Skarn

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Everything posted by Skarn

  1. Skarn

    R.I.P. Zim4ik

    That's why we thought it was suspicious. However, his IRL friends claim he's dead. Take this as an example too. https://new.vk.com/wall254817355_114
  2. Skarn

    R.I.P. Zim4ik

    I and Met@ checked a lot of facts since this post was created. There were many "weird" facts we found in the released files and Zim's social media, so we hoped it was faked. However, after contacting his brother again and reaching some of his friends, it became clear that it is most likely true, sadly.
  3. Add me on Skype, we will try something. The theory is that smal alpha is 2048 pixels for chunk and big alpha is 4096 pixels for chunk. The conversion is possible as Noggit does the same thing. When you are editing stuff it edits them as 64x64 pixmap while on saving it gets converted to small alpha (32x64) pixmap. Correct me if I am wrong, experienced guys, please.
  4. New world uses big alpha. Old world uses small alpha. You need to somehow convert small to big alpha (it is possible in theory) and it will work fine. There are can only be one type of alpha on one map.
  5. Skarn

    R.I.P. Zim4ik

    I heard this story about almost a year ago and I was told it was not true. When I heard that I asked @Vellear for confirmation as they were friends with Zim. He said it is not true and Zim has left his town for studying somewhere and that he is not interested in modding anymore. But he claimed they talked in the end of 2015 and he showed him photos from spring, 2015. I do not know what to believe but y*********o@gmail.com seems to indeed belong to his brother. If this is still true, rest in peace, Zim.
  6. The thing you are talking about can in theory be automated. We just need to know how.
  7. Sounds cool. Where did you get DB for Alpha?
  8. No problem. If it does not work, tell me. I sometimes mess up things. Did not really test it.
  9. As for M2, you can use this: As for WMOs which I'd recommned you to use with any walkable objects for multiple reasons (material footstep sounds, working vmaps/mmaps, etc). It is done via collision vertex groups. You assign only geometry that you need. If something needs to be added, just leave this geoemtry without WoW material and it will not get exported as real geometry but can be still assigned as collision data.
  10. Version 1.0.1

    115 downloads

    Purpose: Clones collision from one .m2 model to another. Useful for making trees or similar objects that do not require collision identical to geometry. For example, make two versions of a tree model. One with leaves and one without leaves. Export all models to M2 using OBJtoM2 or any other existing converter/exporter and run the script. Also works for creating invisible walls and other collision things. Usage: Prerss F7 to run the script and select the source and destination file. Done. CMD version: Not available, not planned. Requires: "basics.h" and "M2TemplateLight.bt" (included in the release). In order to run any of my scripts you need a new version of 010 editor binary templates which can be downloaded here.
  11. You need to be in edit mode to see things there.
  12. The plugin does not do anything by itself. You need to select all your stuff and press Q and then bake materials from Texture Units.
  13. You need to bake materials from texture units. Checking it does not change anything but only turns on the plug-in.
  14. Google it. It is a blender thing, not a wow modding thing. Though, I am thinking of releasing some kind of WoWModding blender build with all the stuff convinient installed.
  15. The WMO exporter does not care about applied textures. It reads materials. I suggest you using Material Utils plugin for Blender to automatically "bake" material units from applied textures. Also do not forget to do Edge Split to avoid T-vertices.
  16. They simply do not exist. WoW modding has seriously became a thing only in times of TBC. And even for TBC there are not enough tools. The majority of working stuff is done for 3.3.5a. The knowledge you can get with 3.3.5a can also get you to modding of future post-cata expansions.
  17. I'd recommend you doing it with memory editing.
  18. It is the so-called World of Warcraft API functions. You can acess them with LUA addons and FrameXML, I guess. Protected functions can be accessed with some hack as far as I remember.
  19. As far as I know it is possible to get player's lookat, so you need to set your camera yaw and pitch to this value with some memory editing or better a .dll inject. You can find the information about WoW memory offsets on Ownedcore I think.
  20. There is a plugin for Blender that allows you to import/export WMOs directly from the tool.
  21. As far as I was told, CASC archives can be created but there is a unique key for every WoW build that allows you to do it. We do not know the algorythm Blizzard uses to generate those keys if there is even any. So, guys who develop CASC software do not want to add support for creating new archives because it feels hacky for them too to make them version dependent.
  22. That still feels hacky. Unless we manage to pack files into something like an acrhive that feels hacky.
  23. Your files must be world/maps/mapname/ path. not world/maps
  24. Briefly describe what you did to add the map. Every step but without details.
  25. And it does not show up still?