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Messages - Mjollna

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1
Showoff - what you are working on / Re: [VIDEO] Coffee Induced Dreams
« on: June 05, 2018, 09:04:38 am »
Thank you very much ! :)

2
Hi !

The model was converted to obj (thanks to WowModelViewer export function), the mtl deleted, and the obj imported into Blender.
Then the mesh was heavily cleaned, and UV mapping was made by hand with lots of love.
The re-import was made with MirrorMachine by Gamh.

The zone landscape was made by Trèsmollo with Noggit, and Zhao made the skybox + added some more plants around.

3
Thank you for your comments and viewings \o/

The black and white circles around 8:15 are sand storm blp swapped, weather set to (obviously) sandstorm and a fitting skybox :3

4
Showoff - what you are working on / [VIDEO] Coffee Induced Dreams
« on: May 25, 2018, 09:53:04 am »
Hi everyone !

As you may know, I'm part of the RIdPEF community, a group of (mostly) french speaking enthusiasts about exploration in WoW, but also about modding in the game.

On April 25th 2010, the RIdPEF decides to start a big project : a video of about twenty minutes, in order to show the creative side of this community. A little like a machinima, a little like a technical demo, a little like Snoman or the MC-Addicts videos. In short, breaking WoW for a purely aesthetic purpose.

After eight years of work, the video is now finished. So without further ado, let me introduce Coffee Induced Dreams, which we consider as the culmination of our work on the game World of Warcraft.



We also want to thank the whole modding community around the game, for the knowledge and tools gathered over time, and more specifically : Adspartan (for his Multiconverter and work on Noggit), Alram (for the wiki hosting and his work on the minimaps), as well as Schlumpf (for his huge reversing and documenting effort over the years, his contribution to many tools and among them Noggit, and for helping everyone).

More information, bonus gallery, etc. : https://ridpef.org/en/coffee-induced-dreams
Alternative link for the video :

5
Resources and Tools / Re: WowMapGen
« on: March 29, 2018, 11:56:01 am »
Hi !

Yeah it's a Python commandline tool. I've tried to make the documentation as complete as possible, but I know it's not that obvious to use. Nevertheless, I think it can be a fun base to play with for a scripter who wants to create a base ADT for later editing, or automate some actions.

Here's a screenshot showing a test ADT generated with the script. You'll notice the vertex painting matching the height.


6
Resources and Tools / WowMapGen
« on: March 19, 2018, 05:57:40 pm »
Hi ! :)

I'm publishing here a small ADT generator, that works with a bunch of images and text files as input.
It's highly experimental and I probably won't touch it again, but I think with some polishing it could be turned into something cool and useful.

Have fun with it !

https://bitbucket.org/Mjollna/wowmapgen/overview

8
Reupload today of the zip as attachment in the forum post itself.

10
Resources and Tools / Re: [TOOL] OBJ to M2 converter + Sources
« on: December 11, 2017, 09:20:04 pm »
It happens I do have it on my HD.
Here you go ! :)

11
Resources and Tools / Re: [C++] LightAdder
« on: November 26, 2017, 08:53:20 pm »
*years later*
Very useful tool, thank you !

I reupload the source as an attachment to this post, since the pastebin link will surely die someday.
I unfortunately don't have any Windows OS to provide a binary for this platform.

12
Tutorials / Re: Blend mode overrides (vertex alpha-like effect)
« on: November 08, 2017, 05:31:25 pm »
Indeed, it would be awesome to have this information on the wiki.

Thank you very much for this tutorial, it's really helpful for understanding how m2 format works !

13
Tutorials / Re: Creating texture animations
« on: November 08, 2017, 05:30:08 pm »
Wow, thanks a lot for this tutorial, it's very useful to enhance m2 with more features.

14
Resources and Tools / Re: gltf -> m2 converter
« on: September 12, 2017, 06:47:05 pm »
Hi !

Yeah I know about this plugin, and it already contains lots of stuff related to m2. Their approach is really cool, although it's too big a project for what I need/want to do.
However, my code is under gpl and can be reused if they wish to :)

15
Hi !

I think I was actually the one person who said around 2012 "pleaaaaase keep the yellow triangle cursor alive".
The reason was that at the time, some bug made the vertices show differently than they really were in the viewpoint, while the cursor was showing the real height. It was creating spikes ingame, and the cursor helped smoothing and correcting them one by one.

The bug is long gone (it might have been Hanfer who corrected it), so this cursor shape isn't indeed really useful anymore, at least for me.

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