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Tîntai
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tharo:
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.
tharo:
I just noticed that in MOGN always two empty bytes padd the string container. Did someone found out why?
tharo:
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.
schlumpf:
MOGN should pad to 4 byte alignment. Also, the only name with meaning is "antiportal". All others are purely informational for the developers and extracted from the .max file. These chunks are made for directly being loaded into RAM and have fast access to the entries. There is no copying from the file to RAM and then closing the file again in the client.
tharo:
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.
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