sh1tdev

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Everything posted by sh1tdev

  1. With this pack I used Topaz Gigapixel AI actually. First I converted the BLPs to PNGs. Then I ran everything through Gigapixel AI at x4. WoW can't handle textures that big from what I can tell so I then went and made a batch script that decreased all their sizes by 50% in Photoshop. I tried other programs but they would cause corruption or strange colors. Now I will still have a file that's larger than original but most of them will work. Any that are still too big I would resize them until they were below or around 512 x ____ or whatever it ended up - as long as I was never above 512. Then with these new resizes I went and converted them all back to BLPs. Here is where I am stuck though atm. Some BLPConverters will have better success than others or make issues with different files. I am currently converting my Upscales using BLPConverter8 and BLP Lab. I will probably add ANOTHER converter to the mix as well. Then I will pick and choose the working/decent looking files. I've tried a lot of things to get these converters to work nicely... but it's just a damn pain. The sad part is due to the size limitation I don't think the quality will be that much better... but I still want to do it regardless. HOWEVER. With the shoulders and helms they can go up to 1024. So the upscaling of those look fantastic for the most part. I could be wrong on my assumption though. I'd be stoked if someone could confirm whether or not clothing texture size can go above 512 x ____.
  2. Haha, I'm fine with being given tasks. Normally I make them so its a breath of fresh air in a way lol. In regards to the old up with the textures. I've been toying with getting the clothing textures above 512 x 256 dimensions. Currently the game will crash if I bring in 1024 x 512. Must be a limitation but I'm seeing what I can get away with. Also, for some reason certain PNG to BLP converters will make some files colors blow out. Some won't so it's a bit of a crap shoot getting it to do it properly. I'm in a situation where I am just gonna run all the textures out through various converters and then pick which textures to use and which to discard.
  3. Mannnnn, I'm still working on it! I'm having so trouble getting SOME of these textures to not blow out. I do have the shoulders and helm upscales complete though. Want me to upload that as a separate MPQ?
  4. No problem, it's possible that you need to edit the character create screen too.. But I'm not too sure, sorry!
  5. Any chance you'll upload your merged patch of this at some point? *puppy eyes*
  6. Yeah, there are about 20,000 files in there for me to check so I'm not surprised some issues snuck through undetected. The good news is that I've found a way to correct that but it will require me upscaling everything again from scratch. *sigh* Thanks for pointing out some files for me to look at though too!
  7. You'd need to change some stuff in the core I imagine. On 3.3.5 you'd adjust the SharedDefines.h to include those classes - which I guess is what opens up the choice in the character creator. Someone else would have to verify that assumption for me though. EDIT: This would mean you'd need to compile it yourself and find the script where you can edit before compiling. Never tried it though.
  8. Yeah, you're right. Some of it looks great but some of it is a bit weird. When upscaling the Classic textures they are all much smaller in dimensions in comparison to WotLK so the quality of bringing them up to size is hit and miss. Regardless, in the next release I will be correcting any major issues such as incorrect colours or blown out highlights, etc. I'll also be including the shoulders and head gear. The hold up so far is that with the shoulders when I convert from blp to png some of the files from TBC and WotLK will leave black dots all over the image that I need to go in and redraw over to get a clean image. It's a bit tedious but the results will look good. I'll try to include the capes, shields and weapons in the next release too but only if I find a way to streamline the workload.
  9. sh1tdev

    Plaguewood map

    Hi Alrineer, is this the type of map I can just drop in to my client and would be able to explore on any server? Or would I need to .tele on to it? Thx
  10. sh1tdev

    Request

    somewhere on ownedcore.
  11. The folder actually acts a .mpq so you just drop it in the /Data folder.
  12. Hi, not entirely sure how to put this in to a DBC correctly? What's the folder structure for it?
  13. Hey, this has been a long time coming! Out of curiosity how did you manage to make the fix? Was it a change of .blp or through some crafty dbc editing?
  14. Hello, this file isn't available anymore. Does anyone have a backup of it that can be rehosted please? It would save me a lot of work. Thanks!
  15. I understand that, but you shouldn't need to use all the other versions to the newest. It would save file space to have each version standalone and not require one above or below. I don't think anyone wants to have v1,2,3,4,5,6,7 and 8 in their client/Data folder just to use v9. Because some textures are not inside the v9 .MPQ the user now has to either take those textures from one of the other versions .MPQ file and do a little detective work OR place all the other MPQs in their client as well. One is a waste of time and the other is a massive waste of space for about 1mb of textures that should already be in the v9 .MPQ I think you're not understanding me... but I also think I am being quite clear. Anyway, they are your files. Make it hard for others if you want, I guess.
  16. done, please update your patch so each version works without previous versions.
  17. At the moment you'd need to put some files from one of the older version MPQs in to the newest because each version isn't self-contained I guess? Would be good if gongel could make it so it's already got all the required files in the MPQ so it works by just dragging and dropping. I uploaded my fixed version so it has all the necessary textures to just work without the previous patches. I assume it will work for you. Worked for me. [LINK REMOVED BY REQUEST]
  18. Ahhh, thank you. Might be better to include that information in case other people like me think it was just drag and drop the folder you wanted. Also could I make some suggestions? During chracter creation when selecting the features of your character is there a way to have the camera zoom up to above the characters shoulders so you can really see the choices you are making? Also a button to go back and forward instead of just clicking the name of what you want to upgrade. Mmm, like << HAIR STYLE >> and you click the arrows? The rest of it is pretty much perfect now. Well done