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Messages - tharo

Pages: 1 2 [3] 4
31
Development and Presentation / Re: Tîntai
« on: August 29, 2011, 03:06:41 pm »
Hmm in fact I cant tel the reason. In WMO it worked on the first try - I did nothing special with the texture indexies...

32
Development and Presentation / Re: Tîntai
« on: August 16, 2011, 10:22:31 am »
Code: [Select]
/* c/e/r */ myChildren.add(version = new MVER(this));
/* -/e/r */ myChildren.add(header = new MOHD(this));
/* -/e/r */ myChildren.add(textures = new StringChunk(this, "MOTX", true));
/* -/-/- */ myChildren.add(materials = new MOMT(this));
/* -/e/r */ myChildren.add(groupnames = new StringChunk(this, "MOGN"));
/* -/-/- */ myChildren.add(groups = new MOGI(this)); // group def
/* -/-/- */ myChildren.add( new Chunk(this, "MOSB")); // skybox
/* -/-/- */ myChildren.add( new Chunk(this, "MOPV")); // portal vertex
/* -/-/- */ myChildren.add(portalinfo = new MOPT(this)); // portal infos
/* -/-/- */ myChildren.add( new Chunk(this, "MOPR")); // portal relationships
/* c/e/r */ myChildren.add(VisibVert = new Chunk(this, "MOVV")); // visible block vert
/* c/e/r */ myChildren.add(VisibList = new Chunk(this, "MOVB")); // visible block list
/* -/-/- */ myChildren.add(lights = new MOLT(this)); // lightning blocks
/* -/-/- */ myChildren.add(doodadsets = new MODS(this)); // doodad sets
/* -/e/r */ myChildren.add(doodadfiles = new StringChunk(this, "MODN", true)); // doodad files
/* -/-/- */ myChildren.add( new Chunk(this, "MODD")); // doodad placements
/* -/-/- */ myChildren.add( new Chunk(this, "MFOG")); // FOG

Thats the state of the "root" wmo class.
c = can be created from scratch
e = can edit the containing values
r = can render (eg. save) the values

It looks sad but its almost enought to do obj->wmo based on the fact, that u only inject into a valid WMO file.

This injection is how Tintai will work the first releases.

33
Development and Presentation / Re: Tîntai
« on: August 10, 2011, 11:00:38 am »
You did custom models? Ahuh o.O

Hmm okay since u ask here is a short overview bout the "state" of the code atm.

That is working:
[WMO]
  • export the models
  • export the textures
  • export the collision mesh
[aWMO]
  • export the models
  • export the textures

That (should be) working but not tested by now:
[WMO]
  • inject model data
  • set/reset textures
  • create a "dump" collision mesh
  • export the complete BSP Tree
[aWMO]
  • nothing new planed

This is under construction atm
[WMO]
  • create new wmo files from scatch (50% done)
  • automatisized convertors (20% done)
  • Add and Edit Doodad's and DD-Sets (im just to lazy)
  • Import a new collision model
  • Portals and Indoor stuff (far away)
  • Lightning (very far away)
[aWMO]
  • nothing new planed

The next "thing" that had to be done is the obj importer. The basic code is there and working. It have just become to be more fail-proove and needs a gentle handling of the WMO-File itself.

The first "import included" version of Tîntai will allow to "create" (by injection with a plain wmo that is internaly stored) a wmo file from an obj file. The entire surface will be set as 'cannot pass thought' collision and have a default light. No indoor will be supported.

Any futher version will need an config File for any action done. There just too many things that want to be justifyed .. and somehow this infomation have to be given to the programm.
This ALSO means, that people could create GUI's for Tîntai. To say it clear: I will not. I will never.

Another thing is the collision. WoW is using BSP for the collision. There is a strong need into a tool that creates a BSP from an OBJ File. And again: I wont do this kind of tool by myself. In worst case all models have to life with the default model what means: u can pass everything, or u cannot pass the skybox at all.

34
Development and Presentation / Re: Tîntai
« on: August 09, 2011, 10:27:01 pm »
This is not really a bug. All normals got set in that value as they are present in the WMO.

35
Development and Presentation / Re: Tîntai
« on: August 06, 2011, 05:15:51 pm »
Iam TALKING about this one -.-"

36
Development and Presentation / Re: Tîntai
« on: August 05, 2011, 02:55:53 pm »
fixed

tenchar

37
Development and Presentation / Re: Tîntai
« on: August 03, 2011, 09:04:23 am »
I think ingame will take some time. After all i'm alone. + that I found out that its time to redesign the memory engine of Tîntai that, so far, was still the old one from Taliis.

Edit: Gimme colorz!!!

Edit2: Na. Suddenly lost my interest into redesigning it. however. it have to work -.-"

Edit3: oh lal and the "old" version is faster anyway ..

38
Development and Presentation / Re: Tîntai
« on: August 02, 2011, 02:38:43 pm »
Since I favor Modcraft from mmowned I decided to put this download just here.
Have fun with it.

39
Development and Presentation / Re: Tîntai
« on: August 01, 2011, 09:44:56 am »
Okay thanks again Tigu. I just tryed it out and your infomation seems to be just right.
WMO files seems to contains alot of surfaces that wont be used anymore. Thanks to the new infomation the whole rendering got a major plus in speed, logic and quality. thanks :)

40
Development and Presentation / Re: Tîntai
« on: July 31, 2011, 11:20:40 pm »
Hmm i also tought so, but the numbers had never realy fit. it always had been just "around"
But anyway. if you tryed it if should work. thanks for than :)

41
Development and Presentation / Re: Tîntai
« on: July 31, 2011, 10:48:40 pm »
Where u just ignoring the fields i was talking about? or how had u managed em ?
I just dont know _whats_ the meaning of the  "start index" und "number if indicies"

42
Random / Re: Back Again
« on: July 31, 2011, 07:38:26 pm »
If u designed ur classes well you only need to redo 3 chunks. Everything else (that is needed vor visualisation) is almost equal to the v17. I updated the .dev wiki with the needed infomations.

43
Development and Presentation / Re: Tîntai
« on: July 31, 2011, 05:45:28 pm »
Okay time for some updates.

Firs of all: Whats the state of development?
- Exporter for both formats are done.

Of course the next planed feature is the setup of own vertex structures. Unlucky there are some infomations that have do be known such as the entire MOBA.

I tryed several calculations and presentations of the datas to find em out... Some things got descovered. But many did not. Thats why atm i plan to do a longer test course that hopefully might show up the golden spot.

Point is:
AS LONG MOBA 0x0 - 0x12 is unknown there wont be a working import function.

44
Showoff - what you are working on / Re: Tîntai Screens
« on: July 28, 2011, 04:17:13 pm »
Aaand in color:





45
Showoff - what you are working on / [SHOWOFF] Tîntai Screens
« on: July 28, 2011, 02:29:18 pm »
Coz i live to post screens i decided to open this topic.

This are the results from the new tintai - core (taliis 3.0 if u want to call it so).



Where Taliis was ADT tintai will be WMO. This is a Building got complete extracted to an OBJ File. Re-Import is under construction.


There so many things I never noticed b4 .. even if i was playing the alpha for guide some time o.O
However. U might ask "Why is this not in color?" - Well. I was simply to lazy to exclude the bitmaps. ^^ Maybe later.

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