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Amaroth

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Everything posted by Amaroth

  1. Hey guys, as I'm already working on my english YouTube channel focused on modding where I will be creating modding tutorials, I would like to know what should I focus on, which series should be created/prioritized and so on. So please, answer my poll, feel free to leave comments if there's anything you'd like to see and what is missing in poll options and so on. Thanks for your time and your answers!
  2. 1. use any characters model. 2. create a displayID for it in creaturedisplayinfo.dbc 3. create an extraID for it in creaturedisplayinfoextra.dbc, you'll likely want to create a naked model 4. switch #20 (1-based) value in creaturedisplayinfoextra.dbc to 1. Thats all.
  3. Version 11

    5,556 downloads

    There was a report about this supposedly containing malware, though my PC is clean, the pack is clean, and the reporting person's antimalware was behaving in a very odd and jumpy manner overall. Note that this pack contains couple of apps which are pretty much straight up hacks and many apps from "unknown publishers", there's also file downloading launcher and whatnot - it is susceptible material to being marked by antimalware. It should be clean. But it's up to you whether you trust me on that. As a rule of thumb, please, check README.txt file in any directory where such file is before using that part to ensure you know all the important info. Contents: AmarothTools AmarothsLauncherRelease - a fairly primitive launcher based on reading config files and downloading/uploading changelog, patches and addons from FTP. AmarothsToolkit - old version of my toolkit, later I decided to split the project into the following tools. ClientItem - a pair of tools fo syncing item_template <-> Item.dbc. GobGenerator - generates gobjects in gameobject_template out of models provided in GameObjectDisplayInfo.dbc ListfileCreation - do not use unless you know what are you doing. NPCGenerator - for Creature displayID WMV > DBC > DB pipeline. WMOListFile - for obtaining a full list of files used by ADTs, M2/MDX and WMO in the folders under this. Note that its code sucks and is not 100% perfect. CASC CascView - 32 and 64bit versions of CascView, required for obtaining Blizzard files for conversion into WotLK. Listfile - listfiles for extracting files with CascView. DBC LightMapper - can be used for a great visualisation of lights on a map. WoWSpellEditor_1.8.8 - haven't gotten to actually testing this tool yet, but definitely worth sharing. WDBX Editor - for DBC editing, DBC <-> CSV conversions etc. EnGBBlizzlikeDBCs - just blizzlike DBCs, can be useful as a backup. Map AdtAdder - a small tool for mass copy-pasting ADT for inicial filling of a new map/newly expanded map, don't forget to run offsetfix afterwards as well. ADTGrids - some helpers you can use, reflecting basic grids on ADTs. FuTa - a tool for importing and exporting alpha maps (painting textures on ADTs with Photoshop). GroundEffects - tools for applying, removing or changing ground effects on ADT. GruulMeWDT - my preferred way of editing (editing, not creating!) WDT files. NoggitQt_3_2771 - an up to date test version of map editor. NoggitSDL_3_1408 - this is old SDL version of Noggit. It is non-public release, newer than SDL 1.4, fairly stable, may be able to open something Qt cannot. Rius Zone Masher - I do not really remember why I have not ever been using this tool for creation of new maps - I just know I have not been using this tool :D. Sharing it regardless. Models anim porter - I do not even remember what this is for, do not know wthere it is up to date, nor whether it is still useful at all. M2ModRedux 4.6.1 - same like anim porter. MDLVIS 1.40 - same like anim porter. MDX - same like anim porter. MultiConverter_3.3.0 - Officially Legion > WotLK converter, but seems to do alright with BFA as well. Scripts - a mix of random stuff, same like anim porter. OBJtoM2 could be useful if you for any reasons cannot use WoW Blender Studio. Leaving it here for the time being. WoW Blender Studio - still under development, but should make all the other stuff in Models section outdated and redundant. MPQ FuckItUp.exe - removes (listfile) from MPQ, making files more difficult to extract, and thus edit or steal. MPQEditor.exe - v3.2.0.535 is a very old version, but I found it to be very reliable. I had issues with up to date versions, and rather reverted back instead of risking having files corrupted. Other 010 - scripts and templates for 010 Editor. Mordred_LoginScreen - what I have used to make my own custom login screens. PuTTy_0.73 - for managing the server WMT335a - camera hack, light testing. WMV - couple of versions of WoW Model Viewer. HxDsetup.exe - HxD can be used as an alternative hex editor, unlikely to be useful to any 010 Editor owner. xyz-hack.exe - useful for precise gobject spawning. This is a hack, please, do not abuse. Textures BLPConverterGUI - enables mass PNG <-> BLP converting. BLPPhotoshopPlugin_1.0 - Photoshop BLP file support. README.txt - version, release date, links… Wow.exe - removed MD5 check, enabling UI edits within patches etc. Share this with your players, especially if you want to customize anything in your UI, including the login screen. If you are following my english YT channel, this is a toolpack I will be using there. Overview video: My Eng YT channel HERE
  4. "I used to be a terrain modeller, like you. Then I've got an M2 model in my cliff."
  5. Hi, what do you call "an unexpected error"? Try to share error log file first, not whole, just header of it, where an error code can be found (everything above "Wow build 12340"). You can find previous error logs in Errors folder.
  6. Its easy. Either re-extract and update server side maps, or suffer falling into terrain ;). There is no 3rd option. Its server who is deciding, where teleporting player will appear, not client, so, like wungusaurus said, you need to let server know that map has changed.
  7. Maybe, but you can do so by yourself, quite easily. Simply make a copy of WMO files, open WMO root file in 010 editor, rewrite paths to .blp textures (without changing their length, so just change one character or something like that) and make renamed copies of textures you wanted to change. Then open those renamed BLPs in Photoshop and change them to whatever you want. The very same technique can be used on M2s. And you can do the same if you open my WMOs in Blender by using WMO plugin and following Skarn't WMO tutorial, go to textures section, rewrite path to some texture in one of materials and export it as a new WMO.
  8. I'm glad you like it. When Skarn gets some things working correctly in a new test version of WMO plugin, I'll finish converting the last building and second set will be released, together with some fixes for the first set.
  9. I am aware of that, but I don't know if saving neighbour ADTs is still needed to make this fix work or not. I hope it is not. In that case, that whole system of saving ADTs which are neighbours of edited ADTs should be removed anyway, as it now produces just masses of unneeded files when blizzlike maps are being edited. And it gets into way of projects like Funkybeatz's one as well. Especially if saving of neighbours is no longer needed, this might be a neat feature for the future. Sometimes, for various reasons, we simply don't want to make any edits to some ADTs and being able to simply lock them to ensure they won't get saved and thus edited in any way would be simple to implement, yet useful. Even possibility to actually block them from even being LOADED might be usefull, too, when some ADTs crashes a Noggit but we still want to attempt some edits around them.
  10. Even with this function is editing neighbouring ADTs in multiple people quite risky, especially when it comes to any sort of terrain edits. I can't recommend doing so at all. I would never actually work on any kind of map with anyone else, only if it was a really big map, where this wouldn't be an issue anyway. By saving ADTs one by one you are also very likely to forget some. When that happens, you won't have to just do everything on that ADT again, you will also need to fix any gaps in terrain or sharp lines in textures and similiar stuff, which makes this even more annoying. Trust me, I remember days where saving just one ADT I was on the only option, and I hated it with my whole being, because this was happening to me all the time. So overall, saving just one ADT (or multiple ADTs, but one by one) is a very bad idea. I am not a Noggit dev, so I don't really determine wheter it should be implemented even while being very questionable overall anyway. What might work would be locking some ADTs so changes done to them won't be saved.
  11. 1. saving isn't bugged. There's a system of saving all ADTs which are neighbours of ADTs you have edited. It was implemented to (help) avoid model duplication bugs. 2. that neighbour ADTs are saved doesn't mean that they are somehow modified, if you haven't really touched them. So whats a deal anyway? 3. nothing, and noone, prevents you from simply deleting unwanted ADTs from your Noggit's project's folder, or from simply not placing them into your game client's custom patch. So there's no actual need for saving just one ADT. It would be useful when someone edits multiple ADTs and then realizes that he wants to keep some of them unchanged, but that can also be done - by using backup versions of those ADTs, for example from your game client's patch ;). Since model duplication bugs were fixed, I think it (maybe) could be possible to return saving only one ADT function, for not saving unwanted changes and avoid hassle I've described in this last paragraph, though.
  12. I've got the same problem, its related to all of these highmountain Legion trees. I've told Adspartan about that already, but he wasn't sure what to do about that. He said it might be some .skin file related problem.
  13. Amaroth

    Blackreef Isle - teaser

    Pirates, death, sharp rocks and a lot of creepy silence. Now seriously, I am just a designer, I am not making up a concept for this :D.
  14. Whole CZ/SK RP community still is and always was WotLK only. I don't know what does international community look like, as I am no really interrested in playing RP in english. I remember only one attempt to move to the newer expansion in CZ/SK RP community. Needless to say, it was an utter failure. And I'd also like to point out that there weren't really many requests for newer expansions. People in my community, in general, don't really like new game versions overall and also realize that we wouldn't really benefit that much from them anyway. Yes, there were people saying that being on a newer game platform would possibly help with drawing new players to our base. However, gamers still playing Medieval 2 TW, Warcraft 3 (or even older versions) and stuff like that show us, that the novelty (itself) of the game played/used might not always be THAT important. Noone, ever, came to my server with words like "Hey, suckers, are you sleeping? Why are you on such an old game? If you were on a Legion/WoD/whatever, I'd try to play withc you, but WotLK is old shit!". Noone. Ever. So, once again, don't tell me (or anyone) what are WE supposed to do or what do OUR players WE ARE FOCUSED ON want. As you don't - and can't - know that. Your expectation that everyone thinks in the same way as you (or as players on your server, in your community where you are) is just false.
  15. @Alastor StrixEfuartus once told me that it is completely documented somewhere and that the only issue is that noone has made an editor/script for editing this sort of thing. Idk, maybe he was wrong, but he might possibly know a thing or two.
  16. From the album: Yarr isles

    I haven't uploaded anything for a while. Here's at least something.
  17. When and where did I see this meme last time Alastor: mhmmmmmmmmmmmm...
  18. Important part of that comment.
  19. And thats EXACTLY why moving to Legion is absolutely worthless for so many people focused on especially map design as long as Noggit is the only usable map editor around and as long as it supports WotLK with its limitations/possibilities only.
  20. If you don't read my (whole) post, don't react to it. Simple. There are many changes which came in Cata+ expansions - changes I have absolutely no use for when it comes to kind of stuff I work on. There are maybe like 3 or 4 things out of hundreds I'd really use, the rest is utterly useless (garrisons, new BGs, new arenas, pet battles, new talent systems, new PvP system, new blizzlike maps, you name it - I have absolutly no use for any of these and many other new thigs as I don't work on projects which make use of them whatsoever). So yes, I would gain nearly nothing I don't already have on WotLK, I'd just have to face many difficulties, which are, in my case, just not worth it. And I won't repeat myself anymore. This is my personal opinion, my personal prefference, my personal feeling and most importantly, my personal choice. Are you in my place, are you doing exactly the same stuff as I do, for exactly the same reasons and for exactly the same people I do? No? So don't force me to follow your choices, as I have mine, and don't look down at me, as working on Legion alone doesn't make you by default any better (or any worse) than me or any other WotLK guy. It says nothing, means nothing, only that you made a different choice, because for you is Legion worth the effort. Fine. Its not worth it for me - and the same applies to 99% of WotLK community. Get fucking over it, and stop behaving, all of you, like WotLK guys were worse than you just for the fact that they have decided to stay on WotLK.
  21. There are several reasons why I can't benefit from moving to any newer expansion from WotLK. There are actually some reasons why I would more loose than gain. And all of them were pretty much covered by Skarn already, so I won't just repeat them. I'd just add one more - the only finished and working map editor around is a Noggit. 3.3.5a tool - so maps need to be modded with WotLK client source files, in WotLK format, with WotLK limitations, and then converted. Terrible procedure killing every possible gain I'd get from moving to Legion or WoD. The rest was said by Skarn. There is literally nothing on newer expansions I'd move to them for, apart from better game engine itself. It would just make my life harder, a lot. So why bother. Once again. Do you want to move there? Well, feel fucking free to. I don't have any reason to do that, as I'm most likely completely leaving this place when I finish my university and as I'm doing all this around just as a freakin' hobby. You know, that the stuff you do for fun, not for stress. I'm basically a programmer by trade. I don't want to turn this hobby into stuff I do in my job.
  22. I work on WotLK, because I do what I like, when I like and how I like it. I work on WotLK because its not my fucking JOB, its my fucking HOBBY. I do it because it is easy, yet it is capable of achieving beautiful scenery. I make WotLK maps because its FUN for me. If thats a reason, why I should be called a "335a fag", why I should be looked down at or whatever else, seriously, PISS OFF arrogant idiots. You like to mod the newest expansions? OK, thats your choice. But let me give you a little advice. Its easier to masturbate to porn, than to masturbate to "not being and 335a fag untermensch". Elitstic pieces of garbage, thats what you are sirs. While Schlumpf was very far from being nice, the way you usually behave around is utterly terrible. You got what you begged for multiple times, so don't whine now after being just once mistreated - by one person.
  23. Cursors might be horizontal, but that doesn't really mean that you have bigger variety of options in 3D software. You don't. You can't move verticles in different than height coord and you can't use more than 4 textures per chunk, you also can't paint textures in more accurate way than Noggit can. To sum it up, 3D software would offer you many possibilitties WoW engine would not, so in case you want to make any edits fro your game client, it would be utterly useless to get stuff from WoW into Maya. If you want to (only) use this stuff for some animation/rendering/whatever purpouses and game edits won't be your final product, well, thats ofc wholly different story. Still, the only 3D software to which was ADT exported I know about was Blender. I can't recall who did that (ask Skarn, he should know) and I don't know how much successfull was that attempt or if there were any limitations, issues with doing this and so on. Anyway, whatever can be imported into Blender can be imported into another 3D software as well, so, some good news for you. Btw, don't worry, I absolutely hate Blender as well.
  24. First of all, you won't find a good support when it comes to different 3D software than Blender. Nearly everyone around uses Blender and even if you don't want to use it for various reasons, you'll have to have it on your PC and use it for some conversion or preconversion processes anyway. Having said that, there were some experiments around exporting WoW ADT file into Blender, but I don't know how far dd they get and I haven't seen any final public release (I may have just missed it though). Anyway, there's no very big reasons for doing so. Do you want to get it into 3D to make better use of textures? No point in doing so, WoW's engine won't give you more possibilities in 3D software thn Noggit gives you. Absolutely the same applies to terrain model geometry and so on. When it comes to caves, you need to understand how server side map work. To make it very short, you need to have all ground ("walkable") surfaces made either of WMO model geometry, or of terrain model geometry. So, you need to make at least floors (and walls as well) out of terrain in Noggit and make ceiling and final decorations out of M2s (and that would be done in Noggit and there would be absolutely no point of any export to Maya, because you'd have to keep WoW's engine restrictions anyway), or you need to create a WMO model for your cave and then just spawn it into map in the same way you'd spawn any different WMO. There is a Blender WMO export/import script. You can use it to create your cave model in Maya, then open it in Blender and export it into WMO. Or you can work in Blender from the beginning, making saving process less tedious.
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