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2 Weeks Ago
|  | Legendary Legendary User  | | | Join Date: Nov 2006 Location: Germany (DE)
Posts: 2,396
Nominated 15 Times in 3 Posts Reputation: 672 Points: 14,376, Level: 15 | Level up: 56%, 624 Points needed |     | | Quote:
Originally Posted by Reflection Some bugs I've found:
Not sure if it's fixable. But, my noggit sometimes crashes if I have mwcs up. WoW won't start if noggit is on and viceversa. I'm guessing that it's because of the mpq files being in use, or something.
Please ignore if it's stupid or just not fixable, I have no knowledge of that :x
Anyway, great program and great work. Everyone. | This is exactly the cause. And it wont be changeable and is actually good that way. You shouldn't edit a file in more than one application. And you shouldn't edit and view a file at the same time. | Donate to remove ads, get your "DONATOR title, and get access to the MMOwned community's elite Shoutbawx. 
2 Weeks Ago
|  | Legendary Legendary User  | | | Join Date: Nov 2006 Location: Germany (DE)
Posts: 2,396
Nominated 15 Times in 3 Posts Reputation: 672 Points: 14,376, Level: 15 | Level up: 56%, 624 Points needed |     | | | | 
2 Weeks Ago
|  | Contributor | | | Join Date: Dec 2006 Location: Denmark
Posts: 214
Reputation: 119 Level up: 83%, 124 Points needed |     | | Awsome  It works? or is it just ideas?
Last edited by Bjarke; 2 Weeks Ago at 06:35 AM.
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2 Weeks Ago
|  | Legendary Legendary User  | | | Join Date: Nov 2006 Location: Germany (DE)
Posts: 2,396
Nominated 15 Times in 3 Posts Reputation: 672 Points: 14,376, Level: 15 | Level up: 56%, 624 Points needed |     | | Quote:
Originally Posted by Bjarke Awsome  It works? or is it just ideas? | As you can see some plus-buttons are clicked. That thing works. | 
2 Weeks Ago
| | Master Sergeant | | | Join Date: Mar 2008 Location: Switzerland
Posts: 126
Reputation: 39 Level up: 34%, 465 Points needed |  | | | Here is what i found:
- When you try to create a hole it often selects a quad left, right, above, below the selected quad instead of the selected.
- There seem to be some light-errors when loading new adts. The window begins to flicker in a yellow color. | 
2 Weeks Ago
|  | Sergeant | | | Join Date: Mar 2009 Location: Romania
Posts: 38
Nominated 4 Times in 1 Post Reputation: 14 Level up: 96%, 19 Points needed |   | | I've found a bug similar to the bug the other versions have:
When saving certain adt's it produces such results:
I have also noticed that the rest of the versions corrupt other adt's which when modified in this new noggit have no such reactions. | 
2 Weeks Ago
|  | Legendary Legendary User  | | | Join Date: Nov 2006 Location: Germany (DE)
Posts: 2,396
Nominated 15 Times in 3 Posts Reputation: 672 Points: 14,376, Level: 15 | Level up: 56%, 624 Points needed |     | | Quote:
Originally Posted by Cromon Here is what i found:
- When you try to create a hole it often selects a quad left, right, above, below the selected quad instead of the selected.
- There seem to be some light-errors when loading new adts. The window begins to flicker in a yellow color. | Holes: I see no errors. Sadly. May I check that at some time via teamviewer?
Light: Uhm .. Its not the ADTs. Its something wrong when rendering the models. That's all. You may also encounter blue light when a model is selected. Quote:
Originally Posted by Aryzar I've found a bug similar to the bug the other versions have:
When saving certain adt's it produces such results:
I have also noticed that the rest of the versions corrupt other adt's which when modified in this new noggit have no such reactions. | Saving still is ****ed up and is not intended to be used. | 
2 Weeks Ago
|  | Contributor | | | Join Date: Jun 2008 Location: Sweden
Posts: 392
Reputation: 80 Level up: 12%, 619 Points needed |    | | I like the improvements so far  Keep it up | 
2 Weeks Ago
|  | Sergeant | | | Join Date: Mar 2009 Location: Romania
Posts: 38
Nominated 4 Times in 1 Post Reputation: 14 Level up: 96%, 19 Points needed |   | | Quote:
Originally Posted by schlumpf Saving still is ****ed up and is not intended to be used. | even tho its better than in previous versions | 
2 Weeks Ago
|  | Contributor | | | Join Date: Jun 2008 Location: Franconia(DE)
Posts: 308
Nominated 3 Times in 2 Posts Reputation: 142 Level up: 60%, 326 Points needed |     | | | "I have also noticed that the rest of the versions corrupt other adt's which when modified in this new noggit have no such reactions."
Ya, Beket made a = instead of a += which lead to ****ed up ADTs. | 
2 Weeks Ago
|  | Legendary Legendary User  | | | Join Date: Nov 2006 Location: Germany (DE)
Posts: 2,396
Nominated 15 Times in 3 Posts Reputation: 672 Points: 14,376, Level: 15 | Level up: 56%, 624 Points needed |     | | I think, you might be interested in what's going on with development.
I start at revision 30. Changes that are italic are most likely not visible to the user.
30: Steff Quote: |
Delete the down function from ctrl + R key.
| 31: Steff Quote: | Move the status bar to the Gui files and Class. | 32: Tigurius Quote: |
Added printing of the text to bar
| 33: Steff Quote: |
Finish Status bar. Move main menu object to OOP Files. | 34: Steff Quote:
UI clicks now no longer effect elements behind the UI elements.
Add menu point for "object set to ground" in edit menu.
Change the rotation function so that only x and z will be reseted. Calculate the menu hight automatic.
Update revision to 34
Update bin. | 35: Steff Quote:
Click outside of an UI element close now the menu windows if thy are open. Update Rev 35. Update bin. | 36: Steff Quote:
Add object movement with the numpad keys to adjust the object position and y rotation.
7/9 up/down
8/4/6/2 Move horizontal
1/3 rotate y axis.
This should be helpfully for fine adjusting of the final object position
| 37: schlumpf Quote: | Modified toolbar. Improved performance there. Additionally, you should use MinimizeButton now for close buttons instead of custom ones. | 38: schlumpf Quote: |
Holes are now working when trying to remove.
| 39: schlumpf Quote: |
Selected Models now look better. Lightning still is wrong sometimes when moving. What the hell? ._.
| 40: Steff Quote:
Fix Crash bugs Gerry send in.
Change the selection thing.
Now we have only to replace the triangle with a circle on the ground.
| 41: Steff Quote: |
Add box for detail infos. Will go on later at home.
| 42: Tigurius Quote: |
Added Saving of Doodad and Object Filenames
| 43: schlumpf Quote: wowmapview: Added Directory and File for treeview. There is a global gFileList with all files in the MPQs.
ui: Added getText() to textUI.
ui: Changed private to protected at some points. TODO: Remove variables that are both - inherited and private for the class.
ui: MinimizeButton not inherits public from buttonUI.
ui: Added TreeView and TreeViewButton for Treeviews. To see an example look in the menu ("/// TODO: Take this out.") ui: textUI now sets width and height when rendering.
MapView: Now there is a MapView::mViewMode that replaces mapmode, tilemode, helpmode etc. TODO: help from menu needs a workaround for the viewmode. This should be done somehow else.
MapView: setGroundMode() and setBlurMode() are now available. These take the mode as integer. TODO: Get the old ones out and call the new one directly from the buttons.
MapView: resizewindow() now iterates using a vector. (once again, did it wrong last time)
MapView: display now does a switch-case and calls functions for drawing.
MapView: Keyhandlers are commented now. You should do that too. By yourself.
MapView: Also slight formating changes.
maptile: Now the brush is no triangle anymore but a cylinder. That cylinder should be infinite in future and only be rendered where it intersects terrain. Until then, its just a small cylinder, scaling with the brush. General: Added a lot of TODOs. You may want to get a task plugin (eclipse) to see them. | 44: schlumpf Quote: | TODO: Save before comitting. | 45: schlumpf Quote: maptile: Made holes nicer. Why would you want 2*4 variables if you can just do it all with a bit of shifting? Oo
maptile: Fixed a possible crash with the strip not inited when drawing the cylinder. mapview: Again, a bit of formating.
mapview: Made some integers or doubles to float. Please do that yourself too. Its not efficient to have a float + double_constant if you could do float + float_constant.
menu, wowmapview: Removed trace logs. Its taking up performance a lot. Maybe add it at some places again.
model: Fixed the selection boxes. They were a bit wrong at the z coordinate.
| 46: schlumpf Quote: | ui: MinimizeButton now closes the parent given in the constructor on click. | 47: schlumpf Quote: maptile: You should use local variables when looping.
wowmapview: Added timer start and stop for global performance timing. void TimerStart(); int TimerStop();
wowmapview: gListfile is now a std::list instead of a std::vector for sorting faster.
wowmapview: Checking for needed files is now the first thing done. Also, the window is created earlier.
wowmapview: patch-%c moved where it should be. got backup and base out as they dont contain any real game data. wowmapview: TODO: Load MPQs faster?
wowmapview: Added an example on how to get a treeview / filelist being filtered as comment.
wowmapview: inlined InitFonts, made gLogs comments.
wowmapview: added some performance timers. You might want to have a look at them or use them yourself.
video: improved BLP loading a bit. bottleneck: MPQFile::MPQFile(). Strange performance issues there.
ui_3d: moved treeview in here
ui_3d: Added Menu classes. Have a look in MapView::MapView for usage. Its a lot clearer now. The whole menu initialisation takes 2 ms.
ui: Fixed MinimizeButton. I missed mParent = pParent; ._.
ui: When clicked on a frame and a child is in the range (and therefore recieves processLeftClick(), but returns 0, checking for a Ui element continues.
texturingUI: fixed == to = where it should be an assignment.. also changed listfile to std::list of course.
mpq_libmpq: loading might be a biiiiit faster. No real change. as said: TODO: Find problem in opening files. (libmpq_file_getdata( &mpq_a, fileno, (unsigned char*)buffer )
model: Nothing. Just a few changes doing nothing while measuring performance.
menu: I took the treeview out. The example still remains there as comment until its adapted into the ui. menu: Also: TODO: Maybe get the loop for getting the map names faster?
MapView: Quite a few changes regarding the new menu. Removed useless toggleing functions etc. | | 
2 Weeks Ago
|  | Corporal | | | Join Date: Oct 2008
Posts: 17
Reputation: 10 Level up: 97%, 13 Points needed | | | | Most excellent guys! I'm really looking forward to getting back into world building. Thanks and keep up the great work! | 
2 Weeks Ago
|  | Legendary Legendary User  | | | Join Date: Nov 2006 Location: Germany (DE)
Posts: 2,396
Nominated 15 Times in 3 Posts Reputation: 672 Points: 14,376, Level: 15 | Level up: 56%, 624 Points needed |     | | 48: schlumpf Quote: |
wowmapview: Removed useless (example) class for getting a treeview with no loading in main() (and therefore faster startup)
| 49: schlumpf Quote: ui: moved all classes to different files. ui.h now includes all possible ui elements. ui_3d removed.
ui: you can now group checkboxes. The ToggleGroups also automatically modify the needed value you pass in. You can define the value stored to the
ui: Removed #define UI_JUSTIFY_* and created an enum with eJustify*. variable when a checkbox is selected in the checkboxUI constructor.
MapView: Added the ToggleGroups for brush and ground brushes.
MapView: Removed void submenu_palette(frame *button,int id). What was this for?
MapView: Decreased maximum brush size (for ground) to 500. This is still 4 ADTs at one time. Thats also the maximum of ADTs in RAM. Therefore, everything higher is just stupid. (was 1000).
menu: Loading takes long as of Model::Model being slow (see MPQFile, performance issue, last revision) and the checking for possible maps. Doubled performance of checking if editable by replacing the WDTLib with something more lightweight there. Maybe have a look at WDTLib's performance (or its fine but just too much for just checking if there are ADTs). vcproj: Added UI files. IMPORTANT: Changed compiler flags. You may want to get the old ones back via diff, if its slower or something else is bad. You may want to tell me if there is an issue with these changes. | 50: Tigurius Quote: |
Started implementation of MH2O
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Last edited by schlumpf; 2 Weeks Ago at 05:17 PM.
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2 Weeks Ago
|  | Legendary Legendary User  | | | Join Date: Nov 2006 Location: Germany (DE)
Posts: 2,396
Nominated 15 Times in 3 Posts Reputation: 672 Points: 14,376, Level: 15 | Level up: 56%, 624 Points needed |     | | 51: schlumpf Quote: | wowmapview: TEST: Revision should now update automatically. | 52: schlumpf Quote: General: Moved Directory and File to directory.h.
General: Moved GroundEffects to dbc.
General: Minor formating. | 53: schlumpf Quote: General: Namespaced both, libmpq and libworld.
General: Removed parts of groundeffects being left over from last revision. | 54: schlumpf Quote: MapView, textUI: Named enums.
textUI: Had stupid crash with strcpy(0,0); TODO: Get this whole shit to use std::string.
world: On parsing the WDL file it now uses integer comparisions instead of string ones being slower.
world: Fixed low-res terrain loading. It now actually loads it again.
world: Improved low-res terrain loading. It now takes A ****ING PERCENT OF WHAT ITS BEEN BEFORE. Yes, thats right. From 2000ms to 20ms on DeathKnightStart. WTF?
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2 Weeks Ago
|  | Contributor | | | Join Date: Jun 2008 Location: Sweden
Posts: 392
Reputation: 80 Level up: 12%, 619 Points needed |    | | dam nice schlumpf  can't wait for a new release on NoggIt |  | |
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