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Featured => Noggit => Topic started by: Steff on December 21, 2010, 10:49:05 pm
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Next version. hope I get more feedback for this.
Download >> http://www.file-upload.net/download-3068875/Noggit3_v120_B17.zip.html
Changes since B16:
- Configuration file will be used now if it exists. No more -c switch. Rename file if you don´t want use it.
- Moving camera by pressing both mouse buttons the same time. Selection is off now during you move.
- Fix some fog rendering problems on M2/wmos
- WMOs selection fixed
- Until I get font rendering to UTF I convert spezial chars to iso combinations. Like Ö to Oe.
If you have more Chars I should change please post them in the bugtraker ticket.
- Add more infos to detailwindow again. Texture still missing because they crash noggit.
- Assist menu: Add scaling models.
- Update help page.
- Some Shortcut changes.
- x toggles texture panel now on/off.
- CTRL and x toggles detail window on/off
- Discard the 5 key for the 3 speeds by num pad model modifications. Now you can
o Speed up double by pressing SHIFT during modification
o Speed up triple by pressing CTRL
o Half speed by holding CTRL and SHIFT together during modification.
- If no model is selected SHIFT and +/- modify the fog distance. If selected modify size of model and shift speed up.
- Add auto scaling and position for the ADT selector on the main menu.´
- You can now enter the world in the main menu only where ADTs are located.
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Thanks, by the way when I press 'F7' to put the lines it seems as if the water would like to see.
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What do you meen?
A watch is not water, but by putting the lines with 'F7' seems as if to see the water.
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Steff, did you upload my compiled version?
I activated the water for testing purposes and as it's fucked up etc. it only appears, when you press F7.
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No i dont. Its myne and water is crashed since 335.
Look in bugtaker. On my PC I also dont get it if i press F7.
So i will look at this point tonight
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now texturing is really great ^^
As i see modified chunks are overlighted. I have to see it ingame.
Doodad and wmo manipulation is ok
As u said water is showed by pressing F7 only
Water was showed for me using 3.3.5a on noggit r91, r104 and r120b11
ouch! No water ingame, no Doodads and no Wmo. I have opened the saved adt with taliis and it does not have any doodad/wmo entry.
Thanks!
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I know that pressing both mouse buttons moves the camera, but is is meant that if you are rotating the camera with the right mouse button and you tap W it makes the camera start moving?
If not, I find it quite useful :D
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@Croza: Jupp you are right. Will change this on next version :)
@Not they are not overlighted. The older noggit versions do not calculate the reflaction value right (shadow bug) Just use raisen with speed 0 and a max brush size on your adt and save it. This will recalculate the normals and you have the right reflection.
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Tip: Add a square brush.
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Finally got time to test last beta ! :)
Here's first report, I'm going to check the bugtracker right after.
BAD :
- M2 selection is fucked up sometimes (happens with trees underwater in elwynn forest, didn't try somewhere else).
- Seems to crash when importing from Import.txt, at least with the default wmo listed in the file (Abandoned Blacksmith if I remember well)
GREAT :
- Some new brushes, which could be great if we could have a description of each one (at least for those who can't bear maths xD)
- Texturing and 3D Painting is back ! Textures list seems to be well done and I can't get it to glitch xD
- Scale helpers models are also a good idea, but sometimes when importing models, the tile selected isn't anymore so the next spawn will be far away :p
- Seems to load Blibli maps a little faster, but Win7 sometimes ask me with the "Not responding" dialog box when the loading is too long.
NOT TESTED YET :
- Saving
- Importing in WoW 3.3.5a (I have to reinstall it >_<)
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I can ensure that both saving and importing are 100% working. Except for the water, then.
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@Skullbot :
Can you send me a impot.txt with models that make problems. Just upload to a filehoster and post the link. The Problem with the hang could be that we now load the models in threads (thats why its faster) and dont unload anything in the moment. So if you move arround a bit your ram will be full :)
We will implement unloading of fare away adts in one of the next versions.
If you find a model were selection do not work send me the cords and the map in noggit.
Cords you can se if you select the model in the detail window
Just Press STRG and x.
@Herbalism : Thanks for testing ingame import.
It whould be good to get some more feedback about ingame testing. If it is clean I can releas this version to public. I think everything exceptof waer is working in this one.
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There's only one WMO inside Import.txt :
WorldWmoazerothbuildingsduskwoodabandoned_blacksmithduskwoodabandoned_blacksmith.wmo
I found why I can't select some models, there's particles effects between me and the object so I select them instead of the model I wanted. No real models selection problem so ...
About IG testing, I will probably be able to test later, when I'll be on my server project again :p
It will be intensive testing I think, cause we will have to spawn whole new areas ;p
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The import works fine for me.
Note that you MUST select a chunk to insert a model.
Press Shift + F4 to turn off auto selection and select one cunk on the ground.
Then import the model over the menu.
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Another bug report :
Due to the size of the window, even after resizing it, you can't select maps after Ulduar80 in the list.
Maybe you should recalculate buttons position after resizing or make the main window 4/3 instead of 16/9. (Occurred in 1280*1024)
(Importing performs well know, dunno what happens last time :))
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am i the only one who have empty saved adts? I mean i have no doodads or wmo. thx
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I've just tested to add wmo, textures and M2, and it works fine (excepts the textures which werer greeny but it happens sometimes) for me.
Maybe the ADT number reference could help us to see what's wrong.
Didn't tried to save an existing Bli²'s ADT anyway.
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You have to hold down the mouse button to see the key bindings, not sure if this is intended, but (again) useful, avoiding pressing escape and loosing work :)
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2D Painting seems to be fucked up =/
Sometimes it paint on the wrong ADT (lower left and upper right inversion), or the ADT it just displayed as a black one so it's pretty impossible to texture it in 2D.
Edit : Running Noggit.exe with -1280 make it crash (works fine with 1024).
Edit 2 : It seems to randomly crash at start when you pass any resolution argument to noggit.exe.
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After a lot of texture work, this happened....
http://imagr.eu/up/4d1b58ea1daeb0_noggit.jpg
All the m2s have switched around, the wmos are fine though.
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@Skullbot:
Noggit starts with 1280 x 720 in the moment. For filming stuff :)
I have no problem with the mainmenu in this resolution.
http://is.gd/jKHrv
In one of the next version i will implement that noggit save the last window position and size and use it again on next start. So the switchesare not necessary any ore.
I have now painted on 3 Maps for 20 minutes and dont get the Paint problem.
We will se if we find it.
@Croza: Interesting error :) We have to look if it comes up more times and find out why it happen.
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Think I've found why I can't select all maps :
Many of them are in Continents even if they are dungeons, which makes the list too long.
But it's my fault, on my server I have modded DBCs in order to make dungeons to be handled like normal maps, I didn't worked on my server for a long time, and have forgot that ^^.
[center:3dm8bsnp](http://img411.imageshack.us/img411/3170/screenshot30122010n0001.gif)
(http://img402.imageshack.us/img402/4431/screenshot30122010n0002.gif)
(http://img823.imageshack.us/img823/5973/screenshot30122010n0003.gif)[/center:3dm8bsnp]
About the 2D texturing problem, black minimap occurs when saving then reloading a map.
ADT minimap switch problem occurred once on "exterior_test" map.
Edit :
Here's a test ADT (QA_DVD) with bug screens : http://www.zshare.net/download/8455716876f7cc61/ (http://www.zshare.net/download/8455716876f7cc61/" onclick="window.open(this.href);return false;)
Bugs :
- WMOs are not saved (added with Import.txt)
- Textures screwed up, weird chunk lines (see screens)
- Wrong texture reflection ?
WMO list :
- WorldWmonorthrendbuildingshumannd_human_footbridgend_human_footbridge.wmo
- WorldWmonorthrendbuildingshumannd_human_bg_keepnd_human_bg_keep.wmo
- WorldWmonorthrendbuildingshumannd_human_towernd_human_tower.wmo
- WorldWmonorthrendbuildingshumantentsnd_human_tent01.wmo
It looks like that in Noggit after closing-reopening :[center:3dm8bsnp](http://img233.imageshack.us/img233/6285/screenshot30122010n0004.gif)[/center:3dm8bsnp]
I will try to make an island on a "Kalimdor" ADT and see if those bugs still happens.
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Building is the best test :)
I start to build a zone and fine some of your bugs too:)
1. On ADTs that ar empty, added models dont get saved. If there is already a model it works for me.
2. The Black and Lighting Problem. If you have black 2D view just reload the map. If you have problem with the light during painting Press CTRL + S and Shift + J. Save and reload the adt. Then it works again.
I will check this problems.
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Right, I found some time again to test, however, when I try to start this beta version, I get this error in the log.txt:
(..srcnoggit.cpp:315): [Error] Could not find locale directory. Be sure, that there is one containing the file "realmlist.wtf".
Yet, when I open Noggit R120 B16, it just works fine...
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The Configfile is now always loaded if it exists. So try removing it, or set the correct path in it.
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The black 2D view bug happens only when I reload a map (tested with models-free and textures-free ADT). I didn't tried to edit official ADT but I don't remember that this bug happened on those maps.
Anyway, I hope saving on empty maps bug will be fixed soon.
Another bug report (or not, I dunno) :
Some textures appears green (full green, I mean 0x00FF00), like an unknown texture. Is it a Noggit issue or did the core doesn't load some textures when he think it's useless ?
(Tried with Elwynn darkgrass texture on QA_DVD map)
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The black 2D view bug happens only when I reload a map (tested with models-free and textures-free ADT). I didn't tried to edit official ADT but I don't remember that this bug happened on those maps.
Anyway, I hope saving on empty maps bug will be fixed soon.
Another bug report (or not, I dunno) :
Some textures appears green (full green, I mean 0x00FF00), like an unknown texture. Is it a Noggit issue or did the core doesn't load some textures when he think it's useless ?
(Tried with Elwynn darkgrass texture on QA_DVD map)
Try running with(out) projected textures in your settings, usually helps (me) with custom textures, however seeing you are using a texture already in the game it's kind of weird.
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Tried it and it still happens ... =(
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Would be nice if you included the Battleground ADTs in these Beta releases, people are not likely to use them for exploiting in the contemporary situation.
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And why exactly do you want to edit them?
Also: Being in position of a model editing expert, you should be easily able to get them to show up in the menus yourself. Instructions on this have been given in exactly this topic.
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Its an ADT ground editor.
So why should we load adts without ground :)
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And why exactly do you want to edit them?
Also: Being in position of a model editing expert, you should be easily able to get them to show up in the menus yourself. Instructions on this have been given in exactly this topic.
Yes, I know how to do it manually. Just thought it would be easier to access them without all the hassle. Not like I had any good use for it, I just would love to be able to check them out more easily.
What comes to "Being in position of a model editing expert", as you very well know schlumpf, I'm not even near to a real expert when it comes to more advanced stuff. My position on MMOwned shouldn't affect the way I'm being treated. Or am I sensing bitterness..?
I'm just trying to help, I've just not came up with anything better this far when using the app. Hope you understand ;)
~Xel
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Yes, I know how to do it manually. Just thought it would be easier to access them without all the hassle.
Its a one minute job. Including (un-)packing the MPQ and starting applications. Don't see any hassle here. Or reason to put this in.
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1. On ADTs that ar empty, added models dont get saved. If there is already a model it works for me.
I dont know why but when i use noggit with original and not empty adts and save them, get empty results. No wmo or doodad :S i have tried over durotar.
As i have seen 3dpaint is a bit bugged. Let me explain. When you start to texture an adt or chunk it works really great but sometimes moving out to another chunk or adt the cursor disappears.
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1. On ADTs that ar empty, added models dont get saved. If there is already a model it works for me.
I dont know why but when i use noggit with original and not empty adts and save them, get empty results. No wmo or doodad :S i have tried over durotar.
As i have seen 3dpaint is a bit bugged. Let me explain. When you start to texture an adt or chunk it works really great but sometimes moving out to another chunk or adt the cursor disappears.
The 3dpaint bug is a well known openGL problem if I'm correct, they're aware of this problem, not sure if they've found a solution yet. (Most likely not as the bug still exists :) )
The other bug, which makes your doodads and wmos dissappear, I personally don't have that problem :/.
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I have the problem. If i save ADTs and look at them in Hex all m2 and wmo stuff is gone.
Hope that i will finde some time the next we to search why.
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I will be unable to bug report anymore for an unknown amount of time.
I'm experiencing some hardware issues on my computer but I hope it'll be fixed soon.
I also hope that Noggit will get some fixes too even if I can't help you now ^^.
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So have u the same problem steff? I was thinking it was because of my computer or my bad hands lol
I was thinking bout something. Is it there the sourcecode from Beket's 1.3 Noggit? It could be really nice to take a look and try to add some functions like 3d texturing (it is the almost necessary) I'm learning a bit python and all structure wow files to help pym2 develop and testing. I know a few poor basics from c++ and vb.
I have patched my wow 2.4.3 so i can use wmo from wtlk and cataclysm. It cannot use .m2 ones. I think adding a wtlk m2 reading function (as in modelviewer) it could use m2 from wtlk or maybe cataclysm.
To make new maps from scratch it could be great app i think.
DP: I have sourcecode from 1.12.1 noggit ^^ somewhere...i have to find it.