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Author Topic: Tîntai  (Read 18542 times)

Steff

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Re: Tîntai
« Reply #30 on: August 09, 2011, 07:45:33 pm »
Its a normal problem.
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tharo

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Re: Tîntai
« Reply #31 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.
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Serifaz

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Re: Tîntai
« Reply #32 on: August 09, 2011, 10:52:09 pm »
I love what you are doing... I spent countless hours trying to get a custom object working and after I finally got it working my dbcs got corrupted somehow after editing a new race, if there is anything I can do to assist please let me know I would love to help ;)
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tharo

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Re: Tîntai
« Reply #33 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.
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phucko1

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Re: Tîntai
« Reply #34 on: August 11, 2011, 12:13:38 am »
Amazing, hope to see more from this tool and that you'll keeo on developing it so it does not end up as a dead project :P Thanks for the Alpha Ironforge btw <3 :)
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LIMEEE

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Re: Tîntai
« Reply #35 on: August 14, 2011, 10:49:06 pm »
How is it going tharo?, Any new progress on the fantastic tool yet?.
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tharo

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Re: Tîntai
« Reply #36 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.
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Sho

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Re: Tîntai
« Reply #37 on: August 26, 2011, 02:43:38 am »
Hey, Tharo I had a  question, in a previous post I saw that you have one of your textures messed up and it went all wacko, there is a project that a team and I are working on and its based alot off of custom m2s, I know its not a wmo and probly isnt all worked out like one and they are probly way diffrent but I thought maby the way textures go on the objects is not and wanted to know how you fixed that problom of the wacko texture on that house. I will show the image of it happening to one of our custom models to show you what  I mean too. we have other objects messed up worse then this but this is one of the ones we have in the game.
The top of the gates sighn and such there are supposed to be 3 diffrent ones but you see half of one and a twisted texture it looks like.


Cheers, Sho.

P.S Sorry for intruding and sorry if you didnt want me to post here (:



Jutsuonline.net Looking for New members for the team also.
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tharo

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Re: Tîntai
« Reply #38 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...
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Sho

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Re: Tîntai
« Reply #39 on: August 29, 2011, 08:10:40 pm »
Maby I should try it in wmos see how it works tobad I dont have your program! lol (: would make life easy.


Hey can you add me on msn or windows live I wanna talk about it a little like playing around with wmo's or you can pm me on here with your email or somthing


 Zeltous@Hotmail.com


Cheers, Sho
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Sho

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Re: Tîntai
« Reply #40 on: September 03, 2011, 11:53:21 pm »
Well, figured it out, here is the result, the only prob we have left is we can seem to only put custom models on npc, we want to learn how to make them soild once we do that our buildings will be soild, anyways here is the screenie [spoiler:2t2uus7a][/spoiler:2t2uus7a] All in all I would love to have your tool or learn how to make wmos to support our custom models, and would be willing to pay for it ^^ if need be.
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LIMEEE

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Re: Tîntai
« Reply #41 on: October 06, 2011, 11:59:22 pm »
Any news? or did you stop working on this? :/
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tharo

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Re: Tîntai
« Reply #42 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 :/
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tharo

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Re: Tîntai
« Reply #43 on: October 30, 2011, 04:23:44 pm »
So ok. Just did a quickie with the Abey Gate:



  • Its Green. But yes that is because I was not updating the textures. In other words: I was to lazy. Ignore the missing textures - it is nothink important.
  • No colli detection - that .. should not be like this. I could bet i told him to take EVERY surface for the detection. But nvmd .. Its just something to fix.
  • Model is dissapearing - The screen is a manipulation (as sharp eyes can see). If you come to close to some parts of the model it will dissapear. This problem had been there before .. and its typical for "something gotta be wrong with your surfaces!" - This could be a problem of the mentoined sort algo ..

In fact i was surprised it worked "that" good after all. Seems that outdoor models will work pretty soon.
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Steff

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Re: Tîntai
« Reply #44 on: October 31, 2011, 08:20:45 am »
Nice to see that you have got some motivation and time again :)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
Please mark as solved if solved.
Don't ask if you could ask a question... JUST ask the Question.
You can send me also offline messages. I will answer if I get online.
Skype: project.modcraft
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