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Featured => Noggit => Topic started by: Steff on October 25, 2011, 02:32:23 am

Title: [BETA] changeset 279 (17d9f67a6415)
Post by: Steff on October 25, 2011, 02:32:23 am
New beta version 279.

Not much new but hope a cleaner version. Next time new features.

- Fix normal bug.
- Saving of MFBO information´s.
- Turn off the debug MFBO rendering at F7


Windows: (Revision 279)
http://www.file-upload.net/download-382 ... 9.zip.html (http://www.file-upload.net/download-3829958/Noggit3.279.zip.html" onclick="window.open(this.href);return false;)

Mac OSX: (Revision: 279)
Perhaps Schlumpf will post it.


Happy testing.

And PLEASE USE THE BUGTRACKER :)

To clean up the normal bug from your adts:

- Select raise tool.
- Set radius to max
- Set speed to 0
- Klick in 3d mode on the ground.
- You can see the changes in 2d mode (press u)
- Save all adts.

This way i get myne clean without any changes on them.
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: TheBuG on October 25, 2011, 10:43:12 am
I ran it, and the F7 bug seems solved (Hurray!), however, texturing seems a bit messed up at the moment, it feels like a mix of the old way and what it's supposed to be, I don't have to use shift anymore to texture, it just works with a mouseclick, and I'm pretty sure it's not supposed to be that way. Rest seems fine so far, haven't tested it ingame yet.

Small edit: When I try to paint with shift+click it gives this error in the log, kinda obvious, but hey!
Code: [Select]
561791 - (MapChunk.cpp:1735): [Debug] Somehow no texture got painted. (A couple of thousand of the same error, but it doesn't crash Noggit.)
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: Steff on October 25, 2011, 01:19:49 pm
The painting mode is the old again. Because some guys with tablets (Yes there are some ) cant use noggit this way. So i turn back this.

Nothing changed on saving and texturing since last version. Do the ADTs get marked with a with boarder if you change something on them?
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: Everon Mightbane on October 25, 2011, 01:24:31 pm
Nope, its the same as always just when I hit save all, nothing happens.
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: Steff on October 25, 2011, 01:51:40 pm
To clean up the normal bug from your adts:

- Select raise tool.
- Set radius to max
- Set speed to 0
- Klick in 3d mode on the ground.
- You can see the changes in 2d mode (press u)
- Save all adts.

This way i get myne clean without any changes on them.
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: Vel on October 27, 2011, 03:19:31 pm
[spoiler:1y26fbpa](http://imagr.eu/up/4ea95989bc5376_simple.png)[/spoiler:1y26fbpa]
[youtube:1y26fbpa]http://www.youtube.com/watch?v=sjwBfnqBw7c[/youtube:1y26fbpa]

--
bug is that Noggit using alpha channel textures on all models, even in those where it is stated, "Do not use the alpha channel of this texture" (Opaque Render Flag)

If you need to resolve this problem, I can afford one of these models. (from video)
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: Steff on October 27, 2011, 10:57:53 pm
And its alos a litle black?
Or is it just the video. I think an ignore lights and skybox option for madeling whould be nice.

Yes just pack me one and PM me a link where i can download it. I will try to fix this. Working on new brush display and selection stuff in the moment. It will go smother in next version i think ;) So we can use 3d paint without brush jumps.
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: Vel on October 28, 2011, 12:56:34 pm
Ok, I'll send you my model in pm.
There is one suggestion.
When Noggit loads doodads, if one of them he can not load - it instantly closes.
------
for example, there is no such noggit 1.3, noggit 1.3 ignores the unloaded and models works as usual.

Only in Noggit3 could make window popped up "Errors" where are the problematic objects in ADT, rather than to close.
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: schlumpf on October 28, 2011, 01:03:32 pm
It closes and writes to the log.

That's the only easy possible way without having a good windowing framework, which we don't.

Sorry.

Ignoring it and continuing is bad IMHO, as the user will think everything is fine, which is not.
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: akspa420 on October 29, 2011, 09:07:58 am
It seems that there might be a WMO culling problem, where if a surface on a WMO has some other object in front of it, the renderer will go ahead and cull the surface entirely, which ends up making it look like some bits of WMO's are missing, even though they are there entirely. Not sure if this is a bug or an optimization, though.
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: akspa420 on November 17, 2011, 04:41:50 am
I enabled the Large Address Aware flag in the executable, and noggit no longer crashes due to lack of memory on my system - perhaps it would make sense to add this to the compiled builds in the future? It's at least useful for us 64-bit users with more than 2GB of memory available to applications.
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: mathias234 on November 24, 2011, 09:05:30 pm
Werry good but it work a bit off shlow or is it only me i mean that when i am gonno use a tool it take some sec before something happen But if i dont think at this i love it i love that the water and trees ETC..... dont get removed :D so thnx alot
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: Velius on November 27, 2011, 08:22:57 pm
Not sure if asked before, but one can expect the addition of modifying (switching or repainting) the ground clutter? Would be a nice addition for anyone wanting to make the terrain more detailed (I know Taliis is capable of doing this, but Noggit-modified adts are not supported, sadly)
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: Velius on December 01, 2011, 03:53:44 pm
I mean the grass or something similiar (small rocks) you can see on the ground. In Taliis one can change the grass by switching the ID or something in Texture Files.
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: lordpsyan on December 19, 2011, 08:00:18 pm
hi all. just joined. have a suggestion.

the import.txt file can be handy, but I have run into a problem. Example: I want to add 3 different trees, so I put the entry in the txt file. when I import it in, it grabs all of them.

normally, this is not a problem, but I was goofing off the other day, and had a guildhouse and the entire stormwind wmo in the import file... forgot I had the guildhouse there. was designing an area, making holes etc. and saved it. went into my new stormwind, and there was the guildhouse there. couldn't see it cuz the wmo was too large.

my suggestion is to bring up a window similar to the texture window, with a thumbnail of the image, or at least a filename, then you pick the one you want :)

this way I can place a bunch of objects, or there could be a list of all objects, importable like the textures, by selecting the areazone name.

this would almost completely remove the need for MV.

I don't have the source files, so I cannot see how the textures window works, but I could probably design this in. I am assuming this is done in VB, but not sure.

anyways, awesome job so far. Not sure what I need to do to get a copy of the source, but I would like to help improve it. I would spend my time on wmo stuffs. Any idea where I could get a list of all wmo's? MV is handy, but can be a pain looking for a specific building, or even trees :) (i know those are usually m2's)
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: Steff on December 20, 2011, 08:08:59 am
Is pland.

this would almost completely remove the need for MV.
You are kidding :)

We will implement someday a modelviewer into noggit to search models.
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: frezer748 on December 21, 2011, 03:10:49 pm
And please please repair the water save function :DD

(German)
Und vielleicht könnt ihr ja noch den cursor verändern bei'm terrain editor wo man die höhe und so verändern kann weil ich finde ein Dreieck ist nicht sehr passend für einen Map editor, sondern eher ein kreis oder so :P Oder würde das nicht viel bringen wegen WoW das man es nur Dreieck Kommandos annimmt
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: Mjollna on December 21, 2011, 11:40:33 pm
Hi :)

I've come across a problem today, trying to raise/lower terrain, using beta 279.

I needed to use a very small brush, so I set the radius of the raise tool around 2-3 thanks to the "alt + left button + move mouse" shortcut.
Everything went fine until I packed to see ingame what it looked like. There were "spikes" / higher vertices sometimes where I used the small brush.

I tried to make a test on my usual testing map, and I had the same result :
big brush = everything normal,
small brush = spikes.

Here are the screenshots of both maps, Noggit and ingame :

[center:n6jsfkiu](http://mjollna.org/docs/misc/vertex_pb_noggit2mini.jpg) (http://mjollna.org/docs/misc/vertex_pb_noggit2.jpg)

(http://mjollna.org/docs/misc/vertex_pb_ig2mini.jpg) (http://mjollna.org/docs/misc/vertex_pb_ig2.jpg)

(http://mjollna.org/docs/misc/vertex_pb_noggitmini.jpg) (http://mjollna.org/docs/misc/vertex_pb_noggit.jpg)

(http://mjollna.org/docs/misc/vertex_pb_igmini.jpg) (http://mjollna.org/docs/misc/vertex_pb_ig.jpg)[/center:n6jsfkiu]

I can make other tests if necessary.
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: schlumpf on December 22, 2011, 12:23:28 am
The problem is that Noggit renders differently. You actually made it look like this but Noggit did not show it. This is only a rendering bug as whoever implemented the map chunk rendering did not really know how WoW renders it. (As do I.)
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: Mjollna on December 22, 2011, 02:46:56 am
Thanks for your answer :)

After some time, I realized that the yellow triangle cursor seems more accurate, and it helped me a lot to correct the spikes.
I now use the smooth tool with a small radius until the yellow triangle more or less matches the corresponding visible face, and it seems to work.
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: akspa420 on December 27, 2011, 02:45:57 am
I accidentally left noggit running overnight. Since I patched my copy with the LAA bit set, memory use never got above and beyond the 2GB limit, and it was fully functional when I got back to my system. I don't believe any previous versions worked as well as 279. Hope this means that Noggit will become a more stable platform in future builds :P
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: Soldan on December 28, 2011, 08:39:07 pm
Hey guys, I seem to have a problem. I have 9 ADTS, textured, elevated, etc etc. I saved all 9 adts, after editing a few textures and peaks. Then, when I reopened the map, 8 of the 9 were perfect, apart from one. This adt, has the textures I painted, but on the "Cobblestone Paths" there is like a white layer ontop of them, and the grass has become the cobblestone. I think the textures have seemed to replace themselves with others...

Any help?

Thanks
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: schlumpf on January 02, 2012, 08:53:32 am
Quote from: "Fyrion"
Works perfectly, guys. I've never thinked about, that one of my tileset, world, dbc and skin patchs would destroy the starting of noggit. :)

If you find out why it failed, you may want to tell us. If it was a simple error on your side, then don't.
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: parkerr on January 21, 2012, 01:30:17 am
If this is the wrong forum I apologize but I'm unable to find the noggit mac version. Can anyone link me to where I can download it?
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: Steff on January 21, 2012, 02:36:59 am
Took 5 seconds reading the first site here on this forum.

viewtopic.php?f=66&t=893 (http://modcraft.io/viewtopic.php?f=66&t=893" onclick="window.open(this.href);return false;)
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: frezer748 on February 03, 2012, 03:12:15 pm
when does a new noggit changeset release? :P
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: Steff on February 03, 2012, 10:24:45 pm
viewtopic.php?f=48&t=1482 (http://modcraft.io/viewtopic.php?f=48&t=1482" onclick="window.open(this.href);return false;)

If i am done :)
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: frezer748 on February 12, 2012, 03:27:03 pm
I have maybe a new Idea for the new noggit changeset, if you press F8 a box will show, here my idea :

(http://img7.imagebanana.com/img/hk4j0jes/thumb/noggit.png) (http://www.imagebanana.com/view/hk4j0jes/noggit.png)
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: Steff on February 13, 2012, 12:41:28 am
Al already answerd for this in the SDL thread. You can with sdl last just save a selected model to the import.txt. And this way you can get it back from Import from textfile.

Also you can open the Import.txt and copy the path if you like.
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: Freddan962 on April 27, 2012, 11:16:03 pm
I'm back! :)
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: Steff on April 28, 2012, 12:35:33 am
SDL1 is current :) Wrong post but wb ;)
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: Freddan962 on April 28, 2012, 03:59:04 pm
Thank you, and also do you know why I only got one post?

I used to have like 50+
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: evolved on July 13, 2012, 02:42:26 pm
I cant launche it why ? I open it then boom it offs.
Title: Re: [BETA] changeset 279 (17d9f67a6415)
Post by: schlumpf on July 13, 2012, 03:10:40 pm
Quote from: "evolved"
I cant launche it why ? I open it then boom it offs.
This version is outdated. Also, that error description is worth nothing and you most likely did not read any sticky.