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Author Topic: [PROJECT]  MMOSDK (was WoW Factor)  (Read 64929 times)

noc

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Re: [PROJECT]  WoW Factor - a server and client wow facsimil
« Reply #45 on: June 04, 2013, 08:17:56 am »
Thank you for your news, I hope you put a SSD in your new computer because it is a very quick and interresting component when you have  to loaded multiple applications and make compilations of all kinds.

samgartell

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Re: [PROJECT]  WoW Factor - a server and client wow facsimil
« Reply #46 on: June 15, 2013, 04:54:23 am »
Hi there, Relaxok.
Great stuff you're doing here, as a Games Development student, I must admit, this is one of the most interesting things I've read here. If you need anybody to test it for you, I'm more than willing. Granted, all you'd have to assume I'm trustable is my word for it.

If you have any knowledge on converting ADT to a UDK compatible format (FBX, PSK, ASE, or a more general format that could be exported as one of those) I could add it to my WoW in Unreal Engine tutorial (Here) and I'd be sure to credit you. Thanks in advance.
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relaxok

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Re: [PROJECT]  WoW Factor - a server and client wow facsimil
« Reply #47 on: July 09, 2013, 10:52:22 pm »
Hi samgartell, thanks..

Quote from: "samgartell"
If you have any knowledge on converting ADT to a UDK compatible format (FBX, PSK, ASE, or a more general format that could be exported as one of those) I could add it to my WoW in Unreal Engine tutorial (Here) and I'd be sure to credit you. Thanks in advance.

I don't have much experience with e.g. FBX, however it wouldn't be too hard to convert ADT to pretty much anything given you realize you are losing a lot of the data from certain chunks.  Things that have no real use to a generic model.  

Does the current FBX SDK allow you to populate and export as FBX datastructures?  I recall looking at it a couple years ago and it wasn't clear to me that it allowed that... the SDK seemed more for importing FBXes.

I can try to give it a try when I have time, making an executable that does it (ADT->FBX).  My first priority is working more on this editor however..
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relaxok

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Re: [PROJECT]  WoW Factor - a server and client wow facsimil
« Reply #48 on: July 10, 2013, 01:15:18 am »
No release yet, but If you are curious what I've been working on, here is a run-down since the last post:

http://relaxok.tumblr.com/post/55037109468/july-9th-2013-background-tasks
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matija168

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Re: [PROJECT]  WoW Factor - a server and client wow facsimil
« Reply #49 on: July 10, 2013, 07:49:26 am »
Glad to hear more news. I'm following this project with great interest.

Can't wait to see more.
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samgartell

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Re: [PROJECT]  WoW Factor - a server and client wow facsimil
« Reply #50 on: July 10, 2013, 06:09:11 pm »
Quote from: "relaxok"
Does the current FBX SDK allow you to populate and export as FBX datastructures?  I recall looking at it a couple years ago and it wasn't clear to me that it allowed that... the SDK seemed more for importing FBXes.

I'm not sure it definitely can after skimming through the FBX SDK 2013 documentation. But it does look like it can.

Perhaps a terrain node using WoW's heightmaps and then manually painting the textures on would be simpler to do.
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Hobbilis

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Re: [PROJECT]  WoW Factor - a server and client wow facsimil
« Reply #51 on: August 11, 2013, 02:49:18 pm »
Wow... if this thing goes live one day. It will most definitely be groundbreaking thing ever. Especially for this community. Relaxok, if I knew you in person I'd  shake your hand firmly and tap you on shoulder, nevertheless *tap on shoulder* should fix it... for now.

I do have a question though, when you release it, will we be able to edit WoW to the fullest? By that I mean, editing terrain, add/removing objects, textures, etc (all the stuff I've seen here)

http://31.media.tumblr.com/e9c5a66b469302b2a4d654f4e71ba843/tumblr_ml4vz3p9LC1rsifdno1_1280.png

Also, relaxok, you've mentioned you are working in game development. Any chance we can hear what is one project you've worked on that you are most proud of? (Question might be personal, so if you want feel free to avoid answering)

Once again, thanks for sharing your brilliant work here.
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Kolakocide

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Re: [PROJECT]  WoW Factor - a server and client wow facsimil
« Reply #52 on: August 11, 2013, 09:00:24 pm »
Looks really good, Sounds like it's going to be amazing.  I might have to host a server for it!
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relaxok

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Re: [PROJECT]  WoW Factor - a server and client wow facsimil
« Reply #53 on: August 14, 2013, 10:50:16 pm »
Thanks for your kind words..

Quote from: "Hobbilis"
I do have a question though, when you release it, will we be able to edit WoW to the fullest? By that I mean, editing terrain, add/removing objects, textures, etc (all the stuff I've seen here)

http://31.media.tumblr.com/e9c5a66b469302b2a4d654f4e71ba843/tumblr_ml4vz3p9LC1rsifdno1_1280.png

Well, you will be able to edit terrain, add/remove objects, draw textures, draw vertex colors, etc. yes.

One thing to clarify though.  This is not really for editing WoW, although you could convert WoW's data to my format and edit that (assuming you're not trying to use the normal client + trinity or something with the data) But, it's really for creating new worlds and games.

The closer I get to releasing the less I want it to be about WoW.  Also, I may release the converter for m2/wmo/adt/wdl to this community but it won't be part of the 'package' of the SDK.  It's just not legally a good idea.

Quote
Also, relaxok, you've mentioned you are working in game development. Any chance we can hear what is one project you've worked on that you are most proud of? (Question might be personal, so if you want feel free to avoid answering)

Once again, thanks for sharing your brilliant work here.

Sorry, yeah, I like to keep my IRL self private - especially because doing this sort of work is kind of on (or over) the borderline legally and I'd prefer not to attract any attention to myself in that way. :)
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Hobbilis

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Re: [PROJECT]  WoW Factor - a server and client wow facsimil
« Reply #54 on: August 15, 2013, 11:25:56 am »
Thanks for replying, my good man.

Quote from: "relaxok"
Also, I may release the converter for m2/wmo/adt/wdl to this community but it won't be part of the 'package' of the SDK.  It's just not legally a good idea.

And please do this. I think I speak for this entire community when I say, we would be very grateful.
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fearless_wind

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #55 on: August 16, 2013, 07:07:15 pm »
Relaxok, please make the converter for all these formats. Current users can start work on wow base and then convert it to MMOSDK.
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Hobbilis

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #56 on: August 17, 2013, 11:13:18 pm »
Latest update: http://relaxok.tumblr.com/post/58236208 ... er-a#notes

Impressive work relaxok. Impressive work, indeed.
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phucko1

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #57 on: August 31, 2013, 01:17:48 am »
This might be an early question, but do you have any plans to have an heightmap import function? Like import raw8 or raw16 from WorldMachine or Terragen.
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relaxok

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #58 on: August 31, 2013, 03:21:10 am »
Quote from: "phucko1"
This might be an early question, but do you have any plans to have an heightmap import function? Like import raw8 or raw16 from WorldMachine or Terragen.

That's a great idea.. I'll definitely add something like that.
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TheBuG

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Re: [PROJECT]  MMOSDK (was WoW Factor)
« Reply #59 on: September 01, 2013, 08:46:14 pm »
You may or may not have mentioned it, but does this engine support a similiar system of maps as WoW does with ADTs? I wonder because it's really easy to add content by just adding ADTs in WoW whereas a lot of engines do not support this which makes it rather hard to add content to existing content.
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