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Development and Presentation / Re: Tîntai
« on: January 07, 2012, 04:14:52 pm »
The svn is not up to date atm. but thank you very much ^^
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Development and Presentation / Re: Tîntai« on: January 07, 2012, 04:14:52 pm »
The svn is not up to date atm. but thank you very much ^^
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Development and Presentation / Re: Tîntai« on: January 06, 2012, 07:45:19 pm »
wow yeah. that looks excactly like that kind of test I wished someone to do
im happy that the texture options work well and seems to have a reason to exist. Otherwise im not sure wth is wrong with the ./ thing. It might be caused by the exe wrapper that rolls "around" the pure java application. i will check it - thank for figuring out. And alooot of thanks for doing the mass test! of course im very interested where it went wrong. so if you may figure out the files i would like to know theyr names in order to do some test myself in any case of an error the most important info is always the filename and the wow version where it comes from ... so i can check it myself. Anyway. Thank you very much 18
Development and Presentation / Re: Tîntai« on: January 02, 2012, 09:58:15 pm »
They should both work 100% acurate. Please convert your testmodel using it and report bugs/errors.
Ah and yes. it WONT work with uvw texture coordinates. 20
Development and Presentation / Re: Tîntai« on: November 16, 2011, 03:34:58 pm »
I will try it later tonight (if i can find some spare time)
Of course I think that my obj parsing code is a big weak atm. Thats just because I was to lasy to put a "checker" in that is taking care bout this shit instead of make the programm crash. 21
Development and Presentation / Re: Tîntai« on: November 15, 2011, 06:12:13 pm »
same issue .. this time with normals ...
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Development and Presentation / Re: Tîntai« on: November 15, 2011, 03:52:53 pm »
Mjollna, your house6onemesh have dozens of errors.
You only have 939 texture pairs. But dozend of surfaces use indexies higher than that: Quote f 1031/844/939 1032/843/939 1033/865/939 f.e. 23
Development and Presentation / Re: Reign of Ysera: Eternal Dream is over« on: November 10, 2011, 11:54:08 am »Quote from: "Keta"
I can just agree with Keta. This "things" seems to get a lil off hand on our board.. 24
Development and Presentation / Re: Tîntai« on: November 09, 2011, 03:26:56 pm »
Heh, thanks for your motivation your little .....
So. Whats up. First of all: No progress. Im still in the same situation. The reason is that I noticed many new "problems" in the colligion chunks. So for example it turned out, that some formats i expected seems to be wrong. Other wow wmos seem to use a complete different notation. fe. The Booty bay plank have a list of surfaces indexies that have to be used. Everything seems to be in a single BSP. No problem so far. But at the other hand the wmo for a typical house (u had seen the screenshots before) dont act anything like that. The def Chunk does tiny indexies and use alot of chunks. The index list is no index list after all. It looks more like a bunch of flag def's. So of course this have to be re-reverse engined. But as i said. I lack at motivation atm. 25
Modelling and Animation / Re: [QUESTION] Converting Cata to 3.3.5« on: November 04, 2011, 03:21:47 pm »
The main issue will be that all doodads wont work on your lk client.
What you need is a dependency application that is able to give you a list of any doodad and texture needed 26
Development and Presentation / Re: Tîntai« on: November 04, 2011, 11:58:27 am »
Okay. Here a short Update:
- Tintai is not dead ^^ The work will continue next monday - It seems that the reformating algo needs a major update. Sometimes just bugs happends and I dont know why. Thats odd but well, have to be done - The BSP Code have to be done, hopefully that it will kill many weird things that still happend. Well. Beside of that I think redoing the wmo2obj code is also a good idea. I would like to insert new flags for many things. just as "export colligion data" or "bounding boxes" or flags for different materials. In other words: make more of the "how a wmo file works" visible in the export. In worst case and as least as comments. Quote tintai WMO 0.2 (c)2011 Tharo Herberg I got bored in the office and wrote an auto generating extended argument handler. Its odd to be not able to test anything here -.-" If this keeps going on i will extend it by an "pass all arguments via xml" handler ... In fact the reason for doing it is, that The wmo-generator as well as the wmo-injector both need tons of additional input infomations .. 27
Development and Presentation / Re: Tîntai« on: October 31, 2011, 05:09:47 pm »
Okay. My Motivation is fading but as least a did a whole bunch of bugfixes last night.
It turned out that the whole "dissapearing" is a matter of a wrong colligion handling. WoW seems to use the colligion model in wmos for loading, preloading and unloading puposes. If you put a whole big model to a single colligion mesh it might cause that everything will just dissapear. Plus that every colligion node have a natural "limit" of maximum surfaces. But dont ask where it is .. In the End this seems to be the last point that is under construction atm. After handling it tintai should be ready to put various outdoor objects ingame. Ah but here comes an other problem. It seems that many 3D programms only export coordinates for 3D textures. They will, of course, NOT work wuith Tintai .. 28
Development and Presentation / Re: Tîntai« on: October 30, 2011, 04:23:44 pm »
So ok. Just did a quickie with the Abey Gate:
In fact i was surprised it worked "that" good after all. Seems that outdoor models will work pretty soon. 29
Development and Presentation / Re: Tîntai« on: October 30, 2011, 03:48:57 pm »
Hi. Yesterday I had the first 8 hours of "bloody debuging" for the tintai injector.
The results are so far: - Exporting and re-injecting the booty bay plank works by 98% now. - But for some reason the result on "own" models went worse. Im not rlly sure why and how this happends. Thats why I need to make myself some test OBJ files. So .. in fact the biggest problem is the "sort" algorythm i had to made. Basically its made to reorder triangles and surfaces to WoW-lookalike render branches. In other words: Im working on it. it gotta be though :/ And i think that sho and his friends went far beyond :/ 30
Level Design / Re: Doodads not showing« on: October 29, 2011, 05:17:47 pm »
im afraid to tell that today i noticed several problems with taliis.
in other words: it seems that taliis is broken atm |