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It should be like this: Download TC source by using Git. Install MySQL server and open Navicat/SQLYog/Whatever (btw, Navicat is not recommended) Go to your src folder and run sql script from sql/create/ to create your databases Go to sql/base/ and run auth sql script on your auth database and characters sql script on your characters Download TDB and run (only its main, the biggest one) script from there on your world database In order to "run a script on your daabase", its probably the easiest to open SQL editor (SQLYog, Heidi... Navicat is, once again, not recommended) and then you usually need to right-click on your database (auth/characters/world) and then click on something like Import script. Like Ohai said, make sure you are executing scripts for your databases on correct databases, as you can't run world script on auth database, for example.
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I'd love to make such a video, but I need to learn doing that first :D. I have never created a new doodad set/removed an old one before. I have used WMO editor for editing already existing doodad sets before though, but it stopped working for me some time ago. Now it works again, so I'll take a look at this when I get my new group of custom WMOs I'm working on released and when I make WMO basics tutorial. For now, I'll focus on re-creating basic tutorials for absolute beginners as those are quick and easy to make and I'd say important for community growth, and on level design tutorials as they are from those most requested the easiest to do for me.
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Thats exactly what I have done with M2s previously in CZ version, and I will likely do the same here as well. Well, still waiting for updated version of WMO plugin :P.
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Now this is getting too odd. Do you even reffer to that creaturedisplayinfoextra entry in your creaturedisplayinfo entry? https://wowdev.wiki/DB/CreatureDisplayInfo field #4. It needs to contain ID of displayID's extra information row in creaturedisplayinfoextra.dbc. Thats probably the last idea I've got Oo.
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Well, are you completely sure that it is not just a model-related issue? I have noticed you are using retro-ported models. I have no idea what makes character models character-ish so they can actually wear an equipment, but I'd say its a model/race DBC problem.
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Added TC2 setup and configuration option. I've forgotten to put that one down there.
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I'll try my best with M2s and WMOs, but I am a very mediocre 3D artist (actually, my geometry building skills are quite low and my UV mapping skills are nearly 0 and thats all I know about 3D), I know just a basic things about M2s and I'm still working on improving and honing my WMO building skills. Right now I'm waiting for Skarn to finish some fixes on WMO plugin. I definitely do want to take a look at model stuff, but it can take some time and I will probably show only basic things. Another thing is that I still highly preffer Maya over Blender, which can make my tutorials about 3D even less useful for some of you. Project security is something I'd like to talk about, but MPQ security is a little bit complicated. You can't really make your MPQs protected. But I'll give you some tips and tricks. When it comes to team access rights, for players unavailable test zones and so on, I can definitely provide some of my personal experience.