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Featured => Noggit => Topic started by: Steff on May 14, 2011, 01:32:00 am
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http://www.file-upload.net/download-342 ... 1.zip.html (http://www.file-upload.net/download-3429245/Noggit3_v120_B21.zip.html" onclick="window.open(this.href);return false;)
- Fix crash bug if loading blizzard maps.
- Add clear Texture function to the assist menu. Clear all textures on current adt and set the current selected texture as base Texture.
- Add texture picker in paint mode. If you hold down CTRL and click on a chunk you get a window where you can select the textures on this chunk. SHIFT = paint. CTRL and SHIFT = clear textures.
- Add clear heightmap function. Reset the heightmap on the current adt.
- Add set height function. Turn off autoselection (F4) Select a chunk, fly to new height. Select function.
- Re add old texturing mode till I fix the new implementation. You can switch with CTRL and I between them. On load the old one is turned on. The current mode is shown in the statusbar beside the cords.
- Fix blur
Happy testing.
Please no release to public, no images, Videos or what ever.
Thanks
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- Fix crash bug if loading blizzard maps.
Loaded 3 areas i no caused this with no problems.
- Add clear Texture function to the assist menu. Clear all textures on current adt and set the current selected texture as base Texture.
Used this feature several times this evening, Great addition.
- Add texture picker in paint mode. If you hold down CTRL and click on a chunk you get a window where you can select the textures on this chunk. SHIFT = paint. CTRL and SHIFT = clear textures.
Only used a couple of times but allways worked with no problems.
- Add clear heightmap function. Reset the heightmap on the current adt.
Yet another very usefull addition, works great. One small issue, you need to run blur over the edges to remove the slight shadow efect.
- Add set height function. Turn off autoselection (F4) Select a chunk, fly to new height. Select function.
This works however F4 does not toggle autoselection.
- Fix blur
Outstanding, my thanks.
B21 does seem to take a framerate hit and seems all around slower IMO. just an observation.
Great work guys, it's comming along.
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Shift F4
My fault :)
I have to clear some unnecessary render funtions inside the selection method. Hope to get the rendering speed better again.
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Seeing people need the debug dlls and its slower, I guess you compiled as debug without optimizations. You can compie with debug information but as release. (release with debug information, cmake should create a target for that.)
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noggit dont support water in the moment.
and what's with my custom map? ^^ when i will port to her than i fall down and there is no terrain O.o but my other custom maps works lol,as i change the terrain with the new noggit,is the ground/terrain invisible
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noggit dont support water in the moment.
and what's with my custom map? ^^ when i will port to her than i fall down and there is no terrain O.o but my other custom maps works lol,as i change the terrain with the new noggit,is the ground/terrain invisible
Yes The new noggit del all Terrain and other objects on the map. i can see only the Sky.
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Nope by Noggit Studio - 3.172 dont del all Terrain or Objects
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I did not change anything that has to do with saving. So try if rev 20 or 19 had the same bug?
I tested rev20. and saving is fine. :uok:
BUT [spoiler:3ahpntty][center:3ahpntty]Noggit3_v120_B20
(http://img833.imageshack.us/img833/6263/wowscrnshot051711095329.jpg)
Noggit3_v120_B21 the same place after saving...
(http://imageshack.us/m/854/4052/wowscrnshot051711100047.jpg)[/center:3ahpntty][/spoiler:3ahpntty]
Noggit save changes, trees etc are there. I was in next adt and i saw everithing include changes which i made in B21 but when i go across edge of current adt everithing dissapear.
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I did not change anything that has to do with saving. So try if rev 20 or 19 had the same bug?
I tested rev20. and saving is fine. :uok:
BUT [spoiler:1nxkee09][center:1nxkee09]Noggit3_v120_B20
(http://img833.imageshack.us/img833/6263/wowscrnshot051711095329.jpg)
Noggit3_v120_B21 the same place after saving...
(http://imageshack.us/m/854/4052/wowscrnshot051711100047.jpg)[/center:1nxkee09][/spoiler:1nxkee09]
Noggit save changes, trees etc are there. I was in next adt and i saw everithing include changes which i made in B21 but when i go across edge of current adt everithing dissapear.
I have done a bit more testing on this bug and it seems that your map is still there. if you leave your char just outside the .adt your editing and walk into the edited .adt you get the crash sound (like when you swim to the bottom of the ocean and die) and your camera shoots up to (what I assume is) the adt max height. If you use the camera tool you can see your char and everything but it's miles below you. I got this bug on occasion in B20 but it's every save in B21. hope this helps.
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Oh, something is setting MFBO then to bad values then.
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Hmm, I actually can't even get it to start, it says ''msvcp100d.dll'' is missing, though I've got VCredist installed :(.
I'm having the same problem. I have VCredist installed as well but it's not opening for me, keeps giving me the same error message.
EDIT:
Easy fix is you download the two .dlls from http://www.dll-files.com (http://www.dll-files.com" onclick="window.open(this.href);return false;)
http://www.dll-files.com/dllindex/dll-files.shtml?msvcr100d
http://www.dll-files.com/dllindex/dll-files.shtml?msvcp100d
Put those in your Noggit folder and try to run Noggit if you were having the same problem I was.
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Texturing is working really nice now ^^ Thanks for it!
i want to test it a bit more but i think this could be a public rev. Great work!
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If you change an adt, save it and after reopening noggit you seee your changes... then noggit saved it.
So everything work right?
What do you meen with noggit do not save???
steff please fix the custom continend bug :( when i save the continent (custom) and pack it into a custom patch than i fall ingame (there are no terrain)
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If you change an adt, save it and after reopening noggit you seee your changes... then noggit saved it.
So everything work right?
What do you meen with noggit do not save???
steff please fix the custom continend bug :( when i save the continent (custom) and pack it into a custom patch than i fall ingame (there are no terrain)
This sounds like you either forgot to add the Map.DBC file to your MPQ or server, or you forgot to add the WDT file xP
Check for those 3 :P Maybe you also need to add the world to your database. Depends on whether you use ArcEmu or other cores xP
Thanks
Keta
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If you change an adt, save it and after reopening noggit you seee your changes... then noggit saved it.
So everything work right?
What do you meen with noggit do not save???
steff please fix the custom continend bug :( when i save the continent (custom) and pack it into a custom patch than i fall ingame (there are no terrain)
This sounds like you either forgot to add the Map.DBC file to your MPQ or server, or you forgot to add the WDT file xP
Check for those 3 :P Maybe you also need to add the world to your database. Depends on whether you use ArcEmu or other cores xP
Thanks
Keta
i did so many custom world's and works always really good but with the new tileset (184) it don't work any more
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I'd just like to say, Steff (and other Noggit devs. if there are any? xD), its an epic program you have, and are, developing : D But erhm... Would there possibly be a chance for you to fix the thing that when you move 'inside' WMOs, the inside of them disappears? It happens to me a lot. The inside disappears, but its only from some angles. Other angles I can see it xP Makes it difficult to make sure that ground isn't peeking up inside the buildings :/
Oh yes, this does not happen to ALL WMOs. But so far, most of 'em except for human_farm.wmo. Maybe it also doesn't happen on other, but those which I'm working with right now, I've experienced it with xP
Thanks
Keta
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Please create an entry in the bugtraker with a list of some models with this problem. Only 4 or 5.
@frezer748
But as you are the only one with this problem I think it is no noggit problem.
Have you an other custom patch inside your testing wow folder? Delet it.
Also clear the cache folder. That are the most commen problems if you cant see your patch inside the game.
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Do you plain in next version do "eraster" for painting?I have big problem with painting...
example:
[attachment=0:35pi77kw]noggiterror.JPG[/attachment:35pi77kw]
+ set doodads?In WMO
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Do you plain in next version do "eraster" for painting?I have big problem with painting...
example:
[attachment=0:1orrha54]noggiterror.JPG[/attachment:1orrha54]
+ set doodads?In WMO
I don't see any problem there. What exactly is the problem you have?
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There are some problems with it Bernd. I will discuss them with you.
But if you use this Beta version you should read the description.
- Re add old texturing mode till I fix the new implementation. You can switch with CTRL and I between them. On load the old one is turned on. The current mode is shown in the statusbar beside the cords.
Try if this help you in the moment. Els you have to wait or use an older version for texturing.
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I have now mode some tests and have no problem with my created ADTs ingame. Everything works fine. i have added models. Moved and copy them. Change ground and Textures. All work ingame here for me.
For the last post. I develop on Windows 7 X64 and have no prblems running noggit. It must be a configuration error or a gfx card issue.
Post log and configfile in the open noggit board.
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Please use Pastbin!
If you use the confign then you MUST set the path to wow.
Els nogit have NO path and crash. And you use the config automatic if it exists!
The # on the beginning of a line marks this line as comment. Meens noggit ignores it.
Also only uise singel in the path.
ImportFile and Project path are optional. Is FarZ is not set noggit use 1024 for standart.
#Edit this to your WoWFile!!!
Path = E:GamesWorld of Warcraft
#Edit this to your Project-Directory and uncomment if you want to use it!
#ProjectPath = C:\Users\Joe Evans\Downloads\Noggit3_v120_B21\Noggit3_v120_B21\Project\
#Set this to the file where you will impor models from (the modelviewer log for example :) )
#ImportFile = Path to ModelViewer logfile
#The Far clipping value. Set to 2048, 3072, 4096 etc. for a further look. Higher values need more 3d power.
#1024 is the standart value and will be taken if you do not set this value.
FarZ=4096
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Hello people. Currently I'm encountering a bug when importing models. WoW Model viewer detect these models but then I try to import the file into noggit through the new function it says that the file can't be found inside the .mpq folder, but when I open it up with Ladiks MPQ achiever the file is there.
Noggit Log:
http://pastebin.com/Xi20vYuQ (http://pastebin.com/Xi20vYuQ" onclick="window.open(this.href);return false;)
WoWMV Log:
http://pastebin.com/bntgg3sL (http://pastebin.com/bntgg3sL" onclick="window.open(this.href);return false;)
I configurated Noggit to my wow folder correclty. I can spawn .wmo but not .m2 :S
Help me please
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THis is what i get
http://pastebin.com/z72DQXix (http://pastebin.com/z72DQXix" onclick="window.open(this.href);return false;)
E:GamesWorld of Warcraftr
Why do people not even read the first three lines themselves?
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THis is what i get
http://pastebin.com/z72DQXix (http://pastebin.com/z72DQXix" onclick="window.open(this.href);return false;)
E:GamesWorld of Warcraftr
Why do people not even read the first three lines themselves?
Because there's people here that don't even know how a configuration file works and by the way my problem is still not solved meaning that I can't continue. This is getting frustrating.[/color]
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They dont know how a config file ofr an app work?
Funny :)
And what Schlumpf meen is that wow do not have an r in the name
Warcraftr <<<
Or have you also the wrong spell on your harddisc?
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Same debug error:
---------------------------
Microsoft Visual C++ Debug Library
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Debug Error!
Program: C:WOTLKNoggit3_v120_B21noggit.exe
R6010
- abort() has been called
(Press Retry to debug the application)
---------------------------
Anular Reintentar Omitir
---------------------------
Log file -> http://pastebin.com/dyMnqgRf (http://pastebin.com/dyMnqgRf" onclick="window.open(this.href);return false;)
SO: W7 Professional x64
I have Visual C++ 2010 redistributable installed.
Any idea?
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They dont know how a config file ofr an app work?
Funny :)
And what Schlumpf meen is that wow do not have an r in the name
Warcraftr <<<
Or have you also the wrong spell on your harddisc?
World of warcraftr Is cataclysm version
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Log file -> http://pastebin.com/dyMnqgRf (http://pastebin.com/dyMnqgRf" onclick="window.open(this.href);return false;)
Seeing that it crashes right after "using confg file", check if your confg file is properly made. There is a reason Steff asks for the configuration file aswell.
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THis is what i get
http://pastebin.com/z72DQXix (http://pastebin.com/z72DQXix" onclick="window.open(this.href);return false;)
E:GamesWorld of Warcraftr
Why do people not even read the first three lines themselves?
Because there's people here that don't even know how a configuration file works and by the way my problem is still not solved meaning that I can't continue. This is getting frustrating.[/color]
The confg file is plain text explaining itself. Normally, it should not even need the cnfig file. Also, I highlighted the thing most likely being wrong. Check that before whining. And if you whine at least say that you checked that or it's correct.
Also dont "offer money" for things as we all know you won't ever pay it anyway.
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World of warcraftr Is cataclysm version
I love people answering questions themselves. Noggit does not support cataclysm.
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You need 335a for noggit 3
WoW 3 --- noggit3
WoW 4 -- Noggit4 that do not exist!!!
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I made a new map to test the new rev. My map doesnt appear any of the lists in noggit tho. When i look at the log files it says my map doesnt have a WTD file ...but its there (made with taliis)
edit
nvm i named it wrong ... fml.
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at certain angles everything dissaears and at other angles lighting breaks, weird? otherwise pretty bug-free on enGB wow. It doe have low framerate (even on my Quad-core) but hey ho it's a beta
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This version was compiled as debug. The release compile is faster.
But i have to rework the selection. And if you have speed problems try to lower the FarZ value in the config file.