Gratural

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About Gratural

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    Level Design
    Modeling
    Serverside

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    gratural

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  1. Sigmur, thanks, it's very perspective tool! The ADT tinkerer need a review usability because double clicks it's no so good and slow. And I cannot find how to do make cells without a foliage, what required on roads and under any M2/WMO object.
  2. A wonderfull tool, as always! I made a small script that can automatic split your terrain mesh and save them as single ADT files. 1. Your terrain must be target of ADT_Template and they must be hidden. 2. You should move ADT_Template to upper left of your Terrain. 3. Now you shall to open the script, change a variables and run it. Happy splitting! adt_export.py
  3. Firstly try test server without any custom assets and tables. Then add step-by-step custom files. Each error 132 has different memory address. Read and search your trouble in here (sorry, cant find same table on MCN?) https://wowdev.wiki/Client_Error_Analysis
  4. One little question. How to make valid OBJ file in defaulth blender scene?
  5. shilen, i been have same trouble (With 2.79 Blender) In wmo script action "wmo_fill_textures" works correctly only when all models and textures packed into MPQ. You must pack your custom assets or edit .py file, where just do disabling loaded game data check. My decision - making custom script for renaming materials. Something like this class Fill_WMO_Textures(bpy.types.Operator): bl_idname = 'scene.wmo_fill_textures' bl_label = 'Fill textures' bl_description = """Fill Texture 1 field of WoW materials with paths from applied image. """ bl_options = {'REGISTER', 'UNDO'} def execute(self, context): for ob in bpy.context.selected_objects: mesh = ob.data for i in range(len(mesh.materials)): if mesh.materials[i].active_texture is not None \ and not mesh.materials[i].WowMaterial.Texture1 \ and mesh.materials[i].active_texture.type == 'IMAGE' \ and mesh.materials[i].active_texture.image is not None: path = os.path.normcase(bpy.context.scene['MWOTexturePath'] + os.path.basename(os.path.splitext(mesh.materials[i].active_texture.image.filepath)[0]) + '.blp') mesh.materials[i].WowMaterial.Texture1 = path break self.report({'INFO'}, "Done filling texture paths") return {'FINISHED'}
  6. @Alastor Strix'Efuartus interesing, is posible in "1s person" (with 0 camera range) dont hide char model?
  7. @Alastor Strix'Efuartus have same problem with tiles. With both exe's. I tryed change path and names to uppercase, convert from blp to other formats - it all dont make positive changes. Displayed dark dirt texture - is _s texture, packed to MPQ.
  8. I tryed both versions of 10th exe. Also my previous old version with lua check. They all are ignore unpacked tiles.
  9. Alastor, hi! This exe dont show ingame my custom tilesets, placed in wow directory. Noggit can working with they are fine. But, for display tiles ingame, required pack all it to MPQ. And then, in noggit they displayed twice:(. Can you patch exe for supporting unpacked tilesets?
  10. Dnt do it. Because all DBC tables are checked by last line number on serverside. If you have files in folder "C:/Users/epicb/Desktop/World of Warcraft/World of Warcraft 3.3.5a\DBFilesClient", Noggit are rewrite all same DBC tables from MPQ . Rename or erase it all. Or For easy modding, make same path to Project and WoW destination . And use patched wow.exe. And be happy, without MPQ patches and client restart.
  11. Give please link to latest version. Or update same resourse. Hi all!
    Comrades, share latest build Noggit.