Our community projects
The Free Land
The largest continent on Atlas. It's people enjoy a freedom and prosperity earned in the blood of their fallen. Homeland of the Humans, Elves, Dwarves, Gnomes, Drow, and Minotaur.
Thoria's primal landscape is dominated by an active volcano. It is a place where only the strong thrive. Homeland of the Orcs, Goblins, and Bearfolk.
This is the early dev map of the first zone I am creating called Tah'nash Jungle. I have decided for go for the landmarks first, with Farcrest Guard being one of the main bases. I am making this post to ask for feedback on the rocks I've created - I wanted to go for the rocks in Draenor. Any feedback appreciated .
New changes are here. Thanks to Drood182 and Leeviathan from Modcraft by creating those awesome mods. Leeviathan for the High Elves and the Chinese version for the Undead models but as also the fix for tabarbs and fine tuning general the WoD character models and Drood182 for creating new skins for the tiger model. So now i have update Balsh mod to be compatible with the High Elves model as also with the general extra fixes.
New Additions :
- Abominations model update
- Ghouls model update
- New Skybox for Stratholme (Orgirmmar Raid skybox used for that)
- Paladin's Charger model update
- Warlock's DreadSteed model update
- Treasure Chest model update
- Fixed Druids Gift of the Wild spell icon
- Reworked skins for the Tiger model (by Drood182)
- Balsh Character models reworked including: Tabarbs, removed doubled polygons, undead features reworked plus higher-res bone textures (by Leeviathan) *
- New Undead Character model - Chinese Version (by Leeviathan)
BARE in mind, all 3 mods, the creatures, Balsh Char mod and Leeviathan Chinese version can work together. DONT USE my version of Balsh link from here if you want only the character models. Use the STAND ALONE VERSION from Modcraft. Also i'll advice don't change the order of the patches, is been tested to work that way, unless you are aware of what you doing.
* Completely reworked character models for Balsh's WoD Character Models 1.12.1 models, use in tandem with Balsh's mod. Fixes include: corrected tabard UV mapping for all, removed doubled polygons (mainly doubled belt meshes, this fixes transparency on things like ghost form), undead features reworked + higher-res bone textures + some miscellaneous corrected textures, rogue vertex tamed on tauren male, some corrected textures for tauren females, tons of hair UV fixes and un-decimated dwarf beards.
This is the general map of the world of Haradon, I thank Skarn for his tutorial which made it possible for me to make this map. This is just a general design but not everything will look like this ingame.Currently the finished zones for the project are: Meadows of Tears, Brimstone, The Mighty Falls and Fogshire.
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I've created a single, small building, which I have extended later. So, in the end, there are actually 4 versions of that building, every single one is a little bit different. Keep on mind that that high stone lower part of the building and these stairs leading towards its entrance are there to make spawning of these buildings on angled terrain more simple and less restrictive - for example WoD buildings must stand on nearly perfect plane, which I find very limiting and unlikable. However, noone forces you to actually spawn those buildings with entrances so high above the terrain.
Those buildings don't have cellars, mainly because I simply haven't kept in mid while I was doing them that a cellar might be a near and requested feature. Cellars will appear in later model sets.
#1 - Just a simple building, with one room.
#2 - 2nd level was added, with stairs leading to it.
#3 - The same as #2, but this one has also one extra side room, which can be used for storing stuff or whatever.
#4 - This one lacks #3's extra side room, but it gets neat tower (with interior properly modelled, like I said - everything will be passable) and a balcony, so some luxury over there!
All 4 buildings might be a subject of change. I want to fix that transparency bug on windows, maybe I'll change a geometry a little bit and maybe someone will actually force me to divide interior geoset by rooms (right now there is always just one huge interior - not a proper way of doing this, at least not by Blizzard standarts). There are also no doodad sets.
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Not long after the mortal races set sail for the unknown,
They found themselves fortunate, as they laid eyes upon an untouched group of islands just south west of Teldrassil in the veiled sea.
What started out as a small settlement is now the thriving capital of Eshelar.
The Horde and the Alliance swore a pact to keep their differences aside for the glory of Serania.
This day, whether you're a gnome, a troll or a human you can find your every need within the city boundaries.
What adventures and secrets lie ahead? Well, that will be for you to discover.
Book of the Fallen, our 3.3.5 roleplay server, is beginning it's third chapter, and we've been improving all the while. We have a very small but very capable staff, and though we were all quite new at this just last year, take a look at what we were able to accomplish!
We have a beautiful new map, our version of the island if Tel'Abim in the South Seas that we've dubbed "The Verdant Isles". You'll notice in the preview video that things from the ground to the sky are heavily edited and / or customized completely, from the ground effects to the skybox and everything in-between. We tried to keep a tropical island feel in every single asset we used when we built this world.
Book of the Fallen offers completely custom and integrated systems that are 100% functioning and fun. As you could briefly see in the preview video, we have a profession system allowing for gathering and crafting style professions. They include mining, smithing, logging, cooking, outfitting, trapping, and more! They're very easy to use, and new recipes for items can be added on the fly, and can even be tailored to specific players and guilds. Many of the items you can create using this system are custom as well, from never before seen pieces of immersive gear and clothing, to interesting and useful items and consumables tailored for immersion and variety.
We also have completely custom combat classes, removing blizzard's combat system entirely so we can focus more on immersive roleplay. We've incorporated more D&D style classes, including things like bards, huntsmen, duelists, clerics, abjurers, and so on. Though it's simple enough for new players to get the hang of quickly, there are fun and hard-hitting combinations that the savvy player can utilize to dispatch their foes in a completely in-character fashion. All of our custom combat classes are chosen after you create your character, and you're able to wear any gear you like. (Heavier gear might impact your magical casting ability, though!)
There are also lots of other new and innovative things to check out in the world, such as clickable and interactable gobjects including things like readable books, custom teleporters, immersive transitions, and more.
To achieve all of these things, most of which have never been seen before on ANY server, we used nothing more than the common WoW modding software and the AIO addon tool, and a boat load of caring about our players. If you like to roleplay, come and check us out at http://forums.fallenrp.com. We launch Sunday, September 25, 2016.
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Hello, Model-Changing! I am going to present you some changes that were done since we started to develop Neo.
First of all, I want to say that now we have a webpage http://wowdev.tools where you can watch all of our projects, code commits, contact information and possibly other things in the future.
Secondly, we'd love to see anyone interested in Neo developement in our Discord channel. It does not only refer to developers who want to join us. You can help us testing builds or just giving opinion and ideas.
As you might have noticed on the webpage, Neo and other our projects are built automatically with every commit made to the repository. So, you can always get the most recent and relevant build and play around with it without compiling.
I also recommend you to subscribe to our YouTube channel which is currently empty but will definitely have some content in the future.
Okay, now come the actual editor news!
1. Asset Browser
- We have implemented a convinient thumbnail cache system that works just like thumbnails for images in Windows explorer. You open a directory and are already able to select the model you need.
- Models are now rendered correctly in all expansions.
- Preview window got some basic navigation.
- You are now able to select skin variations for creatures.
- You can now change the background of the preview rendering window.
- WMO support
- Character hairstyle, facial feature, etc changer.
2. Map Editor
The interface logic was changed to a more convinient one from the way it was done earlier. Awesome dockable widgets are still there but their behaviour was changed in order to ease the switching.
We have added a toolbar (1) on top of the rendering window that contains quick access buttons to all the available editing modes in the editor. It works pretty much like in Noggit and will be controlled by number keys (hotkeys are customizable) in the future.
When you select the required editing mode the World Editing widget (2) changes its content according to the selected mode. Switching by multiple widgets were inconvinient since they were getting lost or overlapping each other, that is why there is now just one widget that contains all other widgets inside! It is still possible to undock it and drag it away, for example, to your second monitor. You can do it with pretty much anything in Neo actually.
Graphic tablet support
It has been quite some time ago since Mathias implemented graphic tablet support in Neo. However, it was not integrated properly into all the features. That's why we have changed it!
Now Neo is able to sense the pen pressure in sculpting, texturing and vertex shading modes. Texturing mode has obviously the widest functionality implemented for tablet usage. Besides pressure (brush speed or intensity in other modes) you can change the radius with it. Every setting is supplied with its own sensivity slider. So, if you want your pressure sense to allow full amplitude (0.0 - 40.00) and your radius sense to only change the radius slighthly (for example 0.0 - 0.34 if you want to paint some thin cracks or something), you don't have to choose between them. Just turn on both and tweak the sensivity for each of the features.
Besides important tablet control functionality, texturing mode has got a spray brush! You can control multiple features there like the size of the spray particle, the amount of particles in one "shot" and the pressure. There is also a feature to paint solid inner radius just as a normal brush and spray in the area between inner radius and outer radius. That leads to a very interesting effect in the resulted painting! You can see it yourself in the gif below.
You are now able to rotate, tilt, scale (m2 only) and delete the models now. Ctrl + C/Ctrl + V functionality is also working, though is not yet stable.
Other features are to come soon! Also it is worth to mention that Neo is currently in the process of becoming a cross-platform tool. It is being ported to OpenGL and GTK insteaded of DirectX and WPF which would allow us to run it on any system natively. You can follow this "transitioning" in "cross-platform" branch of our repository.
Subsribe for receiving updates on Neo development!
Knight's Hollow (a.k.a the Tomb of the Unknown Soldier) (Level Range 29-37, Requires Levels 29-32)
Five-Man Dungeon Located at the Knight's Hollow in Duskwood (a.k.a. the Tomb of the Unknown Soldier)
Note: There is an unmarked grave behind Beggar's Haunt in Duskwood that is also know as the Tomb of the Forgotten Soldier. It is presumably believed that this is the location for the entrance to the cut Classic World of Warcraft dungeon - Knight's Hollow as seen with a striking resemblance in-game (as displayed in the above image) to an 'unearthed' cut Loading Screen for the instance as found within The Art of World of Warcraft as displayed here with the topmost instance loading screen.
Dungeon Level Sections:
Dungeon Section One: (Requires Level 29)
-Trash Elite Levels: 31 (++), 30 (++++), 29 (+++), 28 (+)
-Boss Level(s) 32 [Two Bosses] [One Rare-Elite Level 32]
Dungeon Section Two: (Requires Level 30)
-Trash Elite Levels: 32 (+++), 31 (++++), 30 (+++++)
-Boss Level(s) 33 [Three Bosses]
Dungeon Section Three: (Requires Level 31)
-Trash Elite Levels: 33 (++), 32 (+++++), 31 (++), 30 (+)
-Boss Level(s) 34 [Two Bosses] [One Rare-Elite Level 32]
Dungeon Section Four: (Requires Level 32)
-Trash Elite Levels: 34 (+++++), 33 (++++), 32 (+)
-Boss Level(s) 35 [One Final Boss]
(-Matthew Gordon Roulston 4:30 AM 01/07(July-Canada-Day/2016)
Welcome to this page, and thank you for clicking on this project - for any reason!
Codename: Orcs vs humans (name may be changed in future, comment on what you think it should be) is as stated in the description - a open-world rppvp, server. The goal is to take control of as many outposts, farms, and cities as possible!
-Their will be a smaller world than the one in the game in WOTLK, the reason for this is because I don't want too much work on my hands at the current time because all zones in this project will be Supersized. For example, Elwyn forest will be twice the size than what it is in the normal game to make room for more outposts and give players a felling of being lost, isolated, or just feel like they are in an actual massive world!
The zones that will be in the core game will be:
-Parts of Dreanor (Dark portal Entrance and such)
-Although their will be a story mode which will help you learn how to play the game, the main focus of this game is to kill the opposing side - good old fashion killin'
-Level cap will be 15 or 20 at current time (will expand in future)
-Will be a 1 raid (perhaps Kharazan where you help Khadgar fight of Medivh
-Will be a few dungeons (Not particularly apart of the actual lore, maybe a dungeon in an abandoned keep or in a cave, bandit docks etc.)
-The whole point of this project is teamwork, the more outposts the more buffs and better gear you get as your progress closer the either Stormwind or through into Dreanor (can be taken control of as well).
-Ranks such as marshal, private, etc will actually mean something (hopefully) the higher rank you are the more people will look up to you as a player as ranks are important in this project.
-Only races are Humans and Orcs but! After you finish the orc story mode you will get a choice to stay as a brown orc, or become fel (Separate races, and they are enemies with each other. Basically, fel are bad, Brown orc are neutral.
-You die once, you start again from scratch
-If a player dies, you can loot all the items he had on him and in his backpack
-There will be appointed Kings and Chieftains depending on how high your rank is.
I will not be able to do this on my own, so I would appreciate If people could help me. I would not mind doing the noggit work but I am not the best at coding and such and would need someone to help me out with that. (especially with deleting and creating races)
Thanks for reading,
In this topic, im going to release custom loading screens. Here you can see my first loading screen for my server.
Each loading screen will include an Art or a part of the map. This will help players to feel their progress in the story.
The story will be divided into chapters, the chapter number will show you which chapter you are doing. This is important to guide players and make it easy to travel to old areas.
The title will be connected to the main quest of the territory.
And the description will include a Fact or a Quote of a famous character.
My very first picture shows you the first loading screen which will be seen by Acolyte players. They are gonna spawn in southshore where they are going to travel to the north accompanied by Kel'thuzad.
Feel free to comment! And as always thanks for reading!
Alright I think I will change the Chapter name because it sounds like game of thrones thing
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Les chroniques de la destinée. (Merci Alborq pour le nom)
Il y a bien longtemps, dans de lointaines contrés informatiques, vivait La quatrième Prophétie, T4C pour les intimes, monde imaginaire mais néanmoins peuplé de valeureux et valeureuses combattantes de la lumière ou de l'obscurité aussi d'ailleurs, monde peuplé de bestioles en tout genre, de PK et autres GM ...
Hummm, nostalgie quand tu nous tiens ...
Dans ce monde, votre personnage, au départ, n'a pas de classe bien précise et c'est en cour de jeu qu'il peut évoluer et prendre la direction que vous souhaitez. En disposant les points gagnes lors des level up, vous transformez votre personnage en magicien, archet, guerrier ...
Les sorts ne peuvent être appris que si vous avez le nombre de points de caractéristiques, par exemple intelligence et esprit, nécessaire.
Il en va de même pour les équipements et autres armes.
Dans WoW cela n'est malheureusement pas possible car ces points sont attribués de façon automatique, de même, les sorts sont tous les mêmes et seul l'équipement fera la différence pendant un temps.
Aussi, je pense qu'il est possible de modifier un peu le serveur et les dbc de façon à réaliser un serveur aussi RP (T4C) que possible de plus cela relancerait de beaucoup l'intérêt du jeu.
Imaginez un peu un mage guerrier portant cuir et bouclier mais avec des sorts de débutant (sic, on ne peut pas tout avoir).
English :SpoilerThe Chronicles of destiny. (Alborq Thanks for the name)
It is a long time in computer distant countered lived Fourth Prophecy, T4C for short, imaginary world populated yet brave and valiant combatants of light or darkness for that matter, world populated with critters every kind of PK and other GM ...
Hmmm, nostalgia when you hold us ...
In this world, your character initially has no precise class and it's playground that can evolve and take the direction you want. By arranging the points earned at level up, you can transform your character magician, bow, warrior ...
Spells can be learned if you have the number of points of characteristics such intelligence and spirit necessary.
It's the same for equipment and other weapons.
In WoW this is unfortunately not possible because these points are awarded automatically, likewise spells are all the same and only the equipment will make the difference for a while.
Also, I think it is possible to change a bit the server and dbc in order to achieve such an RP server (T4C) as possible again this would boost much interest in the game.
Imagine wearing a leather warrior mage and shield but with beginner spells (sic, you can not have everything).Google Traduction
Petit récapitulatif du projet :
Une sorte de clé de sécurité ...
Une petite interface pour l'attribution des points ...
Un parchemin de résurection ...
Les montures volantes sur les vieux continents.
Des parchemins de téléportations.
Je suis aidé par Alborq, très grand mappeur de son état, qui m'a réalisé la première interface en lua, il a aussi mis en place deux races supplémentaires, de nouvelles maps ...
Il m'aide beaucoup pour le codage et il me donne aussi beaucoup d'idées.
Après quelques modifications du serveur mon concept du rp est enfin une réalité. L'addon et le serveur communiquent parfaitement. Les points de rp mis en place via l'addon sont bien pris en compte par le serveur.
J'ai réussi à changer le fond avec une zolie zimage et je trouve que le rendu n'est pas si mal.
Quelques nouvelles sur la gestion des talents:
Il n'y a plus la limitation du nombre de point en fonction de la ligne.
En fonction du rang, le nombre de point de talent demandé est plus grand, par exemple :
- Rang 1, 1 point.
- Rang 2, 2 points.
- Rang 3, 3 points.
- Rang 4, 5 points.
- Rang 5, 6 points.
C'est pas donné mais le dernier rang donne toujours un bonus et cela force la spécialisation armes, sorts, ... Si on veut faire un guerrier on place ses points sur les armes et dérivé, pour ce qui touche à la magie, on les placera plutôt sur le spirituel et les sorts.
Voici un petit exemple :
Pas de quête donc pas de spell et pas de maitrise de spell.
Par-contre après avoir terminé les quêtes, on peut en fonction du nombre de points augmenter la maitrise.
Les quêtes s'activent désormais en fonction des points de skills, chose qui ne fonctionnait pas avant. Je vais pouvoir avancer un peu dans la mise en place des quêtes et reprendre les "talents" avec un peu plus de sérénité.
Début de la mise en place des talents de maitrise des armes ...
et des sorts des arcanes.
Il reste encore beaucoup de choses à faire mais dans l'ensemble ça avance.
A sort of security key ...
A small interface for awarding points ...
A resurrection of parchment ...
Flying mounts on the old continent.
I am helped by Alborq, great mapper his condition, which I realized the first interface in lua, he also set up two additional races, new maps ...
It helps me to code and it also gives me a lot of ideas.
After some server changes my concept rp is finally a reality. The addon and server communicate perfectly. Points rp in place via the addon are taken into account by the server.
I managed to change the background with zolie zimage and I think the record is not so bad.
Some news on talent management:
There is no longer the limitation of number of points depending on the line.
Depending on the rank, the number of required talent point is greater, for example:
- Rank 1, 1 point.
- Rank 2, 2 points.
- Rank 3, 3 points.
- Rank 4, 5 points.
- Rank 5, 6 points.
It's not cheap but the last row always gives a bonus and this weapon specialization strength, spells ... If we want a warrior placed his points on weapons and derivative, for which key to magic is rather place them on the spiritual and spells.
Here is a small example:
No is no quest spell and no spell-control.
By-cons after completing the quests, we can based on the number of points increase mastery.
The quests will now activate based on skill point, something that did not work before. I can move a little in the implementation of quests and take the "talents" with a little more serenity.
Beginning of the implementation of the weapons mastery talents ...
and Arcane spells.
There is still much to do but overall it beforehand.
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Some more screens for you. I have been working many hours to get all the land features like boulders/spires shrubs and various Tatooine specific details added. Getting Civic buildings added and i'm now working on Infamous Mos Eisley Cantina!, It has so many Geosets it boggles my brain but getting it done. tonight most my time adding WMO's and M2 stuff more screens soon.
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This is just a quick update of Dreya, I've just completed creating a fresh exe and plan to add a new background soon. For now I will just use the vanilla one. And to go with this, as I am a man of music - I have created a score called 'Heroes Call' to go with it. Here is a preview of both the login screen and the score:
Feel free to give feedback, it is much appreciated!
Vous pouvez retrouver l'article en Français ici : Devblog
After a long time without any update, here I am (rock you like...) with fresh news !
First : we're alive.
Second : haircuts, belts, tabards, colors, npcs, AND (finally) AN UPDATED GALERY WOOOO ! /o/ (right here)
Everybody will know I use Clock's patch for my HD models but, Meta is working on converting a new version of each model, with better UVMapping, no missing haircuts or beards blah blah blah...
I discovered a lot of things were very bad (hair textures, missing haircuts [they exist on the model but they aren't available in game])
So, I worked on my human and my gnomes models to fix all of this and... It's done, after three days of pain, tears and lemon tea, it's finished.
I didn't take screens for a before/after but I can show you our three new gnomish hairstyles
And I said something about new tabards, yes, that's right, based on an other tabard (booo) we did a new one for Stromguard. Our red and white soldiers are wearing this one now (PUT YOUR FISTS IN DA AIR) :
Oh yes, we took the new HD one for Stormwind too
And, the best for the end, 3D belt buckles. Thanks to Philip/AnthonyToolbox, this guy was very helpful with his tutorials about spellvisual etc... SCREENS !
see ya people !
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