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[DiscordArchive] I only need two though ?

[DiscordArchive] I only need two though ?

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rektbyfaith
Administrator
0
02-02-2024, 09:52 PM
#11
Archived author: Titi • Posted: 2024-02-02T21:52:05.179000+00:00
Original source

I can do with this
[Image: image.png?ex=690c6fc5&is=690b1e45&hm=cff...6f257a3b9&]
rektbyfaith
02-02-2024, 09:52 PM #11

Archived author: Titi • Posted: 2024-02-02T21:52:05.179000+00:00
Original source

I can do with this
[Image: image.png?ex=690c6fc5&is=690b1e45&hm=cff...6f257a3b9&]

rektbyfaith
Administrator
0
02-02-2024, 10:03 PM
#12
Archived author: Pursche • Posted: 2024-02-02T22:03:37.243000+00:00
Original source

Nix is correct, we would figure out which uint the bit we're after is in, and then bitshift to get that one.
rektbyfaith
02-02-2024, 10:03 PM #12

Archived author: Pursche • Posted: 2024-02-02T22:03:37.243000+00:00
Original source

Nix is correct, we would figure out which uint the bit we're after is in, and then bitshift to get that one.

rektbyfaith
Administrator
0
02-02-2024, 10:09 PM
#13
Archived author: Drin • Posted: 2024-02-02T22:09:32.021000+00:00
Original source

As level designers, all we need is a tool that condenses the entire process in one place (preferably). So instead of navigating through databases and collecting model id’s and then manually registering them; we’d have all this stuff in one place. How i would imagine an ideal process of adding groundeffect would probably be like this:
1. Select the texture.
2. Have a chance to look at and explore the doodads there and then select them for the groundeffect.
3. This is probably a long shot but, after adjusting the settings maybe have a chance to look how the groundeffect looks like. As like in a small window to see a sample of the texture and the groundeffect density and stuff, without having to jump ingame.
4. In the end we click a button that reads Apply, and just like that the groundeffect pops up.
rektbyfaith
02-02-2024, 10:09 PM #13

Archived author: Drin • Posted: 2024-02-02T22:09:32.021000+00:00
Original source

As level designers, all we need is a tool that condenses the entire process in one place (preferably). So instead of navigating through databases and collecting model id’s and then manually registering them; we’d have all this stuff in one place. How i would imagine an ideal process of adding groundeffect would probably be like this:
1. Select the texture.
2. Have a chance to look at and explore the doodads there and then select them for the groundeffect.
3. This is probably a long shot but, after adjusting the settings maybe have a chance to look how the groundeffect looks like. As like in a small window to see a sample of the texture and the groundeffect density and stuff, without having to jump ingame.
4. In the end we click a button that reads Apply, and just like that the groundeffect pops up.

rektbyfaith
Administrator
0
02-03-2024, 03:36 AM
#14
Archived author: Fiffin • Posted: 2024-02-03T03:36:53.581000+00:00
Original source

ppl will do art even when blind
rektbyfaith
02-03-2024, 03:36 AM #14

Archived author: Fiffin • Posted: 2024-02-03T03:36:53.581000+00:00
Original source

ppl will do art even when blind

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