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Author Topic: [SHOWOFF] What Are You Working On  (Read 320074 times)

Shelldon

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Re: [SHOWOFF] What Are You Working On
« Reply #630 on: September 21, 2014, 09:12:38 am »
Quote from: "stoneharry"
Using this system you are very limited in the number of instances though, no?

Using a uint32 you are going to have 31 unique instances. That doesn't seem enough.
Yep, sad but true. Anyway, I think it'll be ok for small role-play server  (50 - max online), at least until I'll find a better solution.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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stoneharry

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Re: [SHOWOFF] What Are You Working On
« Reply #631 on: September 21, 2014, 12:34:30 pm »
Quote from: "Shelldon"
Quote from: "stoneharry"
Using this system you are very limited in the number of instances though, no?

Using a uint32 you are going to have 31 unique instances. That doesn't seem enough.
Yep, sad but true. Anyway, I think it'll be ok for small role-play server  (50 - max online), at least until I'll find a better solution.

One solution would be to implement your own instancing system.

Add a new column to creatures/objects/players as a uint. Look at how phasing is implemented, copy it for this new column, then change it to work via each ID is its own unique phase rather than bitmasking it (which is changing from bitwise AND operations to equals operations essentially). You could have this new column overwrite phasing if a value is present in it, otherwise just use normal phasing.
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schlumpf

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Re: [SHOWOFF] What Are You Working On
« Reply #632 on: September 21, 2014, 12:44:22 pm »
Quote from: "stoneharry"
Quote from: "Shelldon"
Quote from: "stoneharry"
Using this system you are very limited in the number of instances though, no?

Using a uint32 you are going to have 31 unique instances. That doesn't seem enough.
Yep, sad but true. Anyway, I think it'll be ok for small role-play server  (50 - max online), at least until I'll find a better solution.

One solution would be to implement your own instancing system.

Add a new column to creatures/objects/players as a uint. Look at how phasing is implemented, copy it for this new column, then change it to work via each ID is its own unique phase rather than bitmasking it (which is changing from bitwise AND operations to equals operations essentially). You could have this new column overwrite phasing if a value is present in it, otherwise just use normal phasing.
This sooooomehow looks like 4.* phases. I wooooonder, why.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

stoneharry

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Re: [SHOWOFF] What Are You Working On
« Reply #633 on: September 21, 2014, 12:45:29 pm »
Quote from: "schlumpf"
Quote from: "stoneharry"
Quote from: "Shelldon"
Quote from: "stoneharry"
Using this system you are very limited in the number of instances though, no?

Using a uint32 you are going to have 31 unique instances. That doesn't seem enough.
Yep, sad but true. Anyway, I think it'll be ok for small role-play server  (50 - max online), at least until I'll find a better solution.

One solution would be to implement your own instancing system.

Add a new column to creatures/objects/players as a uint. Look at how phasing is implemented, copy it for this new column, then change it to work via each ID is its own unique phase rather than bitmasking it (which is changing from bitwise AND operations to equals operations essentially). You could have this new column overwrite phasing if a value is present in it, otherwise just use normal phasing.
This sooooomehow looks like 4.* phases. I wooooonder, why.

I don't know what you are trying to imply. I haven't looked at anything newer than 3.3.5a, other than play a bit of retail which is a completely different game now and much better for it.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

schlumpf

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Re: [SHOWOFF] What Are You Working On
« Reply #634 on: September 21, 2014, 01:00:30 pm »
Quote from: "stoneharry"
I don't know what you are trying to imply. I haven't looked at anything newer than 3.3.5a, other than play a bit of retail which is a completely different game now and much better for it.
They now no longer use that bit mask, but a set of ids, for the exact same reason as mentioned by you.
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PhilipTNG

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Re: [SHOWOFF] What Are You Working On
« Reply #635 on: September 22, 2014, 01:25:02 am »
Usually I'd agree with everyone that says WoTLK Water kinda ruins how great a given area could be.. However with this particular spot, I'd argue otherwise, the way how WoTLK's water looks like kinda makes it sparkly and matches the sparkly-ness of the other things in the area.  As usual, It's Draenor Map and yes in WoTLK 3.3.5a

[media:3kurtei2]http://www.youtube.com/watch?v=bXyzZdkLMZs[/media:3kurtei2]



« Last Edit: September 22, 2014, 01:45:12 am by Admin »

phantomx

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Re: [SHOWOFF] What Are You Working On
« Reply #636 on: September 22, 2014, 01:37:15 am »
I agree it does look pretty good there, I mostly just dislike ocean wotlk water, some of the river and cannel water isn't that bad.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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PhilipTNG

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Re: [SHOWOFF] What Are You Working On
« Reply #637 on: September 22, 2014, 02:28:09 am »
Quote from: "phantomx"
I agree it does look pretty good there, I mostly just dislike ocean wotlk water, some of the river and cannel water isn't that bad.

Yeah ocean's look odd. and great job with the custom gear, they're so dope!!

Anyway pulled the textures for the rest of the map's objects... I'll do wmo's if I can get over a particular hurdle..

FLINTSTONES!! YABBA DABBA DOOOOOOO!!!!! , Lol I should do the Flintstones Family car as a mount lol.



And another area that I liked, The lighting is wrong because I have no idea how to convert WoD lighting to wotlk, so I'm just using a base one I use everywhere, which tends to make stuff look overly bright at times but oh well.





« Last Edit: January 01, 1970, 01:00:00 am by Admin »

phantomx

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Re: [SHOWOFF] What Are You Working On
« Reply #638 on: September 22, 2014, 05:29:42 am »
Thank you lol.


The Flintstones car would so fit into wow considering the feet already touch the floor lol.

The ports are looking good man, keep up the good work.
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PhilipTNG

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Re: [SHOWOFF] What Are You Working On
« Reply #639 on: September 23, 2014, 05:53:04 am »
Got a bit more of Draenor done:
[media:nkdqakru]https://www.youtube.com/watch?v=KluAjnsBgOE[/media:nkdqakru]

Well there's more but  ran out of music so next time :lol:
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

iindigo

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Re: [SHOWOFF] What Are You Working On
« Reply #640 on: September 23, 2014, 06:07:15 am »
I could be wrong but it looks like more than just the lighting is missing, perhaps the texture color tinting is too? They've really been using it heavily in MoP and above, and it looks like all of Draenor makes heavy use of it.
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PhilipTNG

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Re: [SHOWOFF] What Are You Working On
« Reply #641 on: September 23, 2014, 06:14:16 am »
Quote from: "iindigo"
I could be wrong but it looks like more than just the lighting is missing, perhaps the texture color tinting is too? They've really been using it heavily in MoP and above, and it looks like all of Draenor makes heavy use of it.

As noted in the first few seconds of the video in the bottom left hand corner, Lighting(includes environment and skybox) and Spectator Camera done with Machinima Tool.  For more details about what's in the video, please refer to my HUGE noting on the actual youtube page's description.
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PhilipTNG

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Re: [SHOWOFF] What Are You Working On
« Reply #642 on: September 23, 2014, 10:40:41 am »
Made another Touring video.. added a Vignette on top of the video because i thought it looked interesting :D

[media:23n1aq2z]https://www.youtube.com/watch?v=ZhT2OlJ8s-k[/media:23n1aq2z]
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Allifeur

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Re: [SHOWOFF] What Are You Working On
« Reply #643 on: September 23, 2014, 10:52:39 am »
Quote from: "iindigo"
I could be wrong but it looks like more than just the lighting is missing, perhaps the texture color tinting is too? They've really been using it heavily in MoP and above, and it looks like all of Draenor makes heavy use of it.

 From what I remember, you can add vertex shading on Wotlk ADTs as long as the WDT has the flag to bear it. So this is not a problem.

 I would like to know : Don't you have any issue with the 6 texture per chunk at some locations ?
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schlumpf

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Re: [SHOWOFF] What Are You Working On
« Reply #644 on: September 23, 2014, 11:02:05 am »
Quote from: "Allifeur"
Quote from: "iindigo"
I could be wrong but it looks like more than just the lighting is missing, perhaps the texture color tinting is too? They've really been using it heavily in MoP and above, and it looks like all of Draenor makes heavy use of it.

 From what I remember, you can add vertex shading on Wotlk ADTs as long as the WDT has the flag to bear it. So this is not a problem.
Except for that that's only one type of vertex coloring. The other is not available.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »