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Projects => Software Development => FuTa => Topic started by: Hanfer on March 24, 2012, 11:42:36 pm
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Hi all
as some of u know im working on an tool to edit adt files. based on Mjo's GP classes. today i reached a status which is in my opinion worth to release here. source code will be public as soon as the code is tidied up :D
Features:
-alphamap import/export
-layer settings
-water import/export (thx to Mjo)
-heightmap import/export
-alphamap save paths is now same as the opend adt... (noi Dialog anymore)
more are planned and updates will be posted here
Changelog:
28.03.12
-added settings
-open last files
-grayscale and colored alphmap selectable
-completlly useless 3d view of heightmap
26.03.12
-fixed bugs with bigalphamaps (Wotlk explored by steff see some psot after this)
-fixed bugs with compressed alphamaps
-updated to lastest GP (thx Mjo)
Win:
http://localhostr.com/files/ElcDP8I/FuTa_win.zip
Linux
http://localhostr.com/files/6FGwMxw/FuTa_linux.tar.gz
!not up to date!
please report back when u find any bugs
Im also looking for someon who is talented in photoshop and could create an Icon
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wow.. :o
Nice job. I'm really glad that someone creating tools like that
Waiting for new funcs)
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wow.. :o
Nice job. I'm really glad that someone creating tools like that
Waiting for new funcs)
thx :D
i got some features related to light and m2 in mind
atm im trying thing out with opengl to get an idea of how things work rendering m2s
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Nice to see tha you finaly get in release stat. Will test it ;)
Thanks for your work.
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I should really get to work with Photoshop now :).
Great release!
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Ok first test.
1. Why the hell green??? :) Use a grayscale. Every filter in Fhotoshop creats grayscale images.
It should look like this. Also you see the alpha better in dis stlye. Range form full white 255 255 255 to full black 0 0 0.
(http://imagr.eu/up/4f6ef91a5c9f08_Grayscale.jpg)
And for the Heightmap you MUST use 16 Bit Grayscale to get more steps.
2. If you open a file and want to load an other you need to close the app.
3. You should store the last opend folder. Els we msut everytime locate again and again to the project folder if we want to do work on many files.
4. We should also be able to import and export only the selected on.
5. How is it if a layers is switched on one chunk? So gras and dirt is swaped?
6. If you export he use not the folder you have selected but the folder that contains this selected one.
And thanks that you spend time in this. If it all work it will speed up creation much :)
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So tested it now and for me its not working :(
1. Clear all textures on an ADT
2. Add my 3 textures to the adt (dirt baselayer, Rock layer 0, WinterGrasp Gras Layer 1, Layer 2 Empty for later use)
3. Export the images.
4. Add in photohsop some rock alpha on layer 0
(http://imagr.eu/up/4f6ef7c0463304_RockAlphaTest.jpg)
5. Import the Layer in FuTa
6. Save the ADT
7. Load in Noggit3
(http://imagr.eu/up/4f6ef7eb827d40_NoggitFuTaImport.jpg)
Only some chunks where imported and i got lines inside the imported alpha map.
Also if i export i got sometimes a shutter effect if i open in FuTa.
(http://imagr.eu/up/4f6ef841428a56_TestMeberian_19_31_layer_1.png)
This was just painted over all chunks to get texture on them.
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looks like an offset bug while importing.....ok thx for testing, since its a alphamap i thought reding the alphavalues of an pic should be enough, but a switch to grayscale should be no problem
steff could u send me the images u imported (after editing n stuff) and if possbile the tested adt?
@heightmap: im not quite sure about the 16bit thing, atm i store raw data for maximum range
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As long i can edit it with photoshop :)
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corrected windows download link
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Yea will test this evening :)
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Works fine. Thumbs up!
Great work.
(http://imagr.eu/up/4f72213497dcb4_Works.jpg)
http://imagr.eu/up/4f72213497dcb4_Works.jpg (http://imagr.eu/up/4f72213497dcb4_Works.jpg" onclick="window.open(this.href);return false;)
and now gray please and STORE LAST FOLDER WITH qt settings :) I get mad with many files.
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And 10 minutes work later :)
(http://imagr.eu/up/4f7226cd46ddb4_10min.jpg)
http://imagr.eu/up/4f7226cd46ddb4_10min.jpg (http://imagr.eu/up/4f7226cd46ddb4_10min.jpg" onclick="window.open(this.href);return false;)
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And 10 minutes work later :)
(http://imagr.eu/up/4f7226cd46ddb4_10min.jpg)
http://imagr.eu/up/4f7226cd46ddb4_10min.jpg (http://imagr.eu/up/4f7226cd46ddb4_10min.jpg" onclick="window.open(this.href);return false;)
dammn it....didnt imagine that it could be that power full
grayscale source code is already in version u got....just no gui element to set it :D
at least weekend i will deliver
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Nice to here :) And if we will get also heightmap to work i could also do the basic height im photoshop. Just draw a freehand path around the textures, blur them and import. This way you could make the base modeling for 5 till 10 adts in some minutes.
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wierd. But i cant export my alpha map. I`m pressing export, selecting, but notjing happends. And some time ago, FuTa corrupted my texture paths. Like whrere was grass now rocks, where were rocks - grass.
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FuTa Save the images outside the folder you have selected. So if You select C.data the iamges are in C: direct.
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wierd. But i cant export my alpha map. I`m pressing export, selecting, but notjing happends. And some time ago, FuTa corrupted my texture paths. Like whrere was grass now rocks, where were rocks - grass.
im sorry about this :(
do u rememeber what u did when this happend? this would help me finding bugs if u report things like that... maybe steff is so kind and we can use the bugtracker for reporting....
the path selection as steff discribed is a bug and not meant to be like this....
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Butgtraker is no problem. Have you an account on the tracker?
Als a board for development is possible in the features section.
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new Version in first post!
Butgtraker is no problem. Have you an account on the tracker?
Als a board for development is possible in the features section.
now i got one: hanfer
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Wow, that height map 3d thing is awesome) Really nice job. good progress :o
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Wow, that height map 3d thing is awesome) Really nice job. good progress :o
that was the only reason i did this... :D just looks good :D
but im working on a algo to create wdl heightmaps from the data used there
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WDL whould be very nice. And if you do also implement WDT creation i can put my taliis folder into the archive ;)
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WDL whould be very nice. And if you do also implement WDT creation i can put my taliis folder into the archive ;)
Gamh is writing a tool for wdt manipulation which source i will get to put the functions into futa
Source code to create adt and wdt from scratch is also already here just has to be put in place...
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It would be enough if it do just scan the map folder and mark the adts you have. Manual selection is unnecessary. Perhaps the other WDT flags
Flag Description
0x01 Use global map object definition.
0x02 CMapRenderChunk::SetVertexFormat( 2 ); (else: 1) -- Use vertex shading (ADT.MCNK.MCCV)
0x04 Decides whether to use _env terrain shaders or not: funky and if MCAL has 4096 instead of 2048(?)
0x08 Disables something. No idea what. Another rendering thing. Someone may check all them in wild life..
0x10 if( flags & 0x02 && CMap::enableTerrainShaderVertex ) CMapRenderChunk::SetVertexFormat( 16 ); -- Cataclysm : Use vertex lighting (ADT.MCNK.MCLV)
0x20 Flips the ground display upside down to create a ceiling (Cataclysm)
http://www.pxr.dk/wowdev/wiki/index.php?title=WDT (http://www.pxr.dk/wowdev/wiki/index.php?title=WDT" onclick="window.open(this.href);return false;)
But step after step :) And perhaps if you get this all to work we can integrate this stuff into noggit.
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I can add stuff about WDL in GP, it should be quick... When I get the time this week, after my mcnk correction stuff, I'll give it a try.
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i started with wdl yesterday but if u would like to do that i wont say no (as u see i have enough other things :D )
@steff Gamh already did this, he is in a quite finaly state
But step after step :) And perhaps if you get this all to work we can integrate this stuff into noggit.
this was my inital intention, first futa was only temporary
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Yout bugtraker and board is ready. We need an icon :)
Also you can send me a better text for the forum description.
Should i move this post to the board. You can again add a download post for the tool here.
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Yout bugtraker and board is ready. We need an icon :)
Also you can send me a better text for the forum description.
Should i move this post to the board. You can again add a download post for the tool here.
fist of all thx :D didnt exspected that :D
yes i think that would be better if u move it i will create an thread here for downloads only later
may i can thank u with a new release to night /w function to create adt's from skratch
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How do i use the Ground effect tool ? tried it but i had noresults
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How do i use the Ground effect tool ? tried it but i had noresults
layer settings work like this: if an field stays empty old value will be used
so if u want to change it change the field to an vaild ground effect id on layer of your desire then press apply then File->save but since i havent found a way to store really low terrian field this could act a bit weird
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I wasn't really sure about the structure I should use in the mcnk header for that... If you'd like me to change it in gp (and add getter/setter for it) tell me, it should be quick to do.
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I started to add bugs in the Bugtraker if I found them. Please allother users
DO THE SAME :) Bugtaker located top right under the user menu.
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So can I actually import a heightmap with this tool?
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No it is onlu able to import and export a binary height file. But no grayscale height map.
As fare i know no tool exist with this option.
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Hello.
I wonder, has the bug with offsetted chunks been fixed? Everytime I import alphamap, I got them off.
Also the download link doesn't work for me. Neither the one in FuTa 2.0 thread.
Thanks.
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https://drive.google.com/file/d/0B7ncFC ... 1kelU/view (https://drive.google.com/file/d/0B7ncFCB48SuMUUMwcVktS01kelU/view" onclick="window.open(this.href);return false;)
there you go futa 2.0
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https://drive.google.com/file/d/0B7ncFCB48SuMUUMwcVktS01kelU/view
there you go futa 2.0
Thank you but the download says FUTA1, when I try to import alphas with it, it's still off :/
If you could link me FUTA 2.0 I would be forever in your debt.
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its futa 2 its called futa 1 because I have two futa folders :P
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its futa 2 its called futa 1 because I have two futa folders :P
Strange, that means I have had FUTA 2 the whole time, but I still experience the bug with offsetted chunks
(http://s1.postimg.org/hu0vvuo1b/Wo_WScrn_Shot_080515_223058.jpg)
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Please do not post third party download links here.
axel's link clearly is version 1 because it uses qt4.
Version 2 is based of Qt5.
I repaired the link in the FuTa 2 Mainthread.
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Link is not working
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i was talking about the version 2 link. i do not have the version 1 binarys anymore.
if anybody still has them please pm them to me so that i can update this thread too
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i was talking about the version 2 link. i do not have the version 1 binarys anymore.
if anybody still has them please pm them to me so that i can update this thread too
Thank you Hanfer, but the issue remains. The chunks are still off in Noggit and in-game.
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Been waiting too long for an answer so..
Is there a way I can import/export 3 layers of Alphamaps into/from an ADT and NOT have all the chunks offsetted/bugged? FuTa just doesn't seem to handle it correctly. Thank you
edit: Taliis is like super-fucked up with alphamaps.
(http://s1.postimg.org/hu0vvuo1b/Wo_WScrn_Shot_080515_223058.jpg)