Forums WoW Modding Support Archives WoWModding Threads [DiscordArchive] Hi guys, any idea how to remove the "exhaust" w...

[DiscordArchive] Hi guys, any idea how to remove the "exhaust" w...

[DiscordArchive] Hi guys, any idea how to remove the "exhaust" w...

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rektbyfaith
Administrator
0
10-04-2025, 06:29 PM
#1
Archived author: Needle • Posted: 2025-10-04T18:29:54.116000+00:00
Original source

rektbyfaith
10-04-2025, 06:29 PM #1

Archived author: Needle • Posted: 2025-10-04T18:29:54.116000+00:00
Original source

rektbyfaith
Administrator
0
10-04-2025, 06:29 PM
#2
Archived author: Needle • Posted: 2025-10-04T18:29:54.651000+00:00
Original source

Thread automatically created by SYC_Ezo in <#415944535718494208>
rektbyfaith
10-04-2025, 06:29 PM #2

Archived author: Needle • Posted: 2025-10-04T18:29:54.651000+00:00
Original source

Thread automatically created by SYC_Ezo in <#415944535718494208>

rektbyfaith
Administrator
0
10-04-2025, 06:44 PM
#3
Archived author: Titi • Posted: 2025-10-04T18:44:48.774000+00:00
Original source

easiest way would be to hardcode an exception for your map in the extractor I guess
rektbyfaith
10-04-2025, 06:44 PM #3

Archived author: Titi • Posted: 2025-10-04T18:44:48.774000+00:00
Original source

easiest way would be to hardcode an exception for your map in the extractor I guess

rektbyfaith
Administrator
0
10-04-2025, 07:07 PM
#4
Archived author: SYC_Ezo • Posted: 2025-10-04T19:07:54.127000+00:00
Original source

In which extractor please ? I don’t think that I have it
rektbyfaith
10-04-2025, 07:07 PM #4

Archived author: SYC_Ezo • Posted: 2025-10-04T19:07:54.127000+00:00
Original source

In which extractor please ? I don’t think that I have it

rektbyfaith
Administrator
0
10-04-2025, 10:22 PM
#5
Archived author: stoneharry • Posted: 2025-10-04T22:22:41.337000+00:00
Original source

There is a noggit plugin for editing deep/shallow areas (fatigue)
rektbyfaith
10-04-2025, 10:22 PM #5

Archived author: stoneharry • Posted: 2025-10-04T22:22:41.337000+00:00
Original source

There is a noggit plugin for editing deep/shallow areas (fatigue)

rektbyfaith
Administrator
0
10-04-2025, 10:23 PM
#6
Archived author: stoneharry • Posted: 2025-10-04T22:23:43.093000+00:00
Original source

waterBrush.lua:
```lua
local flags_brush = brush("Deep Flags")

local deep_height = flags_brush:add_real_tag("Deep Height",-1000000,1000000,0)

local function avgHeight(chunk)
local totHeight = 0
for i=0,144 do
totHeight = totHeight + chunk:get_vert(i):get_pos().y
end
return totHeight/144
end

function flags_brush:on_left_hold(evt)
local sel = select_origin(evt:pos(),evt:outer_radius(),evt:outer_radius())
for i,chunk in pairs(sel:chunks()) do
if(avgHeight(chunk) < deep_height:get()) then
chunkConfusedet_deep_flag(1)
else
chunkConfusedet_deep_flag(0)
end
end
sel:apply()
end

function flags_brush:on_right_click(evt)
local sel = select_origin(evt:pos(),evt:outer_radius(),evt:outer_radius())
for i,chunk in pairs(sel:chunks()) do
print("height:",avgHeight(chunk)," flag:",chunk:get_deep_flag())
end
end
```
rektbyfaith
10-04-2025, 10:23 PM #6

Archived author: stoneharry • Posted: 2025-10-04T22:23:43.093000+00:00
Original source

waterBrush.lua:
```lua
local flags_brush = brush("Deep Flags")

local deep_height = flags_brush:add_real_tag("Deep Height",-1000000,1000000,0)

local function avgHeight(chunk)
local totHeight = 0
for i=0,144 do
totHeight = totHeight + chunk:get_vert(i):get_pos().y
end
return totHeight/144
end

function flags_brush:on_left_hold(evt)
local sel = select_origin(evt:pos(),evt:outer_radius(),evt:outer_radius())
for i,chunk in pairs(sel:chunks()) do
if(avgHeight(chunk) < deep_height:get()) then
chunkConfusedet_deep_flag(1)
else
chunkConfusedet_deep_flag(0)
end
end
sel:apply()
end

function flags_brush:on_right_click(evt)
local sel = select_origin(evt:pos(),evt:outer_radius(),evt:outer_radius())
for i,chunk in pairs(sel:chunks()) do
print("height:",avgHeight(chunk)," flag:",chunk:get_deep_flag())
end
end
```

rektbyfaith
Administrator
0
10-04-2025, 10:25 PM
#7
Archived author: stoneharry • Posted: 2025-10-04T22:25:26.999000+00:00
Original source


FatigueNoggit.zip
rektbyfaith
10-04-2025, 10:25 PM #7

Archived author: stoneharry • Posted: 2025-10-04T22:25:26.999000+00:00
Original source


FatigueNoggit.zip

rektbyfaith
Administrator
0
10-04-2025, 10:35 PM
#8
Archived author: Titi • Posted: 2025-10-04T22:35:57.715000+00:00
Original source

that is kinda outdated, noggit handles fatigue dynamically based on depth now, proper fix would be having shallow water. but if he wants gameplay on deep ocean, best make an exception for the map
rektbyfaith
10-04-2025, 10:35 PM #8

Archived author: Titi • Posted: 2025-10-04T22:35:57.715000+00:00
Original source

that is kinda outdated, noggit handles fatigue dynamically based on depth now, proper fix would be having shallow water. but if he wants gameplay on deep ocean, best make an exception for the map

rektbyfaith
Administrator
0
10-04-2025, 11:32 PM
#9
Archived author: SYC_Ezo • Posted: 2025-10-04T23:32:13.187000+00:00
Original source

Will try it out, for now the issue is that your noggit doesn't recognize my project path
rektbyfaith
10-04-2025, 11:32 PM #9

Archived author: SYC_Ezo • Posted: 2025-10-04T23:32:13.187000+00:00
Original source

Will try it out, for now the issue is that your noggit doesn't recognize my project path

rektbyfaith
Administrator
0
10-06-2025, 07:22 AM
#10
Archived author: SYC_Ezo • Posted: 2025-10-06T07:22:07.779000+00:00
Original source

Problem solved, disabled it in Player.cpp
rektbyfaith
10-06-2025, 07:22 AM #10

Archived author: SYC_Ezo • Posted: 2025-10-06T07:22:07.779000+00:00
Original source

Problem solved, disabled it in Player.cpp

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