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Found 18 results

  1. I was very happy with my fishing spot today, got my fish sorted per type around me, a pile of catfish, one of smallmouth bass, herring, and a lonely salmon: When I got the 3rd salmon though, sadness: It seems "pile of salmon" doesn't have any graphics of its own... Can it have at least some generic fish model, the default pile is so ugly
  2. The butchering knife used was a rare iron butchering knife. Looking down, the player's hand was empty, although ofc it was still clasped as if holding something during the animation. Re-logged and butchered again, and the same thing happened. GMT today: [00:36:40] You butcher the corpse of aged wild cat. I do not have data for other metal types, supreme knives or normal non rare knives.
  3. Rare Archaeology Axeman Statuette With final piece ready to attach yourself! A rare table top figure to play with! Rare Axeman toy / model figure in chain armour and helmet Nicely detailed and beautiful In combat pose! Have your own mini battles! Will be in a random metal when completed This rare statuette will glow when finished - I will provide instructions! Make it your own! Fragments can be mailed COD or pickup available at Southport U18, Deliverance. Buyout: 10s No Sniper Protection Start Bid: 4s <-----------------L@@K! Increment: Whatever! Low reserve.
  4. Hello! I noticed that huge spider has the halloween model on it after dying. Just to point out.
  5. after the latest update the hair shows through the model of the adventurers hat edit: picture using the character window
  6. My studded leather cap has somehow turned into a white head dress sort of thing after the recent update.
  7. Hi The rare guard tower on our settlement, is showing only when it needs to. Could you please confirm/acknowledge this post, so I know not to log or persue it any further, and if there's a fix for it soon? 1. It's a landmark, people are having a massive problem finding my docks when I tell them there's actually a rare tower. 2. it looks broken, when it's not there 3. it's definitely a bug... Now you see me: Now you don't:
  8. After today's update, polearm racks' display model are very incorrect (see below). Confirmed on multiple wood types and characters.
  9. Hey! Was thinking on hedges that we have two different models, which are brighter green and with leaves showing maple hedge, and of course the low lavender hedge showing up some nice flowers. Would make us gardeners so happy! Here are some ideas for new models: • Rose hedge. Should be like rose vines covering the hedge model, here's example: http://ilittauer.com/wp/wp-content/uploads/2009/06/roses1.jpg • Camellia hedge. I don't think this one needs much changes, maybe more alive deep blueish green colour and maybe some little white flowers, but that's all. • Oleander hedge. More colour. Maybe also medium sized as camellia is? http://tinyurl.com/ngd89nl • Thorn hedge. Maybe some spikes appearing on the look, not sticking out, just slightly making it more alive. Should be darker version. • Cedar hedge. This one should be the simple model. I would only add some slightly appearing branches very much similar looking as cedar branches are now on tree model, make it look the hedge is covered with it. Green would show up very smooth. So here some ideas, what do you think?
  10. Sources: Wurmpedia lists ship sizes on the following page: http://www.wurmpedia.com/index.php/Ship Boathouse concept I would like to build (see the spolier): http://forum.wurmonline.com/index.php?/topic/123372-bridge-screenshots/page-7#entry1271956 Outcome: Ability to park any ship inside a boathouse without any of its masts poking through the roof of the building. Otherwise, design the roof as bridges with spaces between them to act as roof trusses so that when a ship is parked, its largest mast sits in the open space between roof trusses. Issue: Based on the above, a Caravel is 7 long x 2 wide x 7 tall (measured in tiles). If 1 storey of a building is 32 dirts, then a Caravel is approximately 224 dirts high. Given that the boathouse concept in the link above is a 3 storey high building, it means that the Caravel's masts will poke through the bridge, i.e., roof of the building resulting in cosmetic ugliness for those who care. Option 1: One way to get around that could be to set up individual flat bridges with spaces between them, i.e., roof trusses. This way, you could park a Caravel so that its largest mast pokes up between two flat bridges, i.e., roof trusses. Each flat bridge can only be max. 3 tiles wide but building two of them to act as roof trusses with a 1 tile space between them means a boathouse can accommodate a 7-tile long ship such as a Caravel perfectly. Option 2: The other issue though is that a Caravel has 3 masts so even if you park it so that its largest mast sits between roof trusses, the other two masts may still poke through one of the flat bridges. Therefore, the next option would be to build the building high enough to accommodate the Caravel's other two masts without them poking through the roof trusses and still park the Caravel so its largest mast sits between roof trusses like in option 1 above. The downside is that you have to build a taller building resulting in the need for more materials. Option 3: The final option is creating a building(s), cliffs or land bridges that are high enough (approx. 7 storeys / 224 dirts) so that when you use a flat bridge as a roof, no masts will poke through. In this case, there would be no need for roof trusses as in Option 1 or Option 2. It's essentially the same as the original boathouse concept except the building, cliff or land bridge would have to be tall enough to accommodate the largest ship dimensions (length/width/height). The biggest disadvantage is the amount of extra materials required to build it. Also, the thickness of the bridge takes up space too so you would probably have to build 8 storeys high just to be safe and avoid any mast from poking through the underside of the flat bridge used as the roof. Option 4: Same as option 3 above except uses a combination of a building that is X storeys high and an arched bridge (with steepness up to 20) so that a 7-tile high ship such as a Caravel can be parked underneath without any of its masts poking through the arched bridge used as the roof. Questions: Since the new ship models are out, measure the following in tiles: - How long is the longest ship? - How tall is the tallest ship? - How wide is the widest ship? Bonus to also know this: - How tall is each mast on the Caravel? Who already has or is willing to measure this or are all of the ships the exact same dimensions regardless of the new models? In Closing: I realize that some people don't care about the cosmetics. Others may just opt not to build a roof at all but to me that defeats the purpose of building a boathouse that has a roof generally. I just think it would be ugly to park a boat inside a boathouse and have its mast(s) poking through the roof of the boathouse. This is the whole reason for this thread, to find the best option to avoid this issue and accommodate all ship types using a single design.
  11. Hi I've just install wurm on my new workstation and i've come across a weird graphical error that i've never had before. -- as you can see the model looks as if its t-posed and then the mesh or something has fun and bugs out. This also happens to animals and other npcs'. if anyone has any idea how to fix this i would be indebted to you.
  12. Crafting > Creating Wooden Beam from wooden log (hatchet+log) has no sound. Leggat tool still has no display icon/picture making finding it sometimes in big inventory/storage a pain. Timber frame walls are having issues lining up with rooftops correctly. Items> Large carts occasionally tilt when you hitch animals to them then upon going down a steep hill gets stuck. Metal torch, iron> after making 1 of these they no longer cool down in inventory, they cool down when dropped/stored but after picking them back up there cooldown stops again. (unlit obviously) Animals> Chicken's that follow the rooster no longer move/wonder around in a pen there in and only eat seeds you drop on the Exact tile there standing on hence they die fast. These issues have been confirmed with other players to make 100% sure im not the only person having the issues. please fix! thanks!
  13. Granted peacock feathers can be fun to model; however, they dont have to wave around. Big and poofy will be fine. EDIT: Oh yeah and the lace and flowers are fine. Keep that on.
  14. I think the Model needs to be added as a priority. Currently the Scepter has no model so the person holding it can insta kill you with his fist.... >_< this is required as a Priority over other models being added as those models dont interfere with PVP and dont have a chance to get you to dying in one hit. does not have to be a great Model just something so we know.
  15. Currently battle camps have the Jenn Kellon model, being Mol Rehan I think its a bit bias A new model for them would be kind of cool I suppose, something that maybe resembles an actual battle camp, rather than a tower.
  16. Optional step when logging, using an axe on a felled tree would give the option to remove the branches and turn the felled tree model into something more sizeable. Would use woodcutting and give woodcutting skill, as well as using the same timer when cutting the tree down
  17. The normals on the bottom of felled willow trees alternates orientation.
  18. Part of the texture for Walnut trees looks upside down, or is missing something. Hard to describe so I've attached a screenshot. These are young trees, though I imagine the appearance is the same at whatever age. Winter season (in case you can't tell lol).