Modcraft - The community dedicated to quality WoW modding!
Featured => Noggit => Topic started by: Steff on January 23, 2011, 12:06:57 am
-
Next version.
http://www.file-upload.net/download-3152685/Noggit3_v120_B19.zip.html
Changes since B17:
- Insert the Map Window from the start menu also inside the 3D view. Open up with M. Replace the old Map.
- New implementation of saving. Now every change on an ADT marks this as changed. If you save now every changed ADT will get saved (CTRL + S) The old Save function is also in. You can find it over the menu or with SHIFT + CRTL + S.
- All changed ADT are marked with a white border in the Map Window.
- Fix a problem with WMO import from ModelViewer ( but found out that WMOs with doodads inside make problems, work on it)
- Add StackWalker to the logfile. So if noggit crash we have some more infos to find out why.
Please test the new save method. Open up the map window (M) and make changes on ADTs.
Every change MUST add the white border to the ADT in the map window that it get saved!
Ground edit. hole, Rotate of models, scalingmovement, texturing .... everything!
-
Ok i have noticed a bug in 2d texturing. It seems to appear a black bar on the map. It moves when i move camera or make zoom in/out.
(http://img529.imageshack.us/img529/4114/2dpaint1.jpg)
(http://img833.imageshack.us/img833/6725/2dpaint2.jpg)
New saving method is working really nice ^^ White lines appear on modified ADT and disappear when you save them! ^^
(http://img510.imageshack.us/img510/8695/noggb19.jpg)
3d texturing is a bit fucked near adt border. I'm sorry i cannot explain it better. I mean when u paint over an adt, the next adt is not painted. And another problem..if u paint near adt border it seems to paint a pair of meters away of the border too
Import human scale and cube OK
Import from txt OK
WMO manipulation and saving OK
Doodad manipulation and saving OK
Holes OK
F7 is still rendering fake water on Z=0
-
In this version it is importend that ALL adt modifications change the status of the ADT so it gets saved. So try all modifikations you know and see if the with swaure appears. If not i have to fix this tool to cahnge the status too. Thanks for you testing.
-
well as i have tried adt status is modified when:
texturing
modifying landscape shape
moving objects
(have to try if it saves when only importing)
dp: oh, IMPORTANT hehe lol :P
-
I tryed the 3D painting over ADT borders now some times. And it works. Notice that the other adt must be drawwable :) Must have free Texture slots. if all 4 sloats are full you cant paint on it.
I will try to implement an auto Texture slot freeing routine in nne of the next versions. So if a texture is not used noggit should kill it so you can paint.
The problem with painting away from your position is a known 3D selection problem and do not only appear in 3D painting. But there you notice it the most.
-
Oh yes i know.There are 4 textures in a chunk and i know how to free all of them (delete) :D. This adts are new and they only have one texture. I think my problem is because i have been painting too far from the ground and maybe it is the bug u have said. I will try it another time.
I have to try importing from modelviewer log too ^^
Do u know anything bout my 2d texturing problem? The most zoom i do the most worst i see it. lol
oh and, there is something bout doodad collision? (wmo collision is working nice ^^)
-
(http://imagr.eu/up/4d3e10f33e8d78_noggitbigadtfail.PNG)
Happens in Northrend, most likely everywhere when the Data was previous as 4096 stored after saving.
-
I'm sorry i have discovered that my "black bars" problem was because of a bugged release from ContinentCreator (oups!) Now my 2D texturing is 100% working for me. Apologyze me :P
-
Nice to here that not every problem comes from noggit ;)
-
Tanks a lot ;) i'm going to test it right now
BTW i always found a bug (and usually other people didnt') when resetting chunks of textures the ADT got always corrupted with no way to repair it : /
-
Everything works fine except the modelviewer things, nothing happens selecting them.
I found massive lag when moving a lot round the terrain but i guess is better than before since i expected no crash, stability is dramatically in creased!
The new brushes work as intended too, good job!
EDIT: i found many problems selecting objects properly. As well some objects are impossible to select (like the bird doodad... now that keeps flying you don't know where to click to select it) and usually the object i click on doesn't get selected, while the terraining tool seem more reliable
EDIT2: random crash, sadly i forgot to save the log, next time that happens i'll post the log crashdump.
-
Do you meen you cant import models from medelviewer or you cant select them after import.
I had the selection problem also. Just leave noggit and start again, then this models should also get selectable. Hase something to do with insert. I will test this.
Noggit loads now all adts and dont unload them. So if you work some time your ram will get full if you work on a wider area. We will implement an unloading routine later. This will also lead to crash if your ram is full.
The bird is realy not easy to get :)
We could make select the bird contest.
But it is possible, i have also some on my last map and it took some time to get them ;)
I think abbout the idea to insert a mode, all models ( or just some we know that they make problems to select) get replaced with boxes to get them easier.
-
Do you meen you cant import models from medelviewer or you cant select them after import.
I had the selection problem also. Just leave noggit and start again, then this models should also get selectable. Hase something to do with insert. I will test this.
Noggit loads now all adts and dont unload them. So if you work some time your ram will get full if you work on a wider area. We will implement an unloading routine later. This will also lead to crash if your ram is full.
The bird is realy not easy to get :)
We could make select the bird contest.
But it is possible, i have also some on my last map and it took some time to get them ;)
I think abbout the idea to insert a mode, all models ( or just some we know that they make problems to select) get replaced with boxes to get them easier.
Suggestion, may look stupid:
Add those visualize options:
-Show all bounding boxes (the ones that appear when you select) for M2
-Show all bounding boxes for Wmo
-Show spawn points (showing a cube where the spawn point of the object is like Wc3 editor "Use click helper", this would help not only for objects like the bird, but as well to place particle models into the game (for example seeing where the fire particle i'm adding spawns, not necessarily seeing particles but knowing WHERE it spawns)
This would help a lot.
Also noticed a weird bug on MonasteryInstances map, when looking around the wmo pieces appeared and disappeared quite randomly.
Yes, something to unload memory would be useful, i usually find myself working with 10 adts at time ^^'
About model viewer import tool: how does exactly work? because when i click on it nothing happens at all
-
You must set the path in the noggit.config file.
Import file to the path where the log.txt of the modelviewer is located.
You find it inside the usrSettings folder in the modelViewer directory.
But this onyl works good for m2s. Bacaus i just import the last file loaded and if you load a wmo and this one hase doodads inside modelviewer loadd them after the wmo. So you get the last doodad but not the wmo.
-
I managed to get the piece of code from random crash that usually occurs
[spoiler:utx628qy](..srcStackWalker.cpp:1221): Stacktrace:ERROR: SymGetSymFromAddr64, GetLastError: 487 (Address: 00A0DEEC)
(..srcStackWalker.cpp:1221): Stacktrace:ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00A0DEEC)
(..srcStackWalker.cpp:1221): Stacktrace:00A0DEEC (noggit): (filename not available): (function-name not available)
(..srcStackWalker.cpp:1221): Stacktrace:ERROR: SymGetSymFromAddr64, GetLastError: 487 (Address: 009F9724)
(..srcStackWalker.cpp:1221): Stacktrace:ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 009F9724)
(..srcStackWalker.cpp:1221): Stacktrace:009F9724 (noggit): (filename not available): (function-name not available)
(..srcStackWalker.cpp:1221): Stacktrace:ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 6F81B907)
(..srcStackWalker.cpp:1221): Stacktrace:6F81B907 (MSVCR100): (filename not available): XcptFilter
(..srcStackWalker.cpp:1221): Stacktrace:ERROR: SymGetSymFromAddr64, GetLastError: 487 (Address: 00A2D7E6)
(..srcStackWalker.cpp:1221): Stacktrace:ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00A2D7E6)
(..srcStackWalker.cpp:1221): Stacktrace:00A2D7E6 (noggit): (filename not available): (function-name not available)
(..srcStackWalker.cpp:1221): Stacktrace:ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 76443677)
(..srcStackWalker.cpp:1221): Stacktrace:76443677 (kernel32): (filename not available): BaseThreadInitThunk
(..srcStackWalker.cpp:1221): Stacktrace:ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 779D9D72)
(..srcStackWalker.cpp:1221): Stacktrace:779D9D72 (ntdll): (filename not available): RtlInitializeExceptionChain
(..srcStackWalker.cpp:1221): Stacktrace:ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 779D9D45)
(..srcStackWalker.cpp:1221): Stacktrace:779D9D45 (ntdll): (filename not available): RtlInitializeExceptionChain
[/spoiler:utx628qy]
-
Stephan, try also giving them the pdb files etc so names show up in the stackwalker.
-
Ok i will include them on next beta.
-
I do not limp leaves or move .m2 in Durotar selection and not selected.
While in other places if you let me.
PD: And please if you could add a square brush would help me a lot.
-
Found a terrible bug, really important to fix:
when saving an ADT creates a copy of every object that is close to another ADT, so when an object is placed on multiple ADTs get duplicated: result
Worldtree.wmo is shared between 4 adts in seradane, every time i save (and i'm not editing seradane but one of the border adts) Worldtree.wmo entre gets multiplied 4 times on all wmos.
Second time there will be 16 wmos in the same place
And so it goes.. exponentially.
Before i noticed i saved around... 4-5 times, and now i have an ADT with around 400 copies of worldtree.wmo shared on all 4 adts (each ADT had 400 world trees) next time i would have got 400*400 world trees on EACH adt.
This happens with all doodads, trees to get multiplied exponentially, i had to delete a big deal of trees spawned continuously on the same place
I solved temporarily swapping 400 worldtrees with the most insignificant wmo i had in mind (that is a simple cube with no texture) and now works, even with some lag, because is under the world tree, while i try to remove the world tree to delete the wmos, noggit crashes ofc, as the game did many times because it can't simply load all that stuff.
This bug may doom all world buildings made in noggit 120, so should be fixed really fast!
-
We are aware of that issue. Meanwhile do some fileinfo -> excel -> sort -> delete -> loadinfo magic.
-
We are aware of that issue. Meanwhile do some fileinfo -> excel -> sort -> delete -> loadinfo magic.
I didn't got much of that O.o'
-
Use fileinfo to get a listing of doodads.
Open up in Excel.
Sort by position etc.
See there are duplicates.
Delete these.
Save.
Merge back into the ADT using loadinfo.
-
It runs a whole lot smoother overall.
I barely get any crashes but, it seems sometimes if you toggle lines on while you have fog on it makes that ground a little.. bugged? I don't lnow how to explain it other than a transparent fog like layer flashing (like then you mix two textures together.. for instance a rug overlaying a rug) if that makes any sence
-
that's most likely because of bugged water.
-
oh also.. a minor problem.. Help>key bindings does not work.. it instantly closes
however pressing "H" shows the key bindings without closing (until you close it yourself)
EDIT: There is also a lot of tearing between chunks that goes on.. typically when using the smooth tool
-
If you save adts when F7 is active u get this:
(http://img713.imageshack.us/img713/7789/wowscrnshot021011040745.jpg)
After saving all adts with no F7 active it is solved ^^
(http://img20.imageshack.us/img20/9683/wowscrnshot021011042307.jpg)
But as you can see the lines between adts are a bit f***ed up...
(http://img201.imageshack.us/img201/1262/wowscrnshot021011042914.jpg)
After a bit fixing (blur) the terrain is right :D
(http://img163.imageshack.us/img163/1813/wowscrnshot021011044056.jpg)
Atm Noggit is working nice with our Emerald Canyon ^^ Thx guys!
(http://img211.imageshack.us/img211/7082/wowscrnshot021011044211.jpg)
hieeek hiek hiek hiek!
DP: I have added some trees and collision is working for them!! ^^
(http://img35.imageshack.us/img35/4232/wowscrnshot021011062152.jpg)
I have noticed as someone said that doodads near to another adt are duplicated at each saving :P
To import a new object better select another object before, so the new imported one will appear over the selected ;)
Import from txt OK
Doodad copy-paste OK
EDIT: As I see the object duplicate becomes when the exterior bounding box aproaches over another adt.
When you delete a big amount of objects, noggit crashes (freezes)
EDIT2: I have no duplicated WMO near adt
EDIT3: I have noticed that when u press F7 and then deactivate it; when u save all saved adt get "chunk texture lines" You have not to save with F7 activated. It will get the lines by pressing F7 everytime.
When u use Fileinfo/loadinfo u HAVE TO resave all adts with noggit before testing ingame (or it will crash)
-
Some edits posted; please delete this one when read. Thanks
-
just saying saving with noggit beta as your "last save" instead of taliis solves the collisions problem on some M2s
thanks for the program its awesome =)
keep up the good work
-
sorry for double posting my last post was 3 days ago so i dont wanna edit the old one.
Someone reported that some M2s gets duplicated like 50x when saving. I was wondering if theres a way to remove all those duplicates faster than clicking them and pressing delete? ... I tried with CMD tools loadinfo-fileinfo but even if i delete them all they are still there when i open noggit (really wierd)
Also another short question, when is the next commit of noggit =) ?
thxthx
edit:
You can't remove the duplicated M2s because when you save again after, they get duplicated again.
It only happens when the M2s is near the border of an ADT and it gets duplicated by 2 everytime you save so youre stuck with 2x models for now.
-
I know this and will fix this with the next beta. I had 4 weeks no time to do something but started again coding yesterday. So there will be a new version soon.
Renember that this is a beta. So such problems can happen often.
-
I have noticed that adts have some weird bug ingame with "fake water" Some zones down to z=0 makes the character change the camera and sometimes there are "fake invisible walls" at the edge of the adt. I don't know if it is a regular bug but i have noticed it in an adt (maybe it has been corrupted)
-
This sounds like the MFBO chunk. Its used in outlands to prevent the camera from falling down to 0 after stepping over the edge.
-
Sometimes when i select an object and open "detal info" noggit freezes or crashes
-
I have made some tests with doodads and adts edge. First i thinked that if the bounding box of the objects does not reach de adts edge it should work nice. It was wrong. It does not matter if the bounding box touches or approaches or not the adt edge. It seems that makes object copies randomly..:S
-
Yes, detection of if an object is on a specific adt seems to be wrong. Cromon did that.
-
Greetings,
NoggIT 120 haven't any display problems with own objects (m2-objects). i have test it, its works. But the duplicate bug and the copy & past + the crash-bug must fix it.
With own WMO-Object will i test it.
shark
-
But the duplicate bug and the copy & past + the crash-bug must fix it.
What do you meen with this sentence?
-
Greetings,
i mean with the duplicate bug the bug, if you save that noggit spawn a lot of the objects self.
And with Copy and Past-Bug mean it, that if you copy and past a object that the height etc. not the same is.
man, my englisch is f*ck up.
-
Greetings,
i mean with the duplicate bug the bug, if you save that noggit spawn a lot of the objects self.
And with Copy and Past-Bug mean it, that if you copy and past a object that the height etc. not the same is.
man, my englisch is f*ck up.
I think he means that objects get duplicated when they're at an ADT border, and that .m2s are not copied with the same rotation and scale.
-
To fix duplicate doodads caused by the unique id bug:
#!/bin/bash
PWD=`pwd`
cd "$1"
for adt in `ls *.adt`; do
fileinfo "$adt"
txt=`echo "$adt" | sed -e "s/.adt/.txt/g"`
START=`grep -n MDDF "$txt" | sed -e "s/:.*//g"`
END=`grep -n MODF "$txt" | sed -e "s/:.*//g"`
head -n $(($START - 1)) "$txt" > start
tail -n +$END "$txt" > end
tail -n +$(($START+1)) "$txt" | head -n $(($END - $START - 2)) > middle
cat middle | sort -k 3 | uniq -f 2 > middle_
cat start > "$txt"
echo MDDF `cat middle_ | wc -l ` >> "$txt"
cat middle_ >> "$txt"
echo "" >> "$txt"
cat end >> "$txt"
loadinfo "$adt"
rm end middle middle_ start "$txt"
done
cd "$PWD"
The script takes the path with adts to be fixed as parameter.
-
Seems to be pretty good once again, I've tested it quickly, I've not so much time thoses days with thoses f*ckin' exams -_-'.
I'll see if I can find a day or two in order to check this release deeper ;)
-
There will be B20 the next days so dont tst too much on this :)