Skarn

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Posts posted by Skarn


  1. 5 hours ago, bcody8780 said:

    Anyone have an answer to this I’m trying to do the same thing thanks 

    The MOHD data chunk of WMO can hold an ID of an AreaTable entry which can have music bound to it via DBC/DB2 depending on version. You can use the WMO Blender addon to set it via UI, or 010 editor to set it in the data without reexporting the model.


  2. Hello. Prophecy RP projects needs more developers to help work on our client-side editing tools and serverside software.

    If you are not familiar with what Prophecy is you can check out our MCNet page (https://model-changing.net/gc/6-prophecy-rp-the-fall-of-lordaeron/) as well as our Reddit (https://www.reddit.com/user/ProphecyRP/). 

    We have a talented and friendly team with well-known and experienced people from the WoW modding community both in design, development and lore areas.

    We are currently in serious need of help with some development (programming task) which involve:

    - Client side editing. Creating small tools to aid with client side development e.g. model converter scripts and/or adding features or fixing existing bigger tools like Noggit / WoW Blender Studio (which is developed by me).

    - Serverside. Involves implementing of gameplay systems planned by our system designers, as well as core fixes.

    - CASC Host / TACT.NET development and administation. While our development pipeline still heavily relies on 3.3.5a, the end goal is to run the release version of the project on newer expansions, such as Battle for Azeroth.

    - Interface scripting.

    There are a few developers (programmers) already in the team, so you will not be alone on any task. 

    If you are interested, please contact me here via DM or Discord (Skarn#6841).

     

    We are also welcoming people to other positions listed on our project page. However, the need for this is not so crucial at the moment.


  3. In this video I am showing the progress on porting the addon to Blender 2.8. As you can see, everything renders fine and even better than in 2.79. The feature I demonstrate is intended for fast material assigning resolving extra difficulty brought into this process in Blender 2.8 with texfaces (blender internal textures) being gone. P.S.I got back to developing WBS actively in the middle of june. Stay tuned for upcoming updates. No ETA for realease yet.

    • Like 5

  4. If there are any custom filenames, you will have to rebuild the structure by anazying the files. On old clients it is possible to do 100% for the files that are actually used and referenced by the game DBs, ADTs or models. 

    Also this whole MPQ listfile removal process is not encryption.


  5. 2018-03-15_13-18-56.gif

     

    Hello. As some of you may know, for quite a while I've been working on the first actual editor for M2 / WMO models for WoW. The project began about a year ago as a fork of happyhack's Blender addon for WMOs. Over time by my own efforts and with the help of some people, I was able to create a full featured (despite a couple of things, that yet have to be implemented) WMO editor. Now I am working on the M2 part of the project. Since there are a lot more tools that I want to develop, I am looking for somebody who can help me with development to finish it faster.
    The project is written in Python 3.5.


    Requirements:

    - Python coding experience

    - Ability to stick to project's architecture

    - Ability to stick to given code style (I use regular python standard PEP8 with a few minor additions to naming conventions)


    Project goals:

    - Full-featured editing of WMO / M2.

    - Rudimentary editing of ADT.

    - Support for multiple WoW versions.

    - Editor for client DBs related to M2 / WMO (AreaTable, NPC stuff, etc).


    The majority of the boring stuff, such as file parsing is arleady implemented. Import for M2 is implemented, except for particles. 


    Last but not least, donations that the project is going to receive in the future are going to be shared proportionally, even though the work is mostly volunteer. The project's aim is not money income, but the creation of the first proper editing toolkit for WoW files, as well as the Swiss Army Knife tool for machinima artists.

     


    If you are interested, feel free to contact me here, on my Discord (Skarn#2018) or elsewhere.

     

    • Like 8

  6. On 24.02.2018 at 8:34 AM, shan said:

    TURNS OUT it is because I have wacom tablet drivers installed.... And the only workaround is uninstalling them... Is there any other workaround? I tried working with the pen, but it's horrible.  I don't want to uninstall my tablet drivers because I draw very regularly.

    I think you can turn that off in settings.


  7. 12 hours ago, DefMech said:

    That fell when u can`t port models with new noggit versions and need to redownoload .NET framework to use them  ????

    I am sorry, that's bullshit. Noggit does not use .NET, fortunately. What's exactly the issue?


  8. 5 hours ago, DefMech said:

    I have to fill all texture layers in adt to fix it, but why before all works great without it? 

    You should use the new Noggit. I think that issue is fixed there.


  9. 2 hours ago, DefMech said:

    Hi MC, I mabe custom WMO from some blizzard models (not m2) and get this error when i`m near WMO ingame. Can somebody help? I think it cause doodadsets dublication.

    Screenshot_1.png

    what did you make it with? I don't recall my addon producing crashing models.