Turtle HD Project

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Lorencor
Posts: 35

Re: Turtle HD (WIP)

Post by Lorencor » Tue Nov 08, 2022 7:30 pm

Zorn wrote:
Mon Nov 07, 2022 8:23 am
I still have the old Version.
Can you share with us?
Fixxer

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Remorsx
Posts: 63

Re: Turtle HD (WIP)

Post by Remorsx » Thu Nov 10, 2022 10:51 am

waiting on an update hope u finish it soon! good luck with the code

Tobias
Posts: 4

Re: Turtle HD (WIP)

Post by Tobias » Thu Nov 24, 2022 3:13 am

Zorn wrote:
Mon Nov 07, 2022 8:23 am
I still have the old Version.
Share the old version please. I mean, if its not super buggy, i'll deal with a few this and that. The original models are just cancer to the eyes.

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Redmagejoe
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Re: Turtle HD (WIP)

Post by Redmagejoe » Thu Dec 01, 2022 3:33 am

I've been contemplating after my next release putting some time into grabbing zone music from Cataclysm onward and adding them into the mix of existing Zone Music. As it stands right now, there's a lot of zones that share common music, and apparently there's more zone-specific music in Cataclysm onward. The most noticeable example for me was a lack of Mulgore having its own field music.

People's thoughts on this? It would be a lot of work on my end and I'd have to keep track of yet another DBC with ZoneMusic.dbc and more heavily modify SoundEntries.dbc, but if there's enough support for this idea, I might be inclined to work on it.

Uaidavi
Posts: 2

Re: Turtle HD (WIP)

Post by Uaidavi » Thu Dec 01, 2022 2:37 pm

I personally don't care that much about the new music, honestly.

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Oakenhorn
Posts: 20

Re: Turtle HD (WIP)

Post by Oakenhorn » Thu Dec 01, 2022 9:07 pm

Redmagejoe wrote:
Thu Dec 01, 2022 3:33 am
I've been contemplating after my next release putting some time into grabbing zone music from Cataclysm onward and adding them into the mix of existing Zone Music. As it stands right now, there's a lot of zones that share common music, and apparently there's more zone-specific music in Cataclysm onward. The most noticeable example for me was a lack of Mulgore having its own field music.

People's thoughts on this? It would be a lot of work on my end and I'd have to keep track of yet another DBC with ZoneMusic.dbc and more heavily modify SoundEntries.dbc, but if there's enough support for this idea, I might be inclined to work on it.
First of all, you are doing the great job! Really appreciate it.

Me personally (as developer) always stick to the idea "One single class should be responsive for one single particular job. So, if it's called models it should affect only models.

If you want to somehow mess with music it would be wiser to prepare separate music only patch. No need to combine these two different things.

Nevertheless, if there is a button that allows you to disable the new patch music - that would work too!

Thank you for reading my feedback!
Best Regards.
Immortal

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Redmagejoe
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Re: Turtle HD (WIP)

Post by Redmagejoe » Fri Dec 02, 2022 6:38 am

The mod currently already modifies music, and did so before I even modified it to work with Turtle. I was simply thinking of going further with it.

Sleepylol
Posts: 2

Re: Turtle HD (WIP)

Post by Sleepylol » Sat Dec 03, 2022 1:05 pm

I think the music isnt that important tbh, i dont know how many people have the music on while chilling here.
Would just love the Models way more tbh, gives the game such a new look and feeling.
Dont need to overdo it anyway:) ur already doing a lot. If the Textures work all fine and there are no bugs with it, i would just leave it like that :)
Everyone is Hyped about the models and the graphics rather than anything else:))

Raswen
Posts: 10

Re: Turtle HD (WIP)

Post by Raswen » Sat Dec 03, 2022 3:54 pm

It would be great if your work was officially included in the turtle.

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Redmagejoe
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Re: Turtle HD (WIP)

Post by Redmagejoe » Sat Dec 03, 2022 10:25 pm

That would ask to divert too many resources, however.

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Faustorgo
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Re: Turtle HD (WIP)

Post by Faustorgo » Sat Dec 03, 2022 11:00 pm

Go for it RedmageJoe, i agree to your music combination idea .D

Raswen
Posts: 10

Re: Turtle HD (WIP)

Post by Raswen » Sun Dec 04, 2022 7:57 am

Redmagejoe wrote:
Sat Dec 03, 2022 10:25 pm
That would ask to divert too many resources, however.
I understand that it is hard to do this on a free basis. It would be nice if you were hired as a specialist in models and animations.

Ldturtle
Posts: 2

Re: Turtle HD (WIP)

Post by Ldturtle » Sun Dec 04, 2022 6:27 pm

Taking in consideration the limitations of current Goblin customization,how would Legion models affect them?
3-4 faces out of 11?

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Redmagejoe
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Re: Turtle HD (WIP)

Post by Redmagejoe » Sun Dec 04, 2022 10:06 pm

I had a great deal of trouble with trying to downport Cata goblins, and anything past Mists of Pandaria is completely out of the question. The original author who provided the Warlords/Legion new models is not someone that I have the ability to contact, recalling if you will that this project is not something I created but adapted and maintain for Turtle. Past Pandaria, the MPQ file archive system was switched to the CASC system which is near impossible to navigate let alone modify, as files aren't so much individual assets as they are chunks of files in an "archive" that relies on a checksum. In other words, you can't just pull the file you want from it and use it without a great deal of effort or existing knowledge.

Ldturtle
Posts: 2

Re: Turtle HD (WIP)

Post by Ldturtle » Mon Dec 05, 2022 7:43 pm

Can't wait for your new patch,man.

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Tyridun
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Re: Turtle HD (WIP)

Post by Tyridun » Tue Dec 06, 2022 12:07 am

Looks really awesome, cant wait to try this myself!

Winthrop
Posts: 44

Re: Turtle HD (WIP)

Post by Winthrop » Fri Dec 09, 2022 10:58 am

Im having a hard time finding something about a new, coming Turtle WoW patch. Do you have a Link or such?

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Redmagejoe
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Re: Turtle HD (WIP)

Post by Redmagejoe » Mon Dec 19, 2022 12:59 am

The day has finally come. A new version is available for the masses! Check the first post.

NOTE: You may need to reinstall these after the next major Turtle update due to patch pruning.

I fixed one of the mounts, too:

Image

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Remorsx
Posts: 63

Re: Turtle HD (WIP)

Post by Remorsx » Mon Dec 19, 2022 3:24 pm

is it possible to remove legion character models without removing npc models, spell effects and such? i just really dont like the new undead animations

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Redmagejoe
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Re: Turtle HD (WIP)

Post by Redmagejoe » Mon Dec 19, 2022 4:10 pm

Possible? Yes, but it would require a completely different patch, which I have no intention of supporting. This patch already requires a lot of upkeep with content updates, and I don't want to try to keep two separate branches organized.

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Remorsx
Posts: 63

Re: Turtle HD (WIP)

Post by Remorsx » Mon Dec 19, 2022 4:28 pm

thought it to be as simple as deleting something inside the mpq =( thanks for the reply though

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Redmagejoe
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Re: Turtle HD (WIP)

Post by Redmagejoe » Mon Dec 19, 2022 4:38 pm

If you delete files inside the MPQ, then you also have to rewrite the DBC files that tell the game what files to be loaded for what assets. The original mod creator whose work I adapted did not simply replace files with the same names in many cases, and as such you would experience missing assets at best or game crashes at worst.

Elcas97
Posts: 5

Re: Turtle HD (WIP)

Post by Elcas97 » Mon Dec 19, 2022 5:40 pm

Hello, do u know how can i fix the NE and Dwarf hairy bug? just donwloaded the patch and have this issue

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Redmagejoe
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Re: Turtle HD (WIP)

Post by Redmagejoe » Mon Dec 19, 2022 5:50 pm

The patch WILL have issues related to load order until the official client patch from the Turtle team drops later. It was made to come after Turtle patches, but currently, Turtle patches are patch-T, -U, -V, -W, -X, -Y, -Z. After the official patch, all these will be cleaned up and Turtle will only use patch-3. You will need to redownload patch-A for the HD mod afterwards, and everything should work perfectly.

Elcas97
Posts: 5

Re: Turtle HD (WIP)

Post by Elcas97 » Mon Dec 19, 2022 5:53 pm

Thank you so much, then will donwload tomorrow and try again

Rouxnoir
Posts: 3

Re: Turtle HD (WIP)

Post by Rouxnoir » Mon Dec 19, 2022 6:46 pm

I love your work, but my Gnome's face looks like Kane's mask from world wrestling, with hair that had a bad accident with a pair of hedge trimmers

https://drive.google.com/file/d/1RfcsXb ... share_link

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Redmagejoe
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Re: Turtle HD (WIP)

Post by Redmagejoe » Mon Dec 19, 2022 6:59 pm

Rouxnoir wrote:
Mon Dec 19, 2022 6:46 pm
I love your work, but my Gnome's face looks like Kane's mask from world wrestling, with hair that had a bad accident with a pair of hedge trimmers

https://drive.google.com/file/d/1RfcsXb ... share_link
Please refer to the red note at the top of the first post.

Winthrop
Posts: 44

Re: Turtle HD (WIP)

Post by Winthrop » Mon Dec 19, 2022 7:20 pm

Ill keep the red post in mind - just a little thing Ive noticed here and from other simular mods:
Kobolds have Black Antlers.

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Redmagejoe
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Re: Turtle HD (WIP)

Post by Redmagejoe » Mon Dec 19, 2022 7:30 pm

Winthrop wrote:
Mon Dec 19, 2022 7:20 pm
Ill keep the red post in mind - just a little thing Ive noticed here and from other simular mods:
Kobolds have Black Antlers.
Kobolds will have the correct color antlers after the update.

Winthrop
Posts: 44

Re: Turtle HD (WIP)

Post by Winthrop » Mon Dec 19, 2022 7:34 pm

Redmagejoe wrote:
Mon Dec 19, 2022 7:30 pm
Winthrop wrote:
Mon Dec 19, 2022 7:20 pm
Ill keep the red post in mind - just a little thing Ive noticed here and from other simular mods:
Kobolds have Black Antlers.
Kobolds will have the correct color antlers after the update.
Hmm... always thought that they didnt have antlers at all.

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Remorsx
Posts: 63

Re: Turtle HD (WIP)

Post by Remorsx » Mon Dec 19, 2022 7:46 pm

will there be any new models for the high elves / goblins after the update lands or they will remain as they are right now? sorry if was answered already haven't found anything on that

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Redmagejoe
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Re: Turtle HD (WIP)

Post by Redmagejoe » Mon Dec 19, 2022 8:31 pm

Winthrop wrote:
Mon Dec 19, 2022 7:34 pm
Hmm... always thought that they didnt have antlers at all.
When Kobolds got their model update in Warlords, their candles were replaced with moose skulls for some reason.
Remorsx wrote:
Mon Dec 19, 2022 7:46 pm
will there be any new models for the high elves / goblins after the update lands or they will remain as they are right now? sorry if was answered already haven't found anything on that
I don't have the means to extract new High Elf models from CASC files post-Pandaria, and as for Goblin models, I would need someone else to help with properly downporting them.

Andima
Posts: 45

Re: Turtle HD (WIP)

Post by Andima » Mon Dec 19, 2022 9:57 pm

Thank you very much for your time and hard work.

Rouxnoir
Posts: 3

Re: Turtle HD (WIP)

Post by Rouxnoir » Mon Dec 19, 2022 10:14 pm

[/quote]

Please refer to the red note at the top of the first post.
[/quote]

My policy of ignoring bold-all caps red letters, and/or things that say "IMPORTANT!!!!" has failed me yet again.

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Klen
Posts: 7

Re: Turtle HD (WIP)

Post by Klen » Mon Dec 19, 2022 10:46 pm

Thank you so much for your work.

I don't know if this feedback has been brought to you already but the white ivory raptor mount has some textures issues.

https://gyazo.com/e9e3215072692c53ba295a96d07407f7

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