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module__dplus_manager
Everything posted by Koward
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- 4 comments
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- 18
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I don't think you can be motivated by "non sharing". I think what can motivate is profit, whether in the form of money or peer recognition. However I don't know if the modding of WoW has reached a status where there's enough money and public to maintain innovation through competition like what we can observe in other fields. In small communities, the risk of abandon is present even in closed source.
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It's once again the open source/closed source debate. I would just like to remind those who do not publish anything that without the Wiki and other important resources you would all have absolutely nothing. Everything you're basing your work on has been shared for free by others. It's human to want the thanks and the credit. It makes you feel good, integrated and indispensable, it's a basic instinct. In the past and on another forums, some people took my work too, and I felt the same pain and rage in my heart. Yes, people will always just thank the last man at the chain like if he was the one that invented the wheel, whether it's the actual author of something or some reposter. But amongst those people, there were some that now make progress and share new things. Even 1 over 10000 leechers is enough to make difference. And then others will base their work on their stuff too. Look at the catastrophic Mangos situation. Every little server do its own fixes, then die years later, and everyone in the world is always fixing the same god damn Darkshore quest. Is this what we want ? Is this really the most efficient way to work in 2016 ? We should not do that for any project. Not for emulation, not for modding, not for anything. So if it's your goal to get thanks (and it's perfectly normal), go ahead, keep for yourself whatever you do. But if you want to do something beyond your own person, and make the community progress as a whole, then please share.
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As much as I agree with this statement (IMO it's a corridor since BC included, but whatever), if we talk about modding you surely must understand the most recent client (not the content) is always better from a technical standpoint. In theory you could actually mod WoD and its databases enough to recreate the content of any expansion, tho it takes dedication and time. Therefore I think either debating bashing old expansion guys or blinding himself from the technical progress of clients are a bit pointless. ----- Coming back to the main topic, I'm not sure a CASC editor is needed, since we can mod WoD by adding files directly to the folders. TOM_RUS's explorer is enough.
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You can select an area to apply changes on only a part of the texture.
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release 010 Editor binary templates [Script essentials]
Koward commented on Skarn 's file in 010 Editor Scripts and Templates
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what wiki do you mean? I can't find the thing you speak of in the second paragraph in the wiki linked on top Well, the WoWDev wiki : http://www.pxr.dk/wowdev/wiki/index.php?title=M2/WotLK#Animation_sequences I did put this as a note because I'm not 100% sure it's true (I have not checked the source, it's all empirical, I'm not a schlumpf-like reverse engineering warmachine, unfortunately). My remark on the wiki :
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It contains various chunks. The list is on the wiki. Also, you can't simply does what OP said. The animation sequences are a bit different. Setting 2 bytes to 00 at (begin of sequence offset) + 0x1E in each sequence should do the trick. I written a command line converter tool that handle them pretty well. I'm fixing some bugs with Stan84 right now, it should be ready soon. Allowing retroporting AND "up-porting".
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Last time I tried, people still had to do UV Mapping anyway to make the UV fit with the WotLK texture format.. Has this changed ?
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I believe the OP is looking for a fast way to produce WoD NPC baked textures at WotLK format. I think I saw a Photoshop script or something a while ago on Modcraft, but I'm not sure.
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I believe setting the playBackSpeed (also known as the blendingTime in more recent documentation) to 150 in each animation sometimes fix that. The precise reason why it works is, as far as I know, unknown. Use a 010 editor Template.
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fr Importer des créatures de Cata/MoP/WoD/Legion en 3.3.5
Koward commented on Oldarorn 's tutorial in Retro-Porting
Salut ! T'aurais la source du convertisseur ? J'ai celui de la version précédente (sans les particules de Warlords of Draenor) mais si il a été mis à jour ça m'intéresserait. -
Sorry, edited, the retro part was a remnant of the translation we usually use in my language for reverse engineering x) I think a list of what tools the community would like would be useful. To summarize the needs in all modding fields, if you prefer.
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Lack of reverse-engineers and software developers is what keeps a modding community back from doing whatever it wants. As a simplified version of the Separation of Concerns pyramid, creative people need well designed software, software developers need reverse-engineered documentation and reverse engineering requires advanced, often professional skills which are simply rare. Aside from that, let's say some dev also want to create content, he may stick on the version he prefers. The preference criteria are often gameplay (hard to change), since the newer clients are always better in every other point of view. Plus, as Corey said, I have a feeling the open source ideal is fading these days. WoW server content is getting back to the Internet Stone Age when lonely devs code for themselves then their work disappears when the project stops. Sad. Really sad.