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Go Back   MMOwned - World of Warcraft Exploits, Hacks, Bots and Guides > World of Warcraft > Model Editing

Model Editing World of Warcraft Model Editing section.
[NO QUESTIONS/REQUESTS HERE] Showoff and discussion is allowed here, NO Model edits are to be posted here, USE subforums

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  #16  
Old 09-05-2009
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Quote:
Originally Posted by Bjarke View Post
I hope for something like this:

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but it wont :P just keep it the "noggit" way until later on...
thats... the... LMFAO
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  #17  
Old 09-05-2009
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mr_lew: What the ****? Am I supposed to reply instantely? Like .. No real life and 24/7 checking this forum for your posts to reply to them?

I am sharing code to people that give me a reason to. And I'm talking to a lot of people about this. Just that I'm not just uploading an archive here with the code at some state, it does not mean, that this is dead or something. You do realize, that it's pretty stupid to give it without coordination or whatever to everyone. That will result into NOTHING. It would be completely stupid. You would get some people doing some things and no real results. So: Give me a reason why I should add you to the project? Because of a shader? Yay. Because of your "new client" idea? What the ****? Sorry, but thats just stupid.
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Last edited by schlumpf; 09-12-2009 at 08:15 AM.
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  #18  
Old 09-05-2009
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Quote:
Originally Posted by mr_lew View Post
thanks for your input ravenheart your opinion means sooo much to me...

@ Eradicator not that theres much point in this unless sources are released its C++ & OpenGL through SDL

It amazes me that everyone wants to model edit and nobody but me thinks this could be used to make a new wow client which would be all-round awesome-o

@schlumpf its nothing against you just no reply to anybody on here and your not sharing code, theres no direction or mention of dependencies or a build environment
... a new WoW client.

I don't have words to describe how stupid that idea sounds.
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  #19  
Old 09-05-2009
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Originally Posted by The-Eradicator View Post
... a new WoW client.

I don't have words to describe how stupid that idea sounds.
You only need 1 word. Retarded.
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  #20  
Old 09-05-2009
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Bjarke, where did you get this pic from?
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  #21  
Old 09-05-2009
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Its from the Blizzcon 09.
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  #22  
Old 09-06-2009
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Sad how the source is kinda Eff'd up, but.. its better then nothing.

Look luck with the project, I'm gonna guess this (Might) be done by the time beta-cata comes out. lmfao.
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  #23  
Old 09-06-2009
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Partly fixed. Yay.

Woooooho. Next step should be models... I guess. Or .. Whatever.
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Last edited by schlumpf; 09-12-2009 at 08:15 AM.
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  #24  
Old 09-06-2009
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Blizzards wow editor is called wowedit, they has been showing it off in both 08 and 09 blizzcon, in 08 they showed 3D textureing and such, this time in 09 its was scripting and placeing mobs. They showed a pic of onyxia's script, and the way it looks, it looks like even a 5 year old could use it.... :P wish we had it this easy...lol.

And GJ schlumpf looks good.

EDIT: Pictures...
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(Looks like a Diablo 2 hero editor?)
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Last edited by Bjarke; 09-06-2009 at 05:26 PM.
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  #25  
Old 09-06-2009
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Ok Schlumpf. My little list

And now i will hear all the other guys out there. Whats your ideas. What are the problems. Come on!

Data handling and bugs
1. Fix small line bug. Will send you images.
2. Find ADT destroy bug(s).
3. Prevent saving if ADT are opend outside of noggit.
4. Separate the source path of the MPQs and the save path folder. Set this over a text file
So noggit works direct on a patch Folder and we have not to copy the files around.
(then the manager can set the path to his actual patch path J ).
5. WDL creation/recreation (Tigu have still implemented in code).
6. WDT editing to add or delete ADTs inside of noggit. Just fly to the ADT place and then you can delete this ADT or create a new if there is no.

User Interface
1. Create the possibility to mark an area in noggit and draw a Bezier path over more than one ADT for functions I will speak later off.
2. New interface. If we could implement all the following stuff, we need a better GUI.
Top bar with a menu. Status bar on bottom with some values or position etc.
3. Hotkey editor. Over a txt File is enough. Later Gui implementation. Hate it that F5 is save of a Bookmark
4. Buttons in the topbar to make all windows visible/unvisible.
5. View of all toggle states in the topbar over smal icons. M2 on/off or WMOs on/off
6. Add toggle water
7. Add toggle see
8. Hotkey for Ground edit Mode that toggles all view except the Ground (F3) and the height lines (F9). It is better to edit ground in that mode. ItŽs a lot faster.
9. Bookmark string cut in the main menu for the bookmarks. Or free naming when you press the bookmark key.
10. Save all edited ADTs with one shortcut. Shift + k.
11. Position Markers that are displayed in both, the 3D and the texture View. To find where to paint as long no 3d paint is ready.
12. Object Browser to insert objects.
13. Object sets to handle mass spawning. Means that there is a Folder inside the nogg path where users can put text files with MDX/WMO paths, size variation and number ratio to the other objects in. These sets can be sets for trees, grass and bushes. Or culture sets like eleven decoration objects and city sets with human buildings and related objects. If you press a key in nogg a Dialog shows you all that file names and you can set your active set. For fast access to objects. And you can give these sets to other team members. Makes it a lot easier to work together.
Different ways to use the set:

- Random population: Nogg populates the whole ADT or a marked area (first point) randomly with the objects.
- Random by click. Every click on the ground places a random object
- Same by click. Select active object in a setlist and every click spawns this object.
14. Possibility to fly where no ADTs are.
15. Toggle navigation mode so that you can course how the key work. See next point
16. New navigation mode where the w/s key move the camera not in the direction where the camera looks but horizontal to the ADTs. So you can look down on the ADTs and just move the camera to all 4 directions without change the height.


Landscape editing
1. Ground effects Editor and view of Ground effects in 3d View.
2. Smaller Brush like in your special edition.
3. Set the intensity the land moves up and down in terain editing mode over a new slider. To make editing faster.
4. Set the texture of an marked area with blured borders.
5. Automatic calculation of UID with sense. Like our modcraft rule. 9xxyy0001 to 9xxyy9999
6. Insert/edit lights. Toggel view.
7. Insert/edit sound triggers. Toggel view.
8. Paint Zone ID Mode.
9. User defined texture brushes over grayscale Images. Just put them in a folder in the noggit path and display a list of the names to select inside the app.
So that you can paint easier such things as wheel lines on ways and so on.
10. Place Water and „paint“ the water color with the brush settings.
11. Toggle holes. Click chunk, press key toggles hole - no hole.
12. Move ADT up and down with all objects on them.
13 Skybox setter
14. Place an object (m2/wmo) in the editor automatic to the ground surface over the base point.
15. Texture painting in 3D
16. Auto generation of landscapes by algorithm over an ADT or Area (point 1). Generate hills, Mountains.
17. Generate rivers or canyons on paths (point 1)
18. Auto texture sets. Calculate over high and other values where the texture borders should be and generate an automatic base texturing.
19. Auto road painter. Noggit generates a road over a path. Different settings possible for different looking Road.
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  #26  
Old 09-06-2009
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Dam "Steff" its was a long list ^^

@Schlumpf Dam keep working like this and it will be done soon ( i Think )
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  #27  
Old 09-06-2009
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Glad to see someone's working at Noggit again. Good luck, I would help but have no knowledge of coding so.
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  #28  
Old 09-06-2009
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Alphamaps working in WotLK.
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Last edited by schlumpf; 09-12-2009 at 08:15 AM.
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  #29  
Old 09-06-2009
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I guess, you are interested in this, eh?
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Last edited by schlumpf; 09-12-2009 at 08:15 AM.
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  #30  
Old 09-06-2009
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Schlumpf, Have I ever mentioned how epic you are?

Awesome work man. Can't wait to see more
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