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Messages - tharo

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46
Development and Presentation / Re: Tîntai
« on: July 28, 2011, 10:39:02 am »
Hey! I released something! Gimme my facking contributor color and script kiddie iconz nao!

Anyway. I was thinking about what to do next. Of course, and as u all can expect the main goal keeps manipulating the Data in the client.

After some remarks from Schlumpf i was checking how good or worse the OBJ format is for this matter. And in the end I think its okay. Of course the max formats are only there. And they DO support render batches for exsample...  But OBJ is just wonderfull to debug it.

Coverting wmo's - even "easy ones" to obj brings a heavy data loss. But atm it seems that i can recalculate any of them. Of course it wont be like the original file anymore. But it will still work and with some defragmenting algorythms there wont be any perfomace loss after all.

Of course im ONLY talking about the 3D Data itself. For music, portals, colligion and any other additional data u can bet your ass that some extra work will be needed anyway.

47
Development and Presentation / Re: Tîntai
« on: July 28, 2011, 09:35:09 am »
Okay. After some mimimi yesterday I found a (more or less) good solution for this issue.
The Results:




After all I think its not thaat bad for 3 days of work..
The obj File itself comes up later today.  (but yes, it will come of course ^^)

48
Development and Presentation / Re: Tîntai
« on: July 27, 2011, 06:18:42 pm »
ah shit. obj files are surfave based instead of vertex based if it comes to this things. u cannot group vertexes only the faces... pfew.. i see a lot of dirty work incomming ..

On the other side: if someone knows a OBJ statement that allows to group vertexies .. wi would be happy to know. and no, "g" only affects the surface statements.

49
Development and Presentation / Re: Tîntai
« on: July 27, 2011, 04:51:55 pm »
Okay im done for today. Absolute no motivation left.



Thats the results. As u can see (or not) there some bugs happening.

1. The textures. I dont exactly know where to get the textures from. First of all I thought from MOBA - But this seems to be made for the Vertexes only and not rlly for the surfaces. Translating it makes absolute no sense o.O

Then I asked MOMT. Texture pointers, huh? Fuck that o.O - the wiki is outdated. Again...  Or in other words: useless.

2. So coz i dont knew where to get my infomations from i just decided to use MOPY. Its pretty good so far with only one problem: The result is as it is. Some textures get set wrong. Why? What do i know -.-" also some values are just fucked. Dont tell me theres a Material 80 or 77 somewhere  :usad:

Oh boy .. i see a lot of pain comming to get rid of this .. try and error, huh? In the end theres also some flickering happend. gosh ..

50
Development and Presentation / Re: Tîntai
« on: July 27, 2011, 02:02:52 pm »
Oooh it should padd, huh? So then tell my the "logic" behind padding something to a 16 bit Boundary. I mean:

MAGIC (4 bytes)
size (4 bytes)
twoUselessSpaces (2 bytes)
Data ...

Thats "padding" ? Ahuh o.O Of course my friend of course  :ustupid:
I think its as barlow said: It was a running gag and the only person that was involved died by accident. thats why it came into the game as is it.

51
Development and Presentation / Re: Tîntai
« on: July 27, 2011, 12:23:34 pm »
Seems that nobody cares a shit. However.

I did a smal WMO to OBJ Convertor (or let say im working on it) here some screens I made using glc_player - an open source OBJ viewer.




It was a bit nasty but in the end it was depressing easy (as always).
Atm I only export the shape itself and the corespodending groups. Next would be to also export normals and of course texture coordinates.

52
Development and Presentation / Re: Tintai
« on: July 26, 2011, 11:27:34 am »
I just noticed that in MOGN always two empty bytes padd the string container. Did someone found out why?

53
Development and Presentation / Tîntai
« on: July 26, 2011, 11:25:34 am »
So hello. It was time for a new Thread bout the shit iam doing right now.
First of all I wish to give a short overview of the development itself.

Some Years ago I started to do WoW Tools. It all rellys more or less on the same bucn of code that is known as the "Taliis"-Core. This included as well the editor (later) as also many of the plugins that got written for it.

After almost tree years of development I noticed many weak points of this core. Thats why i did an entire restart called the Lyn-Core. It aimed to work completly just by using XML files based on the WoWDev Wiki. And of course it was fast an usable anyway. And a Fuck of work. After the first smal projects (such as a programm that ports cataclysm files back to wotlk) it turned out that doing tools is just absolute over complicated. In the WoW modder Scene its not only about clean and good code. Its more bout results. If u loose interest the result will be Zero. And thats why Lyn was a design failure.

Even Thought this I did a big merge of Taliis and Lyn concepts and designed a new, super smal Code that i want to call Tintai (after my Character on Aldor).

Tintai is not using any XML Files. But any of the core classes got redesigned to work even with complete unknown data. If a tool get written fast it will only work with one revision of the WOW Files. If it get written good it will work with most or any of them.  Tintai itself is less than 10 basic classes that brings anything along that is needed.

In this Thread I want to present results. Means: New Tools. New shit ive done but also ask question about things that wondered me. Maybe someone also noticed that.

Showoff:
Cataclysm on WoW WOTLK Live Server Summer 2010)

This was done by Lyn. A script took the new Stormwind.wmo from the leaked cata alpha and took out any linked ressource. Did the same for any m2 Model that was used, places of in any set. In the end a <900 Files string patch came out that made this possible.

54
Random / Back Again
« on: July 22, 2011, 10:00:28 am »
For those that care: I'm back on the Road.
Current Interest: WMO Tools

If there is anyone doing wmo atm I would like to chat.
If there is any Request for something (updates) i did earlier: Ask here.

so far

ah and btw: the mmoforge svn (including taliis) went down. so if someone still have sources: it would be nice to have.

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