Modcraft - The community dedicated to quality WoW modding!
Featured => Neo => Topic started by: Kaev on January 22, 2015, 06:19:14 pm
-
Hello Modcraft!
Today i want to present you our project:
Neo - A WoW Development Suite
You maybe ask yourself what this means. I'll tell you!
Neo will be THE WoW modding tool.
You can mod nearly anything you can imagine. The biggest point will be the map editor, which is written from scratch. From modifying the terrain over placing WMOs and M2s to place NPCs and gameobjects, you can do everything with it. Creating custom content will never be that easy.
But this isn't everything, we plan to integrate a database and DBC editor too.
Here's a list of features that we plan to add or already working on:
- Support for every version. Classic to WoD!
- Map editor (Modify terrain, place WMO and M2)
- NPC and GameObject placement via map editor
- DBC editor
- Database editor
- Edit ground effects
- Easy creation of new ADTs
- More! :P
You will always find the newest progress always in this thread!
Here are screenshots and videos of the development (Newest to oldest).
If the videos won't load, use firefox. If the site won't load, wait some minutes:
Cromon recently started automatic terrain generation.
https://www.dropbox.com/s/zgzldutldsao3 ... 3.mp4?dl=0 (https://www.dropbox.com/s/zgzldutldsao3q7/2015-09-16_00-24-43.mp4?dl=0" onclick="window.open(this.href);return false;)
WDL Generation Hype! o/
https://gitlab.cromon.ch/Cromon/wowedit ... 41868f3956 (https://gitlab.cromon.ch/Cromon/woweditor/commit/5dbfcfd22a3d147d6f91c5cd4f849c41868f3956" onclick="window.open(this.href);return false;)
Cromon is so fast..: https://www.dropbox.com/s/2xky0nbces0sd ... 6.mp4?dl=0 (https://www.dropbox.com/s/2xky0nbces0sdk4/2015-03-01_19-41-06.mp4?dl=0" onclick="window.open(this.href);return false;)
I didn't post something the last days, so here is a small video about texturing that i made for you: https://www.youtube.com/watch?v=EWqe9qJJ7-w (https://www.youtube.com/watch?v=EWqe9qJJ7-w" onclick="window.open(this.href);return false;)
MCLV and MCSH are now displayed correctly. MCLV is additive lighting as you can see near the brazier inside the brush, MCSH is the predefined shadows for example near the trees.
(http://i.imgur.com/RhmqS5C.jpg)
M2 models are now properly positioned and animated all around the world.
All of the old UI and some new stuff like the log is now integrated into the docking ui
The appropriate flags get set in the wdt if you enable vertex shading.
The brush now features anti-aliasing and animation, see: https://www.dropbox.com/s/kiohi23xt5ssn ... 4.mp4?dl=0 (https://www.dropbox.com/s/kiohi23xt5ssne3/2015-02-11_01-27-24.mp4?dl=0" onclick="window.open(this.href);return false;)
We renamed the project to Neo!
You can compile the software with Visual Studio 2013 now.
Some UI tests.. :) https://cloud.cromon.ch/f/e7e792085c074 ... 94e666693d (https://cloud.cromon.ch/f/e7e792085c074d05d3cdf094e666693d" onclick="window.open(this.href);return false;)
No screenshot or video, but a good message: Changing height, flattering and MCCV stuff is already implemented. You also can save the MCCV sub-chunk and the modified height of your terrain! IMO that's a huge step forwards to our goals! :)
Cromon is working on some MCCV stuff: https://cloud.cromon.ch/f/51574846a577e ... d0b4e9b6a9 (https://cloud.cromon.ch/f/51574846a577e0c47f51add0b4e9b6a9" onclick="window.open(this.href);return false;)
Stuff is going on: https://cloud.cromon.ch/f/31ac6824fd043 ... 42a08922b8 (https://cloud.cromon.ch/f/31ac6824fd0433ad6c1e5742a08922b8" onclick="window.open(this.href);return false;)
M2 with animations? Sure, why not? Stuff is going so well, dudes.
https://cloud.cromon.ch/f/d690e4939698b5f27257103d59dafea6
M2 not finished yet, but...:
(http://i.imgur.com/TV2pf9n.jpg)
Seems like scalable textures are working.
(http://imgur.com/vXhJL9p)
Want to search something fast? No problem, loading is fast as hell! Video: https://cloud.cromon.ch/f/50a4748c153bb ... 0e0b1241e2 (https://cloud.cromon.ch/f/50a4748c153bb39f68a3dd0e0b1241e2" onclick="window.open(this.href);return false;)
Yay! WMO rendering! :)
(http://i.imgur.com/rOKgVc9.jpg?1)
Ground effects! And an ashenvale ADT in durotar.. CROMON, IT DOESN'T WORK LIKE THIS!
(http://i.imgur.com/gp7r1R8.jpg?1)
Cameramovement? Yup. Video: https://cloud.cromon.ch/f/2333d26bc5f67 ... eebf90c7fe (https://cloud.cromon.ch/f/2333d26bc5f67f8637fd98eebf90c7fe" onclick="window.open(this.href);return false;)
Scalable textures aren't working yet.. but soon!
(http://i.imgur.com/FUVLz2e.jpg?1)
Maploading works fine! Video: https://cloud.cromon.ch/f/96349608efcb1363bee7ce000367490f
Fog and lightning works! :)
(http://i.imgur.com/nQdhQzh.jpg?1)
Maploading from CASC files works!
(http://i.imgur.com/Zo8mWgQ.png?1)
The first buttons are working!
(http://i.imgur.com/sJvKjY4.png?1)
Development informations:
- Open Source
- C#.NET
- .NET Framework 4.5+
- Visual Studio 2013+
- SharpDX
- D3D11
- You can find the repository here: https://bitbucket.org/mugadr_m/neo
List of developers:
- Cromon
- Kaev
- Beket
- Steff
- Relaxok
- Tripleslash/Master674
Estimated date of the next stable version:
N/A - Don't ask for it! If there is no date in this thread, we don't have one yet!
If the download link above is not available, try to compile it by yourself.
Here's a small instruction by kreha1:
Download Visual Studio 2013 (http://go.microsoft.com/fwlink/?LinkId=517284) and everything from the repository
Then you Open -> Project/Solution (http://i.imgur.com/X9ESDCL.png) and select the file from the archive (http://i.imgur.com/GvBkfuG.png). After it loads, press F5.
Thanks for reading the thread!
We hope you will like our program! :)
~Kaev
Steff: Here a compiled version for testing. Renember it is very alpha and you should not use it on any live data. Also the icons you see have no function. I just started to do the UI.
http://www.file-upload.net/download-11291544/Neo_Alpha_02_2016.zip.html
-
I am really looking forward to this release. Nice job, so far. Keep up the good work.
-
Great work can't wait.
-
Loving this so far, don't forget to post any undocumented changes you find to the WoWDev (not related to project name) wiki, it really helps the community.
-
Looks very interesting, and it has WoD support ! Awesome !
-
Awesome work so far. I really, really hope you make it to a semi-stable working version! And perhaps some support where needed ;).
Ground effects! And an ashenvale ADT in durotar.. CROMON, IT DOESN'T WORK LIKE THIS!
(http://i.imgur.com/gp7r1R8.jpg?1)
Considering this picture, are ADT-Border automatically clipped together in case there's holes? And I do love how you didn't give a shit and simply logged on to retail (by the looks of it).
I won't do a feature request (yet) :D.
Edit: I do have a question. Considering game-objects, since NPC spawning is a feature I suppose the game-objects will work the same yes? It'd be awesome to place working doors in the editor, rather than having to do it by manual server-side spawning.
-
In the picture with the ashenvale ADT i actually just replaced the _tex0.adt of that tile. So the heightmap was the original as were the spawned objects, but textures, ground layers, etc were from the other _tex0. Its a testaccount, so they dont bother anyway, you can even test your hacks and bots on those accounts without restrictions.
-
Hey Cromon I was wondering if you were thinking of adding a real time window for in-game testing.
That way you could see the changes from a player PoV.
Any way loving the progression keep it up.
-
You mean like some sort of first person view in the editor? Or live in the actual client?
Btw, Beket refined the camera movement and also added some fast movement possibilities which motivated me to improve the stability and unload/reload capabilities of the editor. Now even if you are moving around like crazy the worst that can happen is that for a short time you can see the detailed terrain being loaded. Otherwise it works pretty flawless:
https://cloud.cromon.ch/f/50a4748c153bb ... 0e0b1241e2 (https://cloud.cromon.ch/f/50a4748c153bb39f68a3dd0e0b1241e2" onclick="window.open(this.href);return false;) (if chrome refuses to play it, just download the mp4)
-
You mean like some sort of first person view in the editor? Or live in the actual client?
Btw, Beket refined the camera movement and also added some fast movement possibilities which motivated me to improve the stability and unload/reload capabilities of the editor. Now even if you are moving around like crazy the worst that can happen is that for a short time you can see the detailed terrain being loaded. Otherwise it works pretty flawless:
https://cloud.cromon.ch/f/50a4748c153bb ... 0e0b1241e2 (https://cloud.cromon.ch/f/50a4748c153bb39f68a3dd0e0b1241e2" onclick="window.open(this.href);return false;) (if chrome refuses to play it, just download the mp4)
I meant like in a 3rd/first person view in a second window which is connected to the editor in live time like Blizzard's WowEdit I was just wondering I really like how smooth your camera's movements are.
-
Sounds pretty amazing :D
-
WoW is actually able to read files directly from data folder. So, all you have to do for ingame live testing is to save changes there and make the client reload adts somehow.
-
Awesome work so far. I really, really hope you make it to a semi-stable working version! And perhaps some support where needed ;).
Ground effects! And an ashenvale ADT in durotar.. CROMON, IT DOESN'T WORK LIKE THIS!
(http://i.imgur.com/gp7r1R8.jpg?1)
Considering this picture, are ADT-Border automatically clipped together in case there's holes? And I do love how you didn't give a shit and simply logged on to retail (by the looks of it).
I won't do a feature request (yet) :D.
Edit: I do have a question. Considering game-objects, since NPC spawning is a feature I suppose the game-objects will work the same yes? It'd be awesome to place working doors in the editor, rather than having to do it by manual server-side spawning.
Yes, i already started with the gameobject part. :)
-
Why choose a name that clashes with an existing one, though?
-
When i suggested"WoWDev" as the name, i just forgot that the wiki also has this name. That's the only reason. :P
-
What kind of DBC editing features do you have planned?
-
Why choose a name that clashes with an existing one, though?
Lol, what a question? To rip off the popularity of the wiki of course! How could you even think of any other reason?
Sidenote: Scalable textures are now kinda sorta implemented:
(https://cloud.cromon.ch/public.php?service=files&t=66cb01c0b3d416328e5affef9d531f25&download)
-
It would be nice to have it documented, how scalable textures even work.
-
Great job, Cromon.
-
scale-able textures, mother of god.
I didn't even hope for it.
great job!
-
Really good job for the scalable texture and the rest but, there is any possiblity to have also the vertex shading
You can see that in Cata, Mop and of curse Wod
For exemple search "Cataclysm zone creation video", but I think most of you already know this
Sorry for my bad English
Hope you can do something with this :)
-
What kind of DBC editing features do you have planned?
I see it like this:
Some things like ground effects can be done via the map editor itself.
I plan to make the other things editable via an extra window with some textboxes and stuff like that to type that in. I just want to make sure, that you don't need 100 tools for every little thing you want to modify.
-
M2 with animations? Sure, why not? Stuff is going so well, dudes.
https://cloud.cromon.ch/f/d690e4939698b5f27257103d59dafea6
-
Odd thing in my routine. First thing I do when I get close to an internet browser is check this thread and Cromon's Gitlab :D.
-
yes, vertex shading would be a big thing and would really help worldbuilders to bring life to their creations.
great proggres btw.
https://www.youtube.com/watch?v=B7SL8mscXA8 (https://www.youtube.com/watch?v=B7SL8mscXA8" onclick="window.open(this.href);return false;)
go to 35:00
-
At 35:00 there are two things. The first one is heightmap based texturing. This is actually technically not that hard to implement, but its one of the more advanced features that im going to start later.
The second one is the MCCV stuff (vertex shading). Thats very simple and already implemented (also in older editors).
-
It would be nice if you can implement something like "manual edition" of terrain. i mean possibility to edit terrain by selectin verts, normals, or faces. Also if such thing can be implemented it would be nice to have a possibility to mark some selected verts as not sculptable that makes it impregnable to edit in regular edition mode (sculpting) that we have.
-
It's possible to add Undo / Redo controls ? It will be very helpful in some cases.
:idea: Holy CTRL+Z :idea:
-
It's possible to add Undo / Redo controls ? It will be very helpful in some cases.
:idea: Holy CTRL+Z :idea:
totally agree with this , Hanfer added it to noggit before proggres stopped.
-
So far all your suggestions make sense to me and I couldnt see one thats actually a problem to implement. Still that does not automatically mean that they will be implemented very soon since it depends on both my available time besides regular work as well as how many problems i hit along the path.
For example right now i must have derped somewhere in the WMO code since large WMOs are rendered extremely wrong and drop the framerate to 1 frame every 5 seconds.
As an example:
(http://i.imgur.com/TDN7cgO.jpg)
-
Here's a suggestion that would help me a lot.
Is it possible to make a seperate camera that looks top-down from a specific height to generate a 256x256 minimap tile for each ADT? I ask this because Blizzard often fails to update (or add) minimaps on PTR/Beta builds and I would like to be able generate my own. To be able to do this from CLI would also be awesome (though technically much harder to implement).
Tried to do this in the WoW client at one point, but seeing WoW always has a certain perspective that doesn't work very well (http://marlamin.com/lister//WoW/misc/7.jpg).
I'm sure I could add it myself with a lot of hacking but I'd rather have it done the right way. ;)
-
Speaking about controls, someone would maybe welcome changeable key bindings, like it is in client. For instance I really hate B/N for time speed changing while I always hit that by accident when copying and pasting objects and would love to be able to put that elsewhere.
-
So far all your suggestions make sense to me and I couldnt see one thats actually a problem to implement. Still that does not automatically mean that they will be implemented very soon since it depends on both my available time besides regular work as well as how many problems i hit along the path.
For example right now i must have derped somewhere in the WMO code since large WMOs are rendered extremely wrong and drop the framerate to 1 frame every 5 seconds.
As an example:
(http://i.imgur.com/TDN7cgO.jpg)
It does indeed seem slightly malformed... I hope you can find the error ;).
-
Speaking about controls, someone would maybe welcome changeable key bindings, like it is in client. For instance I really hate B/N for time speed changing while I always hit that by accident when copying and pasting objects and would love to be able to put that elsewhere.
totally agree with you.
-
I'd propose a dual control scheme, offering togglable toolbars for all the primary functions in addition to Blender-style customizable keybinds and contextual menu popups. Blender's workflow has a bit of a learning curve, but once you learn it it's very fluid and effortless.
-
wow so awsome thumbs up
-
Stuff is going on: https://cloud.cromon.ch/f/31ac6824fd043 ... 42a08922b8 (https://cloud.cromon.ch/f/31ac6824fd0433ad6c1e5742a08922b8" onclick="window.open(this.href);return false;)
-
WMO fix seems to work well, save for the alpha issues and some files & maps not loading this is already well on it's way to (at the least) being a good map viewer/explorer. Great work!
-
Stuff is going on: https://cloud.cromon.ch/f/31ac6824fd043 ... 42a08922b8 (https://cloud.cromon.ch/f/31ac6824fd0433ad6c1e5742a08922b8" onclick="window.open(this.href);return false;)
Looking good, seems like some blend flags to need to be adjusted or defined.
-
Yea, in this video the m2 were still all rendered the same way, no matter what kind of blending or whatnot they are using. Right now im evaulating how much i wanna go into detail about rendering m2. I could give you arthas with 3 texture blend for his eyes with UV, alpha animation and multiple masking, but you wouldnt notice until you do a real close up of his eyes. So i probably stick to the most basic blending stuff which will satisfy both development speed and level of detail.
For example the lights you were talking about:
(http://i.imgur.com/XpWVBPH.jpg)
-
Yea, in this video the m2 were still all rendered the same way, no matter what kind of blending or whatnot they are using. Right now im evaulating how much i wanna go into detail about rendering m2. I could give you arthas with 3 texture blend for his eyes with UV, alpha animation and multiple masking, but you wouldnt notice until you do a real close up of his eyes. So i probably stick to the most basic blending stuff which will satisfy both development speed and level of detail.
For example the lights you were talking about:
(http://i.imgur.com/XpWVBPH.jpg)
Yeah in the end you don't need to have all the blend modes working in the editor as long as they work in game it's fine unless it's a big alpha that covers most of your screen but I don't know of any that are big enough to do that.
P.S
Great job, keep it up.
-
Yeah in the end you don't need to have all the blend modes working in the editor as long as they work in game it's fine unless it's a big alpha that covers most of your screen but I don't know of any that are big enough to do that.
P.S
Great job, keep it up.
Dunno, this one (http://marlamin.com/u/2015-01-26_23-58-02-4F9966J0.jpg) is pretty annoying. :)
-
Yeah in the end you don't need to have all the blend modes working in the editor as long as they work in game it's fine unless it's a big alpha that covers most of your screen but I don't know of any that are big enough to do that.
P.S
Great job, keep it up.
Dunno, this one (http://marlamin.com/u/2015-01-26_23-58-02-4F9966J0.jpg) is pretty annoying. :)
Haha, nice one!
-
I just had to sign up to show my appreciation, not only does it looks to be a powerful and robust software, but it is also open source, hooray!
As for the parts of the tool that covers creating and manipulating terrain and various objects, will there be any plans to add support or to eventually backport it to older versions from the team? I my self am working on the classic client, where such tools are rather sparse unlike to comparatively saturated 3.3.5 environment, which I also suppose has become the de facto client version for modding.
Thanks and best of luck to your project.
-
In case of minimaps and many other tasks we want to do all stuff automaticly that are possible.
I think if you save an adt the editor must change wdl, wdt a d also recreate all maps if ground water or wmos are changed. We want the easiest as possible workflow. Create ne map. Expand map... Als thks must be some short clicks.
-
This is completely awesome.
I look forward to using this and it's incredible that it's compatible with CASC :) We need more WOD modding tools
-
This is completely awesome.
I look forward to using this and it's incredible that it's compatible with CASC :) We need more WOD modding tools
IMO we need a good WoD core first, before we mod the hell out of WoD. :P
-
This is completely awesome.
I look forward to using this and it's incredible that it's compatible with CASC :) We need more WOD modding tools
CASC is pretty well supported by several libs already, it's not that hard of a format. :)
-
Cromon is working on some MCCV stuff: https://cloud.cromon.ch/f/51574846a577e ... d0b4e9b6a9 (https://cloud.cromon.ch/f/51574846a577e0c47f51add0b4e9b6a9" onclick="window.open(this.href);return false;)
-
Cromon is working on some MCCV stuff: https://cloud.cromon.ch/f/51574846a577e ... d0b4e9b6a9 (https://cloud.cromon.ch/f/51574846a577e0c47f51add0b4e9b6a9" onclick="window.open(this.href);return false;)
Awesome :D. By the looks of it I take it, that reading/editing custom content from the HDD is also implemented?
-
Cromon is working on some MCCV stuff: https://cloud.cromon.ch/f/51574846a577e ... d0b4e9b6a9 (https://cloud.cromon.ch/f/51574846a577e0c47f51add0b4e9b6a9" onclick="window.open(this.href);return false;)
Very nice, I'm falling in love more and more every day with this development.
-
No screenshot or video, but a good message: You already can save the MCCV sub-chunk and the modified height of your terrain! IMO that's a huge step forwards to our goals! :)
-
One could just install the preview of Visual Studio 2015 and build WoWDev himself.
Btw the vertex shading works quite nice so far imo :D
-
Progress really is great so far! Small suggestion for the start UI to make testing easier, maybe only show maps that have WDTs? I'm seeing a bunch of the transports maps on the list and those won't ever work. That should weed out most of the maps that aren't loading right now. Not sure why some of the remaining maps won't load yet but I'm sure you guys can figure it out as you've come so far already!
-
Progress really is great so far! Small suggestion for the start UI to make testing easier, maybe only show maps that have WDTs? I'm seeing a bunch of the transports maps on the list and those won't ever work. That should weed out most of the maps that aren't loading right now. Not sure why some of the remaining maps won't load yet but I'm sure you guys can figure it out as you've come so far already!
And also do some sort of list like in noggit. Continents. Garisson. PvP. Dungeons. And so on.
-
Just compiled it and have been messing around with mccv. It works really nice, but I have noticed that painting on a chunk usually creates a shadow on the adt. Like if the unpainted chunks of the adt I painted looked darker than before.
-
Noggit had something similar back in the time. I assume cromon and the guys will have that fixed in the future.
-
What about some search&filter functions for loaded map selecting? That would solve all problems with searching in stupid looooong list like it is in Noggit.
-
It is in the moment under heavy development and changes every day.
Also UI is still in planing phase. So dont stick to much on existing sutff ;)
-
I'm in love with this so much I might put some things on hold and start working on it so far the code seems pretty clean which is a + for me hehe keep up the good work.
-
I'm in love with this so much I might put some things on hold and start working on it so far the code seems pretty clean which is a + for me hehe keep up the good work.
I haven't done much yet (got a new PC, finally installed VS2015 this morning), but i'm also in love with this. It's even kinda awesome to deliver good messages and post the current progress to you guys.
I made a GUI concept today (for the worldview), which i want to discuss with Steff later.
Also i want to start the NPC and GO editor today.
Will finish the NPC and GO manager classes soon, maybe at the weekend. Last SQL queries are missing and they aren't compatible with any other versions than WotLk yet.
I won't finish the classes for other versions yet, but i'll make them ready if someone else wants to do it (if they want to do it before i did it.. :P )
-
I'm in love with this so much I might put some things on hold and start working on it so far the code seems pretty clean which is a + for me hehe keep up the good work.
I haven't done much yet (got a new PC, finally installed VS2015 this morning), but i'm also in love with this. It's even kinda awesome to deliver good messages and post the current progress to you guys.
I made a GUI concept today (for the worldview), which i want to discuss with Steff later.
Also i want to start the NPC and GO editor today.
Will finish the NPC and GO manager classes soon, maybe at the weekend. Last SQL queries are missing and they aren't compatible with any other versions than WotLk yet.
I won't finish the classes for other versions yet, but i'll make them ready if someone else wants to do it (if they want to do it before i did it.. :P )
That's great news and I also just installed VS2015 this morning new SSD.
-
What are the chances of a low-rez shadow baking feature being implemented at some point in the future? That's a big gap in the current set of tools and it leads to custom maps looking incomplete on older machines that can't run at a decent framerate with dynamic shadows enabled.
-
It is in the moment under heavy development and changes every day.
Also UI is still in planing phase. So dont stick to much on existing sutff ;)
This is still the best phase to let the community come up with ideas, though as they would be the ones using it.. ;)
-
It is in the moment under heavy development and changes every day.
Also UI is still in planing phase. So dont stick to much on existing sutff ;)
This is still the best phase to let the community come up with ideas, though as they would be the ones using it.. ;)
Yup.
I also created a wikipage in the repo some time ago, where you can find all wishes by users, that i got via PM/Skype or found in the WAYWO-Thread.
Steff and me also discuss about the GUI, we want to insert much functions, that will make your life easier.
Example given: Instead of only changing the subtools (like raise/lower or flatten the terrain) with the common keys (1, 2, 3..), i came up with the idea of also switch them via CTRL + Mouse wheel, because atleast the terrain tool will have much subtools, which are not that easy to reach with the fingers on the keyboard.
-
Fascinating. Good work so far, you guys.
-
Good job ! Is very beeautiful!
I compiled and testing is already awesome
Good luck for the future updates :p
(http://puu.sh/fqCPl/f579f2a573.jpg)
Awesome!
-
We trow now all stuff in one structured documemt. All the stranhe ideas jup to our mind.
The we will ask community whatis missing.
But dont expect all will work tomorrow ;)
We now have the chance to bring wow modding to a new level and we will try to avoid many ot the problems we all had in old times. It should be powerfull but also as easy as possible.
-
Great job, guys. Can't wait for the new progress. I have a small tip. I think you should work a bit on map rendering or wmo rendering because not all the maps can be opened, and not all the wmos are rendered. ;)
-
Great job, guys. Can't wait for the new progress. I have a small tip. I think you should work a bit on map rendering or wmo rendering because not all the maps can be opened, and not all the wmos are rendered. ;)
I'm with Skarn on this, it almost functions as a pretty good map viewer already. After these issues are resolved it could already easily be forked and made into a read-only map viewer. Finally something to replace WoWMapView!
-
Good job guys
With this, i hope people will stop camping on Wotlk and go on a recent version, there is no fucking excuse to stay on this crappy version (except for pvp gameplay) if mapping is finally available on cata/mop/wod
-
Good job guys
With this, i hope people will stop camping on Wotlk and go on a recent version, there is no fucking excuse to stay on this crappy version (except for pvp gameplay) if mapping is finally available on cata/mop/wod
AGREED 100%! Modding MoP and now WoD has sucked because there are almost no tools to do it. I'm very much looking forward to this progress now more than ever. :)
One thing I would like to know is will this tool eventually support WMO editing? I.e., WMO Editor for Cata+ WMOv17 structure so we can add m2s and doodadsets to our WMOs? You can't place m2 inside WMO with just map editor, you need to edit WMO yourself or spawn an object inside it in-game. Being able to do this with WoWDev and have 3D rotation would be great otherwise it's a pain.
Then again even a Blender script for Cata+ WMOs would be enough, the script already on forum is only for WotLK unless I missed one somewhere.
-
Good job guys
With this, i hope people will stop camping on Wotlk and go on a recent version, there is no fucking excuse to stay on this crappy version (except for pvp gameplay) if mapping is finally available on cata/mop/wod
Modding isn't why people stay on WotLk. Every (public) server core above WotLk is just to buggy. ;)
-
I don't know which server version Rangorn is running now but last I checked he was 5.4; we also run a 5.4.8 build 18414 MoP server that is very stable and has WoD objects/maps :O
TrinityCore is focusing on WoD which is why their 5.4.8 core is missing a lot of non-essentials but their 6.0.3 core will be much better and we plan to use it soon to upgrade.
Cata, MoP, and WoD are not buggy you just need good programmers to clean up the core and bugs. Saying WotLK is stable is just lazy with all due respect. It's time the private server & modding community advanced to better versions which is why I love WoWDev and wish you guys the best of luck with it!
-
Thanks for your comment Braveland, i totally agree with you
Kaev, 4.3.4 Core are not so buggy
Mop and Wod are still in developpment but Trinity is working hard on them.
-
I don't know which server version Rangorn is running now but last I checked he was 5.4; we also run a 5.4.8 build 18414 MoP server that is very stable and has WoD objects/maps :O
TrinityCore is focusing on WoD which is why their 5.4.8 core is missing a lot of non-essentials but their 6.0.3 core will be much better and we plan to use it soon to upgrade.
Cata, MoP, and WoD are not buggy you just need good programmers to clean up the core and bugs. Saying WotLK is stable is just lazy with all due respect. It's time the private server & modding community advanced to better versions which is why I love WoWDev and wish you guys the best of luck with it!
Seems like you don't have much experience in software developement.
you just need good programmers to clean up the core and bugs
This is what you call buggy. Much stuff is missing, systems doesn't work as intended or aren't finished. ;)
Saying WotLK is stable is just lazy with all due respect.
Why should it be lazy? It's just the truth. Sure, the core has some bugs, but nearly everything works as intended. Here and there some content isn't finished, but it's just content, no systems. The core itself can manage a big amount of players without crashing. And that's what you call stable.
And if WotLk wouldn't be stable, TrinityCore wouldn't have changed their main branch to WoD.
Source: I'm a software developer in real life and in my private time i already spent at least 600 hours in TrinityCore developement. :)
Kaev, 4.3.4 Core are not so buggy
Mop and Wod are still in developpment but Trinity is working hard on them.
The cataclysm core is on a good path but still not as bugfree as the WotLk core.
I'm looking forward to the WoD core, but it will probably take some time to get it stable. But that's just a question of time, i'm pretty sure they can do that.
To get back to WoWDev: I will push my current progress on the NPC/Gameobject editor to the repo at the weekend. Still has some bugs, but no bigger problems at all. I think i'll fix them before i push it. :)
-
Kaev, the actual reason for me is just the lack of worldbuilding tools.
-
If you follow the commits then you see that cromon is nearly doing nothing ales then working on the map rendering. Also it is all in a very early state. Much will come the next weeks.
-
I think that implemeting wotlk saving is not actually a work on rendering. Thus, you're wrong.
-
If you follow the commits then you see that cromon is nearly doing nothing else ales working on the map rendering. Also it is all in a very early state. Much will come the next weeks.
nearly
Read properly.
But why do you even want to discuss that, Skarn? We work on what we want, when we want.
-
No, worries please. I just wrote that implementing wotlk reading/saving is not even nearly nothing ;) Sorry if it sounded offensive or smth, I did not mean to offend anyone.
-
Hey Kaev just a small suggestion in regards to updates (notes).
It would be much better if you posted updates marked with numbers so we know when there is a new update.
For example:
[paragraph:34r9bzf5]Update #20 - We have fixed bad WMO collision
Update #19 - Implemented something
Update #18 - etc etc[/paragraph:34r9bzf5]
-
Hey Kaev just a small suggestion in regards to updates (notes).
It would be much better if you posted updates marked with numbers so we know when there is a new update.
For example:
[paragraph:2wpu8vot]Update #20 - We have fixed bad WMO collision
Update #19 - Implemented something
Update #18 - etc etc[/paragraph:2wpu8vot]
You could just take a look at Cromon's Gitlab (http://gitlab.cromon.ch/Cromon/woweditor/commits/master), you might not understand all of it, but it's pretty self explanatory. You'll see Cromon puts quite some time into it nearly every day.
-
Some UI tests.. :) https://cloud.cromon.ch/f/e7e792085c074 ... 94e666693d (https://cloud.cromon.ch/f/e7e792085c074d05d3cdf094e666693d" onclick="window.open(this.href);return false;)
And i also make a new post when i post a update, just read them. :P
-
Well... I don't visit forums every day. And even if I do. Shouldn't summary of info be presented in an orderly fashion on the first page?
-
Well... I don't visit forums every day. And even if I do. Shouldn't summary of info be presented in an orderly fashion on the first page?
No. It is all in the commit log - that is what a commit log is actually for. If you don't understand it, that's not the developers problem.
-
About the overview of the new features/etc right now its only the commit log. The main reason is that there isn't really a versioning yet. Its just public development so that you people can always follow whats going on and peek at the code if you are interested in how something works. As soon as there is a first kind of release it will come with versioning and a proper changelog etc.
-
2 (Mini-)Updates:
We renamed the project to Neo!
You can compile the software with Visual Studio 2013 now.
-
I liked WoWDev! But hey, the merit of a project is in it's performance and not it's name. Looking forward to it!
-
You can compile the software with Visual Studio 2013 now.
Awesome, I tested it a moment ago and it runs really smooth so far! And that's on a 7 year old i7 920 and a 4 year old Radeon HD 6950.
-
You can compile the software with Visual Studio 2013 now.
Awesome, I tested it a moment ago and it runs really smooth so far! And that's on a 7 year old i7 920 and a 4 year old Radeon HD 6950.
Cool! Tell me how to run the program please?)
-
You can compile the software with Visual Studio 2013 now.
Awesome, I tested it a moment ago and it runs really smooth so far! And that's on a 7 year old i7 920 and a 4 year old Radeon HD 6950.
Cool! Tell me how to run the program please?)
It's not ready for real release yet as Cromon and others have said but if you want a quick preview to how fast this project is progressing you can download Visual Studio 2013 for free (and legal!) here (http://go.microsoft.com/fwlink/?LinkId=517284) and grab the latest zip of the project here (https://gitlab.cromon.ch/Cromon/woweditor/repository/archive.zip) open the solution and press F5.
If you have issues following these instructions you should probably wait for a release. :D
-
The new name is fine. Neo fits great to what it's living up to be and what it'll become. Also patience, let the one walk it's path.... NeoDev :?: :lol:
-
Just did a quick compile to take a look around.
Everything seems to work fine, there were no issues or lag. It took me a while to figure out how to get into the menu to select whether I wanted to raise/lower terrain, paint on the terrain, etc... and after I found the menu it was no problem to edit with although I still can't figure out how to lower terrain.
Tested using Windows 8.1 x64.
-
Just did a quick compile to take a look around.
Everything seems to work fine, there were no issues or lag. It took me a while to figure out how to get into the menu to select whether I wanted to raise/lower terrain, paint on the terrain, etc... and after I found the menu it was no problem to edit with although I still can't figure out how to lower terrain.
Tested using Windows 8.1 x64.
Can't test it right now, but if i remember right, Shift or CTRL will always do the opposite of the normal function, e.g. instead of make the terrain higher, it will lower it.
-
Just did a quick compile to take a look around.
Everything seems to work fine, there were no issues or lag. It took me a while to figure out how to get into the menu to select whether I wanted to raise/lower terrain, paint on the terrain, etc... and after I found the menu it was no problem to edit with although I still can't figure out how to lower terrain.
Tested using Windows 8.1 x64.
Can't test it right now, but if i remember right, Shift or CTRL will always do the opposite of the normal function, e.g. instead of make the terrain higher, it will lower it.
You don't really point and click with the function, you simply press eithe Shift or CTRL to use the function. The mouse pointer is just to aim at the moment it seems. That said, you can customize your keybinds already!
-
Today we hade quite a few updates. To show some of the neater ones:
MCLV and MCSH are now displayed correctly. MCLV is additive lighting as you can see near the brazier inside the brush, MCSH is the predefined shadows for example near the trees.
(http://i.imgur.com/RhmqS5C.jpg)
M2 models are now properly positioned and animated all around the world.
All of the old UI and some new stuff like the log is now integrated into the docking ui
The appropriate flags get set in the wdt if you enable vertex shading.
aaand my personal favorite: The brush now features anti-aliasing and animation, see:
https://www.dropbox.com/s/kiohi23xt5ssn ... 4.mp4?dl=0 (https://www.dropbox.com/s/kiohi23xt5ssne3/2015-02-11_01-27-24.mp4?dl=0" onclick="window.open(this.href);return false;)
-
Loving the progress and innovation.
-
Wow great job so far, was able to compile and use it without any issue. Was able to raise and lower terrain in a WoD map. Im guessing other than the shading feature, that there is not much else available just yet right? (Not to sound ungrateful, great progress so far!!) Just want to make sure im not missing anything, such as object selecting/placing/rotating i don't seem to see a way to do that just yet, or for instance creating a map from scratch and applying textures. :P
Keep up the great work, im happy that someone is working on a new editor its already so smooth!
===========
Edit - This vertex shading is fun! Also, im in absolute love that i can separate the sculpting tool into a floating dock that can float OUTSIDE its window. I have triple monitors.. and this is perfect. Im in love lol.
Edit 2 - Even editing at 2560x1440 Resolution works really smooth:!: :!:
Edit 3 - Tunnels are weird lol, If something is supposed to be a tunnel the ground covers the entrance to the tunnel but the camera can fly through it and the tunnel is still there its just the terrain texture goes over the doorway. :O
Edit 4 - The "Assign Keyboard Shortcuts" button in the sculpting dock doesn't seem to do anything for me.
---------------------
Hope To See List |
---------------------/
Undo / Redo Options for the future
Better Terrain Texturing Options like actual Wow Edit (Cant they do 6 layers now i thought?)
A way to get back to the map select list without closing Neo completely and re-opening.
A way for it to remember my options? It doesnt seem to remember that i uncheck Invert Axis on the camera. :o
Proper water support when editing/adding and doing so from within Neo. <3
-------------------
I mean there is more.. but from a technical stand point those are quality of life things i see being important. Aside from the obvious things like supporting the rest of the functions needed in actually viewing the map itself.
-
Edit - This vertex shading is fun! Also, im in absolute love that i can separate the sculpting tool into a floating dock that can float OUTSIDE its window. I have triple monitors.. and this is perfect. Im in love lol.
Yeah, our plans for the UI is, that you can move every window/tab/whatever to the place where you want and work from there. So you can work with multiple monitors. Afaik Steff even plans to make it usable for Tablets. And what team projects would love to see: Some sort for team functions like someone is editing a map and it gets locked for everyone else while he's doing it. (Sounds kinda like an SVN repository with lock function o: )
Edit 3 - Tunnels are weird lol, If something is supposed to be a tunnel the ground covers the entrance to the tunnel but the camera can fly through it and the tunnel is still there its just the terrain texture goes over the doorway. :O
Afaik holes aren't implemented yet, that's why you see the normal terrain texture. :P
---------------------
Hope To See List |
---------------------/
Undo / Redo Options for the future
Better Terrain Texturing Options like actual Wow Edit (Cant they do 6 layers now i thought?)
A way to get back to the map select list without closing Neo completely and re-opening.
A way for it to remember my options? It doesnt seem to remember that i uncheck Invert Axis on the camera. :o
Proper water support when editing/adding and doing so from within Neo. <3
Not sure if WoD maps can have 6 textures, but WotLk supports only 4. Atleast i never heard that before, thanks for the information!
Everything else you mentioned is already planned. :P
-
Hmm, i can't remember where i read about the 6 texture layer thing either though so for the sake of it unless someone else can confirm lets just discredit my statement and assume its 4 still lol.
Glad to hear about the other options, i actually have a Surface Pro 3 as well that comes with the N-Trig pen (very similar to Wacom) and i would love to be able to use it to "paint" textures. The SP3 supports most of the Pen API's as far as i know except for Wacom specific ones.
Edit - The team functions would be very much welcome!
-
I have 2 days time this weekend and will get a gfx tablet tomorrow. So i can implement my basic UI ideas and try if all also fits to tablet input.
First I will implement the basic project managment parts. To open a new project, load one. Implement the application settings and the file and project view. Then integrate the map editor as first possible editor.
The editing of ground has only rais up implemented jet. So lower simple dont work. In the moment the main focus ist planing how all should work out and cromon gives 200% to implement all the wow data stuff and rendering properly.
-
I have 2 days time this weekend and will get a gfx tablet tomorrow. So i can implement my basic UI ideas and try if all also fits to tablet input.
First I will implement the basic project managment parts. To open a new project, load one. Implement the application settings and the file and project view. Then integrate the map editor as first possible editor.
The editing of ground has only rais up implemented jet. So lower simple dont work. In the moment the main focus ist planing how all should work out and cromon gives 200% to implement all the wow data stuff and rendering properly.
Ok, that sounds good! The Surface Pro 3 pen actually has 2 triggers on the pen itself that can be used, and I know the Wacom pens usually have at least 2 as well, so there might be a way to implement for instance raise and lower into the triggers of the pens themselves, Of course this could be done at a later time and wouldn't need to be researched right away.
The main thing is to have a UI format that's easy to use with a mouse, or a drawing pen. (Or implement a second UI mode in the settings for pen mode.) One thing you might want to look into is the general WinTab API the drivers are available on the surface series, and I think Wacom as a generate interface for pens. You can do some special detection methods, such as for instance.. when the pen is being used on the screen ignore the palm/hand input. So you can use the pen across the screen without accidently activating other buttons.
Anyways some of these things are kinda more specialized and I would understand if they weren't looked at or implemented I am just throwing the ideas out there in general. General Pen Support would be just as nice.
------
Going back to team features for a minute, it would be cool if we could some how have synced multi-map editing. All though the logistics of making sure the map chunks don't corrupt between the wow edit clients would be problematic, just the locking of the map at least (and showing it locked) would for sure be a massive helpful feature. But I have seen a few editors allow up to 8 people to edit or change the same map. But then you would have to have something like a sync-server that the user would need to run for their team to make sure the data and editor positions stay up to date.
Anyways, just talking at this point. I haven't actually used the NEO WoW Edit tool on my surface pro 3 yet, only on my beefy desktop I will download VS 2015 today on my Surface and try it out and let you know its performance. It will probably be fine though.
Keep up the good work. :D
-
I have 2 days time this weekend and will get a gfx tablet tomorrow. So i can implement my basic UI ideas and try if all also fits to tablet input.
First I will implement the basic project managment parts. To open a new project, load one. Implement the application settings and the file and project view. Then integrate the map editor as first possible editor.
The editing of ground has only rais up implemented jet. So lower simple dont work. In the moment the main focus ist planing how all should work out and cromon gives 200% to implement all the wow data stuff and rendering properly.
Ok, that sounds good! The Surface Pro 3 pen actually has 2 triggers on the pen itself that can be used, and I know the Wacom pens usually have at least 2 as well, so there might be a way to implement for instance raise and lower into the triggers of the pens themselves, Of course this could be done at a later time and wouldn't need to be researched right away.
The main thing is to have a UI format that's easy to use with a mouse, or a drawing pen. (Or implement a second UI mode in the settings for pen mode.) One thing you might want to look into is the general WinTab API the drivers are available on the surface series, and I think Wacom as a generate interface for pens. You can do some special detection methods, such as for instance.. when the pen is being used on the screen ignore the palm/hand input. So you can use the pen across the screen without accidently activating other buttons.
Anyways some of these things are kinda more specialized and I would understand if they weren't looked at or implemented I am just throwing the ideas out there in general. General Pen Support would be just as nice.
------
Going back to team features for a minute, it would be cool if we could some how have synced multi-map editing. All though the logistics of making sure the map chunks don't corrupt between the wow edit clients would be problematic, just the locking of the map at least (and showing it locked) would for sure be a massive helpful feature. But I have seen a few editors allow up to 8 people to edit or change the same map. But then you would have to have something like a sync-server that the user would need to run for their team to make sure the data and editor positions stay up to date.
Anyways, just talking at this point. I haven't actually used the NEO WoW Edit tool on my surface pro 3 yet, only on my beefy desktop I will download VS 2015 today on my Surface and try it out and let you know its performance. It will probably be fine though.
Keep up the good work. :D
Don't forget that you don't need VS 2015 anymore. 2013 will work too. :P
-
Just compiled it to take a look at it, my thoughts:
- The text on the left tabs looks blurred (see here: http://i.imgur.com/4K6R5ip.png (http://i.imgur.com/4K6R5ip.png" onclick="window.open(this.href);return false;) )
- The text on the welcome screen should be in column(s), not wide screen. It is very hard to read text that goes across the entire screen.
- If you close the tabs on the left by opening them then pressing the 'x', I could not see a way to bring them back without restarting the app.
- When I pressed on Scott Test the program became very slow, almost not responding, and tested all ADTs. This should not happen, some sort of verification to see if this will happen and warn the user and say do they want to proceed, or something.
- Loading screen was very nice, making it fit the full window would be better.
- The default key bindings are intuitive. I didn't need to look them up.
- Holding down some key to move faster would be nice.
- Square brush or circle brush would be handy (I don't know if this is how they do post-wotlk mountains).
- Tooltips on the different algorithm types would be handy.
- The title of the application needs to be updated from WoWDev to Neo.
- There is no way to return to map selection.
- The icon for each map should be it's minimap if feasible.
I realise this is still early stages but these were my initial thoughts.
-
- When I pressed on Scott Test the program became very slow, almost not responding, and tested all ADTs. This should not happen, some sort of verification to see if this will happen and warn the user and say do they want to proceed, or something.
that's WMO only, with the most simple WMO possible (just a cube). likely something is still off in wmo rendering, if that's slow.
-
Yea, right now it falls back to finding adts that are neither in the wdl nor the wdt if both wdl and wdt say there are no adts. I intend to check if there is a global wmo definition and then "tell" the user that the map is wmo only and therefore cannot be presented yet. But its one of the comfort features for later.
-
Glad to have joined the project, guys.
-
Glad to have joined the project, guys.
Shit just got real.
-
Glad to have joined the project, guys.
mah gawd,
-
Do you think if it's possible to add support of pen pressure ? (it'll be much easier to texturing for peoples who have tablets) I've a wacom cintiq. Someone was working on it for noggit, but he just disappeared.
Btw good job for the big progress.
-
I will se. I get a tablet for weekend to try out if my ui design works with it.
Will try out the pressure function.
-
Glad to have joined the project, guys.
Oo you joined to. :shock:
Your very smart in all this stuff im glad your contributing to the project to, the more the better! :D
I also would like pen pressure support for my surface. Even just 256 points of pressure would perfectly fine.
-
SSSSSSOOOOOOooooo..... Many known people from this site are jumping in on this project =D, I am very glad to see it. Once this project is finished wow modding is gonna get a MAJOR kick in the rear I believe, and much needed..... rebirth is at hand :).
Keep up the good work all, can't wait to play around with this =D
Cheers,
Kranimal
-
inb4 blizz wants to hire everyone to make WoWEdit better.. :D
-
I know it's still early in development and bugs/errors/whatnot are common, but what are these boxes that keep appearing on the maps?
[attachment=0:1gq8qrq1]Untitled.jpg[/attachment:1gq8qrq1]
-
I know it's still early in development and bugs/errors/whatnot are common, but what are these boxes that keep appearing on the maps?
[attachment=0:321rg1vo]Untitled.jpg[/attachment:321rg1vo]
My best guess would be a representation of the center of a light sphere, but that's just a guess going off of the texture applied to the boxes.
-
FYI, for those who do not have visual studio/do not want to build the editor:
Ive set up continuous integration. Everytime someone pushes a new commit to my repository a few build steps on my jenkins server are invoked. Some of them are private, some of them are visible to the public. One of the public ones creates a build of said commit (including all dependencies) and stores it for download so you can - well - download it.
You can find an overview of the builds here:
http://ci.cromon.ch/job/Neo%20-%20WoWEditor/ (http://ci.cromon.ch/job/Neo%20-%20WoWEditor/" onclick="window.open(this.href);return false;)
You find the latest build here:
http://ci.cromon.ch/job/Neo%20-%20WoWEditor/lastBuild/ (http://ci.cromon.ch/job/Neo%20-%20WoWEditor/lastBuild/" onclick="window.open(this.href);return false;)
You find the download to the latest build here:
http://ci.cromon.ch/job/Neo%20-%20WoWEd ... /artifact/ (http://ci.cromon.ch/job/Neo%20-%20WoWEditor/lastBuild/artifact/" onclick="window.open(this.href);return false;) (you can select "download all files as zip-archive")
-
Added the URL of the latest unstable development build to the start topic!
-
Can someone write what packets I've needed to install to get it working? Or it dosen't supported on x64 OS?
Because on start Iv'e get this:
[attachment=0:1pg7jl9m]error.PNG[/attachment:1pg7jl9m]
-
Can someone write what packets I've needed to install to get it working? Or it dosen't supported on x64 OS?
Because on start Iv'e get this:
[attachment=0:39ovkkex]error.PNG[/attachment:39ovkkex]
It supports 64 bit.
Did you run it as an admin?
-
Tried to run it as admin and it doesn't help. Maybe I needed to download something before running it?
-
Tried to run it as admin and it doesn't help. Maybe I needed to download something before running it?
Normally there should be everything needed in the zip archive. I'll send Cromon ur screenshot, maybe he knows more.
EDIT: Do you have DirectX installed? If yes, which version? I remember that someone had the same problem and he didn't had DirectX installed.
-
Try the latest build from the CI server, i changed something, might work now, if not its a problem of your driver not being capable of using Direct 3D 10.1.
-
Currently testing the program and I have no idea what to do how do you do ground effects and all that to the terrain?
-
Currently testing the program and I have no idea what to do how do you do ground effects and all that to the terrain?
Ground effects aren't possible yet. You can use change the height of the terrain with Shift and CTRL.
-
Try the latest build from the CI server, i changed something, might work now, if not its a problem of your driver not being capable of using Direct 3D 10.1.
Yeah, cheked my video drive directx support. I have nvidia 9600 gt which doesn't have even 10.1 support. So sad now :C
-
Hey some more news from us:
Billboards are working now
Alpha blended models draw order is sorted
Lighting in wotlk is working
Some overall fixes to model rendering and memory leaks
-
And im currently working on getting rid of all Direct2D related stuff so that Direct3D 10.1 problem will no longer be a problem.
-
Try the latest build from the CI server, i changed something, might work now, if not its a problem of your driver not being capable of using Direct 3D 10.1.
Yeah, cheked my video drive directx support. I have nvidia 9600 gt which doesn't have even 10.1 support. So sad now :C
There no longer is a need for D2D or D3D10.1. Maybe it now works for you.
-
Now got this:
[attachment=0:7ozr8u2d]error1.PNG[/attachment:7ozr8u2d]
If the #67 is the needed version.
Maybe it's possible to add a log file of console because in my case it freezes instantly at launch.
-
you can find a log file with the same content as the console/log tab in LogsLog.txt
Ive downgraded all shaders to shader model 4.0, this is the last thing i can do to lower the requirements, maybe it works now.
-
Will Neo support WMO editing to add doodads eventually? I.e., WMO Editor for 5.3+?
-
Will Neo support WMO editing to add doodads eventually? I.e., WMO Editor for 5.3+?
Afaik it isn't planned. Maybe someone is bored and will do this in the future.
-
Will Neo support WMO editing to add doodads eventually? I.e., WMO Editor for 5.3+?
Afaik it isn't planned. Maybe someone is bored and will do this in the future.
Just taking a shot as how that would work right now...
Let's assume there is a list of all the doodads that can be placed and the user selects one for placement.
The doodad is brought into the world and is able to be moved on the XYZ axis, but without rotation as Trinity or any other core I've used doesn't support that AFAIK.
After the user finishes placing the doodad and either deselects it or clicks a 'Finalize' button, a query would be built and added to a queue of queries.
When the user saves, the queue of queries will, depending on the editor settings, be saved to an SQL file or sent directly to the database.
The only tough things, assuming that you can easily implement the placement and that, would be to get the table schema for every database setup within the program to allow for the queries to be built and/or sent to the database.
Then you'd also need to keep up support for the different cores databases whenever they change, so maybe having the schema loaded from a delimited text file could work. You'd just have a folder with a number of text files with different schema supporting a number of cores and their databases, or just have one file with all of them.
I'd be up for helping with that if I knew more than the absolute basics of C#, but too bad I guess. =P
-
I think I've mentioned it in older threads, but I don't think it'd be a bad idea to abstract server interactions into a separate library, keeping core-specific code out of Neo while also making it easier to build applications that do server work.
-
Will Neo support WMO editing to add doodads eventually? I.e., WMO Editor for 5.3+?
Afaik it isn't planned. Maybe someone is bored and will do this in the future.
Just taking a shot as how that would work right now...
Let's assume there is a list of all the doodads that can be placed and the user selects one for placement.
The doodad is brought into the world and is able to be moved on the XYZ axis, but without rotation as Trinity or any other core I've used doesn't support that AFAIK.
After the user finishes placing the doodad and either deselects it or clicks a 'Finalize' button, a query would be built and added to a queue of queries.
When the user saves, the queue of queries will, depending on the editor settings, be saved to an SQL file or sent directly to the database.
The only tough things, assuming that you can easily implement the placement and that, would be to get the table schema for every database setup within the program to allow for the queries to be built and/or sent to the database.
Then you'd also need to keep up support for the different cores databases whenever they change, so maybe having the schema loaded from a delimited text file could work. You'd just have a folder with a number of text files with different schema supporting a number of cores and their databases, or just have one file with all of them.
I'd be up for helping with that if I knew more than the absolute basics of C#, but too bad I guess. =P
Uhm, do you talk about gameobjects? That's something that we plan to implement and i already started with that. He spoke about editing WMOs, like with the WMO editor for 3.3.5 that Cromon released (afaik it was Cromon, sorry if not).
-
you can find a log file with the same content as the console/log tab in LogsLog.txt
Ive downgraded all shaders to shader model 4.0, this is the last thing i can do to lower the requirements, maybe it works now.
Now got this: 23:09:02 Program.cs:15 - Debug: SharpDX.SharpDXException: HRESULT: [0x80070057], Module: [General], ApiCode: [E_INVALIDARG/Invalid Arguments], Message: Параметр задан неверно.
в SharpDX.Result.CheckError()
в SharpDX.Direct3D11.Device.CreatePixelShader(IntPtr shaderBytecodeRef, PointerSize bytecodeLength, ClassLinkage classLinkageRef, PixelShader pixelShaderOut)
в SharpDX.Direct3D11.PixelShader..ctor(Device device, Byte[] shaderBytecode, ClassLinkage linkage)
в WoWEditor6.Graphics.ShaderProgram.SetPixelShader(Byte[] code) в c:Program Files (x86)JenkinsjobsNeo - WoWEditorworkspaceWoWEditor6GraphicsShaderProgram.cs:строка 148
в WoWEditor6.Scene.Models.M2.M2PortraitRenderer.Initialize(GxContext context) в c:Program Files (x86)JenkinsjobsNeo - WoWEditorworkspaceWoWEditor6SceneModelsM2M2PortraitRenderer.cs:строка 138
в WoWEditor6.Scene.WorldFrame.Initialize(RenderControl window, GxContext context) в c:Program Files (x86)JenkinsjobsNeo - WoWEditorworkspaceWoWEditor6SceneWorldFrame.cs:строка 143
в WoWEditor6.Program.Main() в c:Program Files (x86)JenkinsjobsNeo - WoWEditorworkspaceWoWEditor6Program.cs:строка 23
But thnx for trying to solve the problem
-
I'm waiting on a global light option to be added, to take an in-depth look at LevelDesignLand-DevOnly without having to hack together a 'working' client. As it stands right now, the map loads, wmo's and M2's, but there's no/very little light data (just whatever spills out from WMO's) to be able to see the terrain.
I'm not a programmer, but have been familiarizing myself with the code, to try and comprehend it. At least now we have a current-generation map viewer, with lots of work going into reversing the current engine changes. The work that Relaxok has done on his own MMOSDK has now helped to get him on board this project - it's the melding of a bunch of talented people into a single, great application.
-
I think I've mentioned it in older threads, but I don't think it'd be a bad idea to abstract server interactions into a separate library, keeping core-specific code out of Neo while also making it easier to build applications that do server work.
An interactive GUI for the SQL output is one possible solution. Table name(s) as applicable; e.g., create entry in `gameobject_template` for entry x while table `gameobject` receives the XYZ coordinates and etc for the query/queries. I'm only familiar with TrinityCore though.
I'm waiting on a global light option to be added, to take an in-depth look at LevelDesignLand-DevOnly without having to hack together a 'working' client. As it stands right now, the map loads, wmo's and M2's, but there's no/very little light data (just whatever spills out from WMO's) to be able to see the terrain.
Lighting is controlled by DBCs in the client. You can always add entries and settings for the map by hand.
For MOP and WOD: http://www.pxr.dk/wowdev/wiki/index.php ... htData.dbc (http://www.pxr.dk/wowdev/wiki/index.php?title=LightData.dbc" onclick="window.open(this.href);return false;)
-
I think I've mentioned it in older threads, but I don't think it'd be a bad idea to abstract server interactions into a separate library, keeping core-specific code out of Neo while also making it easier to build applications that do server work.
An interactive GUI for the SQL output is one possible solution. Table name(s) as applicable; e.g., create entry in `gameobject_template` for entry x while table `gameobject` receives the XYZ coordinates and etc for the query/queries. I'm only familiar with TrinityCore though.
I've planned it like that: You enter your MySQL connection data and choose your core. After you've done that and everything loaded succesfully (for example, it will load everything from creature, creature_template, gameobject and gameobject_template in TrinityCore), you have a list of your available creatures and gameobjects in Neo.
If you now choose the server-tool or whatever we'll call it, you can place NPCs and gameobjects, move them etc.
Neo automatically will execute the needed SQL stuff to your database, that means if you place a gameobject in Neo, it will send the data to your database and you can see the placed gameobject, after you have started/restarted your server. That means you don't even need to execute any SQL stuff by yourself. :)
Ofcouse you can edit the creature_template/gameobject_template data too.
The UI of the creature editor is kinda finished, but i'm not sure if i want to keep it as it is now.
I can deliver a screenshot when i'm at home again, if you want. I tried to copy WoWEdit a bit.. :P
-
I've planned it like that: You enter your MySQL connection data and choose your core. After you've done that and everything loaded succesfully (for example, it will load everything from creature, creature_template, gameobject and gameobject_template in TrinityCore), you have a list of your available creatures and gameobjects in Neo.
That sounds awesome! So if we have a gameobject patch on our server it will read GameObjectDisplayInfo.DBC from the client directory (for WOD) and select `gameobject_template` from the database. Then I can use gameobjects from the patch to build too. This would essentially remove the need for a WMO Editor and the 3D rotation would be a fantastic (and interactive) bonus. This is a perfect alternative, thanks so much and good luck with Neo. :)
The only down side I can think of is for users without database access for other servers which is why I was hoping for a WMO Editor feature, but this is no big deal.
-
I've planned it like that: You enter your MySQL connection data and choose your core. After you've done that and everything loaded succesfully (for example, it will load everything from creature, creature_template, gameobject and gameobject_template in TrinityCore), you have a list of your available creatures and gameobjects in Neo.
That sounds awesome! So if we have a gameobject patch on our server it will read GameObjectDisplayInfo.DBC from the client directory (for WOD) and select `gameobject_template` from the database. Then I can use gameobjects from the patch to build too. This would essentially remove the need for a WMO Editor and the 3D rotation would be a fantastic (and interactive) bonus. This is a perfect alternative, thanks so much and good luck with Neo. :)
The only down side I can think of is for users without database access for other servers which is why I was hoping for a WMO Editor feature, but this is no big deal.
No database access? Create a local server - Voila. :)
-
True! Best of luck once again!!
-
So I will need to be able to access my servers database to use Neo?
-
Amazing, im speechless.
-
So I will need to be able to access my servers database to use Neo?
I assume only for using its serverside features.
-
So I will need to be able to access my servers database to use Neo?
I assume only for using its serverside features.
^this
-
LIttle update what we are currently working on:
Steff is working on the UI layout. There are already are first designs and implementations and it looks very comfortable, it will also support those drawing tablets.
tripleslash implements more details on the rendering pipeline as well as some in world text rendering for selected models etc.
Im working on the asset browser as a preparation for texturing and model spawning. Meanwhile ive also added the two ways of asset transformations. Exporting files to the filesystem and importing them back into the client. Right now its only implemented with meta functionality for textures. If you export a texture it will be exported as png and if you import an image file (jpg, png, bmp, gif, etc) it will be converted to a blp texture.
When importing you select the file youd like to import (yes, folders are planned) and then the options (for folders it will check what kind of files are present and show the appropriate ones) for the file import can be choosen:
(http://i.imgur.com/7EmebL3.png)
When you are done its imported:
(http://i.imgur.com/2nKCGKa.png)
And yes, the image was this blurry before, i had to scale it up to 512x256 to be power of two for the tileset texture type. These types btw decide the format used (dxt1, dxt3, dxt5) and if mipmaps will be generated or not.
-
That actually looks very, very well. You guys keep surprising me how quickly you can get so many things done. I just wish I had time and experience to help you, I'm quite like "omfg, and what will I do?" :D.
-
Im working on the asset browser as a preparation for texturing and model spawning. Meanwhile ive also added the two ways of asset transformations. Exporting files to the filesystem and importing them back into the client. Right now its only implemented with meta functionality for textures. If you export a texture it will be exported as png and if you import an image file (jpg, png, bmp, gif, etc) it will be converted to a blp texture.
When importing you select the file youd like to import (yes, folders are planned) and then the options (for folders it will check what kind of files are present and show the appropriate ones) for the file import can be choosen:
.
That looks incredible. I notice models on the list there; does that mean we can import models from formats like .obj etc. and Neo will convert them into m2/wmo?
-
Model preview in asset browser is pretty awesome. This could really be an all in one map viewer (+ editor) and model viewer.
-
The .exe crashes whenever I load my 6.0.3 client in Neo as of a new build several days ago. It loaded 6.1 files fine on my PTR client before the build as well, any ideas why it crashes?
I built the project with Visual Studio 2013.
-
@Bravelad: Check the console, whats printed there?
For the models etc, its pretty much implemented, see:
https://www.dropbox.com/s/0gk3lmev8djqg ... 9.mp4?dl=0 (https://www.dropbox.com/s/0gk3lmev8djqg5g/2015-02-24_00-29-49.mp4?dl=0" onclick="window.open(this.href);return false;)
-
@Bravelad: Check the console, whats printed there?
For the models etc, its pretty much implemented, see:
https://www.dropbox.com/s/0gk3lmev8djqg ... 9.mp4?dl=0 (https://www.dropbox.com/s/0gk3lmev8djqg5g/2015-02-24_00-29-49.mp4?dl=0" onclick="window.open(this.href);return false;)
You all have made some impressive changes in a short amount of time.. Now that you have a lot of the viewing done, does this mean placing will come soon? Or will you work on something even more technical first like water support? Im sure that will be a fun one... /s but it would surely be a very welcome addition lol.
Also, i don't see a way to register on the gitlab just sign in. So im guessing it is invite only.. I guess you would rather bug reports just be in the topic rather than on the bug tracker?
Have you considered on setting up a milestone page for "things coming up" that you want to work on. Not necessarily in exact order but in a vague timeline. Each contributor could have a milestone section, or you could have 1 larger one with the contributors initials next to it.
No one likes a hard lined schedule, thats why i said a vague "what were working on right now" milestone type of thing.
-
You all have made some impressive changes in a short amount of time.. Now that you have a lot of the viewing done, does this mean placing will come soon? Or will you work on something even more technical first like water support? Im sure that will be a fun one... /s but it would surely be a very welcome addition lol.
Model placement is actually one of the next things im tryin to implement.
Also, i don't see a way to register on the gitlab just sign in. So im guessing it is invite only.. I guess you would rather bug reports just be in the topic rather than on the bug tracker?
I would allow sign up, but i kinda fail with gitlab to do so...
The stuff im working on kinda depends on what people in modcraft chat post :P. Speaking of a milestone plan or so is a bit too much.... :P
-
You all have made some impressive changes in a short amount of time.. Now that you have a lot of the viewing done, does this mean placing will come soon? Or will you work on something even more technical first like water support? Im sure that will be a fun one... /s but it would surely be a very welcome addition lol.
Model placement is actually one of the next things im tryin to implement.
Also, i don't see a way to register on the gitlab just sign in. So im guessing it is invite only.. I guess you would rather bug reports just be in the topic rather than on the bug tracker?
I would allow sign up, but i kinda fail with gitlab to do so...
The stuff im working on kinda depends on what people in modcraft chat post :P. Speaking of a milestone plan or so is a bit too much.... :P
Sweet, i look forward to model placement :D
Hmm, the gitlab seems broken now since you made this comment it doesn't load at all... >->
Also, maybe make a separate issue tracker then? Better than nothing lol.
And, hopefully water support and DBC Editing from within the editor will be supported? :D
-
The .exe crashes whenever I load my 6.0.3 client in Neo as of a new build several days ago. It loaded 6.1 files fine on my PTR client before the build as well, any ideas why it crashes?
I built the project with Visual Studio 2013.
I've encountered the same problem yesterday too.
Can't give you the console log atm (i'm at work), but it was something like this:
Can't find Font A!
Can't find Font B!
.. till Font D
...
IOFileNotFoundException
...
But i had this on my laptop and started it there the first time. Had no time to check it at my desktop pc though.
-
I was wondering, if somewhere down the line (like, way down) it would be possible to have a feature like height/slope based texturing? This could allow us to easily create the concept for zones, while adding the details later.
As example, paint snow inside the cursor radius but only above a certain height. Or a rock texture on a slope of 30 to 90 degree instead of everywhere.
I suppose it's a bit of a lazy-ass feature, but it would allow us to quickly create a rather large zone layout with only the detailed texture work remaining.
Besides that, I love the progress you're making and it looks incredibly amazing!
-
TheBug, why not just use Photoshop for that?
-
TheBug, why not just use Photoshop for that?
Is that an actual, serious question?
A. Photoshop is a bloody 2D/Image creator/editor. It doesn't allow me to paint texture X on height Y and only on slopes with a fall off of (for example) 20 to 30 degrees.
B. It's middleware, it is an unnecessary step which takes quite some time without being able to see immediate results, which would be possible in the editor.
C. It would require me to shape the terrain after the texture. That's not how it should work, nearly every developer first creates the shape (after numerous concepts on paper and work meetings), then a couple of texture layers and the larger game objects (WMOs). Then after the basics of intended gameplay (which in terms of NPCs is possible in the editor) are working they go into detail with terrain texturing and doodad placement.
-
Wow vanilla content is templated if you don't know. That means terrain was made after the alphamap.
-
Why couldn’t it be done? What is different between the present practice:
- create the terrain and than texture it
or with what designed the TheBuG
- create the terrain and every change will automatically according to the parameters. Than you can just manually finished the details.
First painting the textures and than modelling the terrain is the old practice and it is not creative enough. Why to make a second Nogit (MS Paint), when you can create a Photoshop (Neo)? Who would not want this function can turn it off.
To create only a Blizzlike editor is a bad way. We need to gain the maximum.
Tomorrow I will probably send my vision of what Neo could do.
-
Wow vanilla content is templated if you don't know. That means terrain was made after the alphamap.
The detailed work on the shape is done after the alphamap, but I'm not talking about the finishing touches. I'm talking about conceptualising. If you think Blizzard first did an entire "2D" alphamap before trying out gameplay then you're delusional. If you look at the Betas of the game, you'll see the overall shape and texturing was done before the templated textures.
And yes, we could potentionally use Photoshop for conceptualising as well. But it would simply work better if you could do it in the editor, rather than having to use other software for it.
-
Take for example the development screenshot of Ararhi Basin. Ther you can see that the basic layout of the terain with some wmos was made and then the texturing.
-
if blizzard would do everything the same way as others before, it would not be like today. We can learn from past, but we need to also pursue our own way.
Pretexturing could be a powerful tool together with height maps for non blizzlike locations
-
Texturing is a really cool addition but is broken at the moment. I'm sure you already know but here is a screenshot for reference:
This was tested on a WOD 6.1 client using Neo. Still, really awesome job guys!! I'm looking forward to more fixes and additions soon. :D
-
Texturing is a really cool addition but is broken at the moment. I'm sure you already know but here is a screenshot for reference:
This was tested on a WOD 6.1 client using Neo. Still, really awesome job guys!! I'm looking forward to more fixes and additions soon. :D
I guess it happens because you'r really close to Black Rock zone. This bug also exists in Noggit, but only in 2d texturing mod. There it happens because of the animated tilesets like lava near Black Rock. Maybe it is the same here. Try a different place because texturing worked for me in wotlk fine.
-
I didn't post something the last days, so here is a small video about texturing that i made for you: https://www.youtube.com/watch?v=EWqe9qJJ7-w (https://www.youtube.com/watch?v=EWqe9qJJ7-w" onclick="window.open(this.href);return false;)
-
I guess it happens because you'r really close to Black Rock zone. This bug also exists in Noggit, but only in 2d texturing mod. There it happens because of the animated tilesets like lava near Black Rock. Maybe it is the same here. Try a different place because texturing worked for me in wotlk fine.
It happens everywhere I've tested it: Eastern Plaguelands, Tirisfal, etc. It worked a lot more smoothly when I switched to a different texture but then purple boxes started appearing too.
It worked really well in Duskwood but the boxes are still there (much more minor), I guess it's just something that will be tuned more over time. Can't wait to start adding new textures to chunks!
EDIT: Huge thanks to Cromon who posted a new build with some fixes to the texture algorithm :D
-
Cromon is so fast..: https://www.dropbox.com/s/2xky0nbces0sd ... 6.mp4?dl=0 (https://www.dropbox.com/s/2xky0nbces0sdk4/2015-03-01_19-41-06.mp4?dl=0" onclick="window.open(this.href);return false;)
:)
-
I'm excited to look into this
-
This is absolutely incredible work, really.
-
I know you said at some point that when you place a create/object/model in the game, it will update the server database as well (or maybe generate the query for it? Cant remember) but will it also show whats already been spawned then if thats the case? Since it would be able to push to the database to spawn new things, im sure it could be pulled to, to show the locations of creatures and things already in the DB right.
-
I know you said at some point that when you place a create/object/model in the game, it will update the server database as well (or maybe generate the query for it? Cant remember) but will it also show whats already been spawned then if thats the case? Since it would be able to push to the database to spawn new things, im sure it could be pulled to, to show the locations of creatures and things already in the DB right.
Yup. Loading works already, it just doesn't place the models yet. Had the last ~2 weeks not much time. :/
If you click on debug, you'll see a server configuration. If the connection is succesful, it already loaded every NPC from the creature_template database. Now i just have to load the creatures from the map that the user will open. The code for it is already finished, but not implemented in the correct position yet.. :P And ofcourse after loading the creatures, i need to show the models, no idea how atm.
Gameobjects aren't tested, but should work like the creatures. If there is a bug, then it's only the datatype, which will take like 5 seconds to fix.
Loading itself is pretty fast. 1-2 seconds for the entire creature_template table, ~2 for every spawned creature on map (INSERT NUMBER HERE).
Ofcourse it's a local database, which i tested. Remote databases will probably take longer, depending on your internet connection.
EDIT: Database is newest 3.3.5 TrinityCore structure only atm!
-
Fantastic news, fantastic work and thank you for that.
I really hope that it will support old (and most likely different) kinds of trinity core db. I also wanted to suggest you to make creature creator (with texture or using Rochet2's patch). And now about problems I faced before using your tool:
1 - I couldn't run latest ci version until my friend compiled it and sent me the whole folder (the same error as Supora already posted here)
2 - Also, whenever I try to use my custom locale patches (ruRU) I always get that:
20:59:26 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5Datacommon-2.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5Datacommon.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5Dataexpansion.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5Datalichking.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataPatch-2.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataPatch-3.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataPatch-M.mpq
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataPatch-N.mpq
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataPatch-W.mpq
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataPatch-Y.mpq
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataPatch.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUbackup-ruRU.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUbase-ruRU.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUexpansion-locale-ruRU.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUexpansion-speech-ruRU.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUlichking-locale-ruRU.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUlichking-speech-ruRU.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUlocale-ruRU.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUpatch-ruRU-2.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUpatch-ruRU-3.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUPatch-ruRU-4.mpq
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUPatch-ruRU-H.mpq
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUPatch-ruRU-L.mpq
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUPatch-ruRU-Z.mpq
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUpatch-ruRU.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUspeech-ruRU.MPQ
20:59:30 Program.cs:15 - Debug: System.ArgumentException: Элемент с тем же ключом уже был добавлен.
в System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
в System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
в WoWEditor6.IO.Files.DbcFile.Load(String file) в c:UsersAdministratorDownloadswoweditor.gitWoWEditor6IOFilesDBCFile.cs:строка 121
в WoWEditor6.Storage.DbcStorage.Initialize() в c:UsersAdministratorDownloadswoweditor.gitWoWEditor6StorageDBCStorage.cs:строка 40
в WoWEditor6.IO.FileManager.<InitMpq>b__2() в c:UsersAdministratorDownloadswoweditor.gitWoWEditor6IOFileManager.cs:строка 150
в WoWEditor6.IO.MPQ.FileManager.<>c__DisplayClass1.<InitFromPath>b__0() в c:UsersAdministratorDownloadswoweditor.gitWoWEditor6IOMPQFileManager.cs:строка 53
в System.Threading.Tasks.Task.InnerInvoke()
в System.Threading.Tasks.Task.Execute()
--- Конец трассировка стека из предыдущего расположения, где возникло исключение ---
в System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
в System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
в WoWEditor6.IO.MPQ.FileManager.<InitFromPath>d__3.MoveNext() в c:UsersAdministratorDownloadswoweditor.gitWoWEditor6IOMPQFileManager.cs:строка 40
--- Конец трассировка стека из предыдущего расположения, где возникло исключение ---
в System.Runtime.CompilerServices.AsyncMethodBuilderCore.<ThrowAsync>b__0(Object state)
в System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
в MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
в System.Windows.Threading.DispatcherOperation.InvokeImpl()
в System.Windows.Threading.DispatcherOperation.InvokeInSecurityContext(Object state)
в System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
в System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
в System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
в System.Windows.Threading.DispatcherOperation.Invoke()
в System.Windows.Threading.Dispatcher.ProcessQueue()
в System.Windows.Threading.Dispatcher.WndProcHook(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
в MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
в MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
в System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
в MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
в System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
в MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
в MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)
в System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)
в System.Windows.Threading.Dispatcher.PushFrame(DispatcherFrame frame)
в System.Windows.Threading.Dispatcher.Run()
в System.Windows.Application.RunDispatcher(Object ignore)
в System.Windows.Application.RunInternal(Window window)
в System.Windows.Application.Run(Window window)
в WoWEditor6.Program.Main() в c:UsersAdministratorDownloadswoweditor.gitWoWEditor6Program.cs:строка 36
It doesn't matter if there is only 1 patch or more, I inevitably will get that :C
Anyway, good luck for you guys, I believe that it will be the greatest modding tool at the final version.
-
Fantastic news, fantastic work and thank you for that.
I really hope that it will support old (and most likely different) kinds of trinity core db. I also wanted to suggest you to make creature creator (with texture or using Rochet2's patch).
[...]
Anyway, good luck for you guys, I believe that it will be the greatest modding tool at the final version.
Actually i planned to support only the newest database structure, there is no reason to have hundreds of different classes for every version. From my side it's planned to support only the nwest database structure from TrinityCore, MaNGOS and maybe ArcEmu.
But maybe this iwll make you happy: The database classes are very small so you can easily and fast edit them to the version of your choice.
I'll show you how to add a new database field and you'll see how easy it is.
Let's say we add the integer field "TransmogId" to the creature_template table.
ICreature.cs (https://gitlab.cromon.ch/Cromon/woweditor/blob/master/WoWEditor6/Storage/Database/WotLk/TrinityCore/ICreature.cs):
- Add "int TransmogId { get; set; }" below "int VerifiedBuild { get; set; }" (line 87)
Creature.cs (https://gitlab.cromon.ch/Cromon/woweditor/blob/master/WoWEditor6/Storage/Database/WotLk/TrinityCore/Creature.cs):
- Add "public int TransmogId { get; set; } below "public int VerifiedBuild { get; set; }" (line 89)
- Update the SQL queries in the functions "GetUpdateSqlQuery()" and "GetInsertSqlQuery()"
CreatureManager.cs (https://gitlab.cromon.ch/Cromon/woweditor/blob/master/WoWEditor6/Storage/Database/WotLk/TrinityCore/CreatureManager.cs)
- Add "TransmogId = Int.Parse(dRow[82].ToString())" below "VerifiedBuild = int.Parse(dRow[81].ToString())" (line 103)
- Add , at the end of "VerifiedBuild = int.Parse(dRow[81].ToString())" (line 102)
Finished. The editor will now load your new field.
If you wonder, 82 is the field number. #81 is VerifiedBuild, #82 would be TransmogId, if i add it after VerifiedBuild.
To make it editable via the creature editor you may edit a bit in the creature editor, but it isn't finished yet.
This post gave me the idea to create the GUI of the creature editor at runtime to automatically support new or edited fields. It won't have the best design then, but it would be much easier to support more versions, you would just have to do the steps that i wrote above.
-
The issue with supporting different formats is never to parse and save it, but to be able to edit it, and to not break with older versions. Do you disable setting transmogid for an emulator not supporting it? do you allow editing it but discard it?
-
Almost no updates recently :(
-
Need to say that last build is now working on my PC.
-
Need to say that last build is now working on my PC.
That's nice to hear!
-
When I execute the Neo.exe, I always get an windows error. The programm shut down and I get the message that windows will inform me, if an solution is created.
Don't know what I'm doing wrong.
oh, the error occurs when I choose the path to my WoW folder.
I've tried it also without my custom patch (patch-9), but its the same result.
-
Got it working.
But it Crashes when i try moving or placing object also i dunno the commands :P
Edit 2: Got it near enough completely working. but how do i move existing objects.
-
Got it working.
But it Crashes when i try moving or placing object also i dunno the commands :P
Edit 2: Got it near enough completely working. but how do i move existing objects.
I'm not sure if this is completely implemented yet.
Cromon can tell you more, but afaik the RL hit him, which means, that he isn't very active atm.
-
Got it working.
But it Crashes when i try moving or placing object also i dunno the commands :P
Edit 2: Got it near enough completely working. but how do i move existing objects.
I'm not sure if this is completely implemented yet.
Cromon can tell you more, but afaik the RL hit him, which means, that he isn't very active atm.
I am not going to lie though what you guys are doing is great man. i have done edits in blizzard maps. Not a single crash so far. i really hope you guys continue and complete the project it acts just like blizzards on world editor. :) i found it more easy to edit with this than noggit. but a few ideas though ability to import stuff from preview selection where you look for models to export directly into map. but its great above all still waiting on water updates and more :)
-
This is sick! Really good job guys. Looking forward to the next update :)
-
I hope he is able to come back soon, and RL will stop bothering him. :P you guys have accomplished so much already. :D
-
Progress on this? I'm so excited for a new editor, noggit is good but it's current state is messed up..
-
I am stoked about this, mainly because I am with a server that has Northrend as the area of RP and possibly other places which are buggy by default! With this it's said that I can edit those places without problem! If this is finished and made fully flesh, a new era of editing will be made.
-
I really like what I am seeing (from a creative standpoint).
My biggest concern is whether or not this is another cromon tool where it is developed for a few months, then development stops and is never finished.
This is why Noggit is a 'succes' because there's still bugfixes and development happening. Considering modding is a way of building a portfolio for job applications, is it safe to assume that you want to finish it and release it as a working tool - Rather than concepts/beta - or is it going to stay in alpha phase?
Sorry if I feel annoying and cranky, I am simply just curious.
-
I really like what I am seeing (from a creative standpoint).
My biggest concern is whether or not this is another cromon tool where it is developed for a few months, then development stops and is never finished.
This is why Noggit is a 'succes' because there's still bugfixes and development happening. Considering modding is a way of building a portfolio for job applications, is it safe to assume that you want to finish it and release it as a working tool - Rather than concepts/beta - or is it going to stay in alpha phase?
Sorry if I feel annoying and cranky, I am simply just curious.
I would continue it even by myself, but i have nearly no experience in 3D stuff. :/
But even if Cromon decides to not continue it, it wasn't a wasted afford. It's a good .NET codebase for a map editor and the most "hard" stuff is probably done.
This is why Noggit is a 'succes' because there's still bugfixes and development happening. Considering modding is a way of building a portfolio for job applications, is it safe to assume that you want to finish it and release it as a working tool - Rather than concepts/beta - or is it going to stay in alpha phase?
The development of Noggit is very slow, because the code is kinda meh. I haven't used 1.4 yet, but i think the Skarn team will make Noggit even better. :)
Actually i'd like to show my custom stuff for my portfolio, but when they will ask questions about it and i have to tell them, that i made a privat server, they will be like: Nope, nope, nope aaaaand nope. I actually want to get a job at a MMORPG company here in germany in the next 2 years and i also would love to show them my custom scripts for TrinityCore, but i don't think it is OK to even mention private servers when i really want to get a job there, even when it isn't one of their games.
And to answer your question: I really would love to see Neo as a finished tool, like everyone else in this thread. Probably even more than anyone else in this thread.
-
Kaev, actually things are much worse than it looks like. All these minor changes we did to Noggit are just 10-15 new functions and it took like a month to do it and it is still bugged as hell. So, don't expect much on Noggit. We're mostly doing something that we personally need for our development.
Speaking about mentioning your private server works on applying for a job, well, I think there is nothing bad in it. Your employer is mostly interested in the quality of code/whaterver you produce, so it does not really matter for them if you worked in pirate servers scene or coded legal software. In the gamedev scene some people actually start doing game modding.
-
Blizzard employees stated that a lot of employees have a background in modding. Mostly for art, though, not in tech. Still, if I'd ever apply, that wowdev stuff will be the only highlight on my resume, so go for it, especially if you didn't mod their game.
-
If you are to create a genius code and offer invaluable solutions, they won't shut you down because you muttered "private servers". I firmly believe that many employers tend to overlook the things you think are negative, such as working for private servers. It isn't actually negative, it's surprising. Surprising in way that a private server motivated you to do a code, no pay whatsoever. That's a great characteristic.
-
Ghostcrawler went from Marine Biology to Age of Empire Modding and got a job at Blizzard. Daniel leaver joined Media Molecule after having done half life 2 mods.
Modding isn't illegal. Profiting from stolen content is. which we are not, so our portfolio should include mods that we've made.
It's like a model using home pictures to apply for a model job.
a writer who has written small stories from different universes to apply to be a historian at Blizzard.
It is a very valid thing to represent. "Oh I programmed the tool that made everyone capable of doing great mods and content for World of Warcraft modding" - That's a big accomplishment, Companies are looking for ways to improve the tool that artists use, Blizzard being one of those. Create a functional and innovative tool, and they'll smile when they see it.
-
I don't agree with schlumpf on the point that you should not mention your work on mods if you were modding the game of your employer. Vice versa, employers should appreciate people who possibly know some weak places of their product and may help to improve it.
-
I have a question that might sound a little demanding but, we'll we see another update that can include placing GOs and M2s in Neo? Just curious since I'm really eager for the release of an updated unstable version. :)
-
Looking forward to more updates on Neo :D Don't let it die!
-
Mods and private servers are two different things imo.
Obviously companies are happy when they hear that i created mods, even better when i did it for their games.
But private servers sound like: "I'm reverse engineering your game to create a illegal server, where people can play for free, so i can get some money instead of you. Thanks for your work!".
I still wouldn't mention private server stuff, but i totally would mention mods or programs like Neo. Problem is: Cromon did the most, if not all, important stuff. I can say, that i'm helping out there. :P
But that's not the topic of the thread, we should create another thread to discuss stuff like that.
Can't tell you if there will be a version with model placing support from my side. I'll try what i can, but as i said, i have no experience with stuff like that, especially not with the WoW data formats. I kinda finished the classes for serverside GOs and creatures, just need to show the models and make them editable. No idea where the current progress at M2/WMO placing and saving is.
When i'm at home, i'll ask Cromon if he want to continue Neo. If he will continue it, M2/WMO support shouldn't be a big problem for him. He's a very, very good developer. :)
-
I also will work on neo again. But in the moment rl, job and vacation eat much time ;)
-
I also will work on neo again. But in the moment rl, job and vacation eat much time ;)
Awesome!
-
I am looking very much forward for a stable and working development tool. But I am still concerned.
-
Hello! Are there any updates? So excited, looking forward to this!
-
Is it possible to become a tester of this?
-
It is public, everyone can test it and report bugs.
-
I tried it out, I don't have to point out the obvious flaws, I love the brush, is it possible to make it work with tablets? (so when you press the pen down, it draws, rather than having to hold control (You can make it a seperate function that can be toggled)) - I love the interface, and the rendering, it feels like a real tool, apart from the state that it is in, very much looking forward to see it at a state where you can use it.
I also found out that it is unable to load my custom maps (I tried to patch it to see if that would help) Is this something to be added or am I doing it wrong?
-
You are obviously doing it wrong because I currently use Neo to paint vertex shaders. I have experienced this problem before but later I did it by doing smth to the patch. Don't remember what exactly tho. :(
-
You are obviously doing it wrong because I currently use Neo to paint vertex shaders. I have experienced this problem before but later I did it by doing smth to the patch. Don't remember what exactly tho. :(
How are you importing the files? I do it the same way as I do in noggit, I write my mapname in the search bar, but it doesn't find anything :P
-
I tried it out, I don't have to point out the obvious flaws, I love the brush, is it possible to make it work with tablets? (so when you press the pen down, it draws, rather than having to hold control (You can make it a seperate function that can be toggled)) - I love the interface, and the rendering, it feels like a real tool, apart from the state that it is in, very much looking forward to see it at a state where you can use it.
I also found out that it is unable to load my custom maps (I tried to patch it to see if that would help) Is this something to be added or am I doing it wrong?
One of the biggest points for Steff is tablet support. :)
-
Works great! The rendering is brilliant, the brush is absolutely amazing, never actually thought about that. There's one minor problem, whenever I find a model that I wish to place, it starts doing that "Not Responding" thing. I don't know why, I can't even remember what I spawned since it was eight days ago!
-
I tried it out, I don't have to point out the obvious flaws, I love the brush, is it possible to make it work with tablets? (so when you press the pen down, it draws, rather than having to hold control (You can make it a seperate function that can be toggled)) - I love the interface, and the rendering, it feels like a real tool, apart from the state that it is in, very much looking forward to see it at a state where you can use it.
I also found out that it is unable to load my custom maps (I tried to patch it to see if that would help) Is this something to be added or am I doing it wrong?
One of the biggest points for Steff is tablet support. :)
awesome!
-
http://www.tinyurl.com/neoerror1 (http://www.tinyurl.com/neoerror1" onclick="window.open(this.href);return false;)
.......Having a bit of struggle with textures. Everything looks fine from Neo's perspective, but when I run with the modified adts (in 5.4.8), the entire chunk has these farm-like texture squares. Sculpting is fine; in fact, with the latest build, it's the only way to save my work. If I only work on texturing, save, and then quit, it doesn't save my progress at all, but it does if I sculpt something. I've also noticed that the output adts don't include tex1 and obj1 files. Aren't these necessary for Cata and onward? I feel like that might be why my ingame textures look screwed up, but I'm not sure. I've also noticed while texturing that only certain textures are permitted in an area: nothing shows up if you texture with other textures.
-
Writes usual alpha to big alpha adts. We have this bug in noggit too.
-
Writes usual alpha to big alpha adts. We have this bug in noggit too.
How do you solve it though? What provokes it?
-
Cromon is alive! I've just seen some signs of life over on his repo page.
-
Writes usual alpha to big alpha adts. We have this bug in noggit too.
How do you solve it though? What provokes it?
I have not faced this bug in Neo. In Noggit it is kinda tricky to solve it. The first thing you need to try is to change wdt alpha flag. If it does not help, then there goes a tricky part I will explain later if necessary.
-
An update from Cromon!
It is very good to see this being continued :D Keep it up man!
-
An update from Cromon!
It is very good to see this being continued :D Keep it up man!
Cromon hype o/
-
I'm very happy, that i can tell you this: Cromon told me, that he some planned some stuff. I wonder what it will be like, but i'm pretty sure, that it will be awesome. Very awesome.
-
Come on... share something with us...
Details man, details!
-
Any updates guys?
-
Any updates guys?
Afaik Cromon planned to rewrite the UUID system as the next step.
-
One of the biggest points is to get to an ide where everything is easy and WORKINg without bugs :)
-
Spoke with Cromon a bit today.
He's kinda busy with some real life stuff at this moment, but he told me that he thinks, that he can continue next month.
He really wants to continue Neo. :)
If you have any feature wishes, please tell us. I'd like to add every idea to our wiki, so we can plan everything better. :)
-
Spoke with Cromon a bit today.
He's kinda busy with some real life stuff at this moment, but he told me that he thinks, that he can continue next month.
He really wants to continue Neo. :)
If you have any feature wishes, please tell us. I'd like to add every idea to our wiki, so we can plan everything better. :)
No major ideas or requests atm but compatibility with patch 6.2 would be nice :D When I tried to load Neo with the 6.2 PTR client it crashed. I used the second PTR build so I'm not sure if the most recent PTR build works fine with Neo or not.
-
Awesome work!
-
We believe in you Cromon!
[media:292x09qy]https://youtu.be/Y8qRotvfeR8[/media:292x09qy]
-
Hi all
As Kaev said im currently pretty busy IRL with finding a new job and such. Im working on it from time to time. Had a couple of interviews this week and thus found some time yesterday and also today to continue working. I investigated a few things in the client and realized that in order to have reliable support for unique ids across all the maps I need to to choose a completely different approach.
Basically one of the big disadvantages of most of the editors you see around is that they have no persistent state. You open them on a random client data, edit a few things with no respect to whats actually there, close the program and all is gone. Thats what im trying to change currently. Before you start editing you define a project. A project has a fixed input path (ideally with pre-extracted files, obviously CASC and MPQ will also be supported) where unchanged files reside. You can use this input path for multiple projects, it wont be changed (and shouldnt be!). When you add a new input path several actions will be performed, like finding the maximum UUID used in the input path.
A project of course also has a root path where project information is stored like the maximum uuid of the project or the output path and other stuff. On top of projects you have a solution. A solution is based on a location (like a remote server or local on your computer) and can contain multiple projects. There is a mode where the application is its own server, so you can use it as you used to just that you first create a local solution and project.
So with that you can actually host the client data on your server with the server software and have multiple people work on that project. Its going to be protected with locks and such so that there wont be no conflicts.
All of this currently is in a special branch. The Jenkins too is currently offline on purpose because i locked myself out of it :D. I wanted to configure it to ignore the IDE branch and yea, it didnt go very well. Its going to be up when i fixed it.
tl;dr
Project based approach and collaboration currently in progress, time spent on the project volatile.
Greetings
Cromon
-
Just curious, have you considered taking a git-based approach for project persistence and collaboration? I think it could work quite well. Each project could just be a set of diff patches meant to be applied to Blizz data and git would enable decentralized local and remote branches, versioning, merges, etc. Better yet, both diffs and git are battle-hardened open standards, meaning that in the future other editors could work with Neo projects since nothing ties them to Neo specifically.
-
Git for binary files is hell. Uuids are often generated by just doing an svn commit (only the object's info, not anything else) and taking that commit id, which is the cheap way of rolling an own infrastructure, but still enables joint work on a map.
-
This looks like a fantastic tool! I'll need to keep an eye on this. :)
-
Hey guys! Any updates these last couple of days? :D
-
Hey guys! Any updates these last couple of days? :D
Since my mainboard broke a few days ago i have to wait for a new one.
I have no WoW installed on my laptop, so i started to continue the creature editor yesterday. Only need a MySQL server and the 3.3.5 database for that. :P
-
Hey guys! Any updates these last couple of days? :D
Since my mainboard broke a few days ago i have to wait for a new one.
I have no WoW installed on my laptop, so i started to continue the creature editor yesterday. Only need a MySQL server and the 3.3.5 database for that. :P
Oh wow, seriously? Well, I don't know what to say. If I had any experience or knowledge I would lend a hand, but sadly I'm not so bright with programming! Best of luck, really great that you haven't abandoned this yet! ;)
-
I added the creature editor to the debug menu.
Before you can open it, you need to connect to a 3.3.5 database. I used the newest EmuDevs DB for testing.
It's still unfinished but i'm already kinda unhappy with the design of the window. If someone has an idea of how i could change it to be more user friendly or something like that, please tell me.
Ignore the 2 boxes and the button on the black rectangle (aka model viewer).
-
I added the creature editor to the debug menu.
Before you can open it, you need to connect to a 3.3.5 database. I used the newest EmuDevs DB for testing.
It's still unfinished but i'm already kinda unhappy with the design of the window. If someone has an idea of how i could change it to be more user friendly or something like that, please tell me.
Ignore the 2 boxes and the button on the black rectangle (aka model viewer).
How about taking some inspiration from Blizzard's gangster?
(http://i.imgur.com/tEnZtL5.png)
-
I added the creature editor to the debug menu.
Before you can open it, you need to connect to a 3.3.5 database. I used the newest EmuDevs DB for testing.
It's still unfinished but i'm already kinda unhappy with the design of the window. If someone has an idea of how i could change it to be more user friendly or something like that, please tell me.
Ignore the 2 boxes and the button on the black rectangle (aka model viewer).
How about taking some inspiration from Blizzard's gangster? i.imgur. com/tEnZtL5.png (Sorry for broken link, haven't hit post quota to direct link yet)
The screenshot with every name is kinda nice, i never saw this one. Thanks for this.
I had the screenshots of Blizz's tool open, when i "designed" the window. But at the same time, i didn't want such a big window and i couldn't read the text. Now it's a mix.
-
Awesome project, guys!
I like the idea of having such a variety of features and functionality all in one tool.
I've worked on a very advanced character/account management and editing suite in the past - compatible with every popular emulator, but I never got to finish it. (https://github.com/megasus/Namcore-Studio (https://github.com/megasus/Namcore-Studio" onclick="window.open(this.href);return false;))
Would you be interested in featuring such a functionality? I'll gladly help you out and contribute to this project. :)
-
Awesome project, guys!
I like the idea of having such a variety of features and functionality all in one tool.
I've worked on a very advanced character/account management and editing suite in the past - compatible with every popular emulator, but I never got to finish it. (https://github.com/megasus/Namcore-Studio (https://github.com/megasus/Namcore-Studio" onclick="window.open(this.href);return false;))
Would you be interested in featuring such a functionality? I'll gladly help you out and contribute to this project. :)
I'm not in any position to speak, but IMHO, that would be bloating it. It's a neat tool, but I think server administration and content creation should be treated as two very different things. If anything there could be a plugin ecosystem that would let you tailor it to suit your specific needs, but I don't think it warrants all the work required to implement it.
-
Managing accounts and characters is very nice for servers, but not relevant for any game content, as K59 said. Neo is a content creator in the first place.
I'm pretty sure it would be a very nice plugin, but i'll focus on other things before implementing a plugin system.
-
I added the creature editor to the debug menu.
Before you can open it, you need to connect to a 3.3.5 database. I used the newest EmuDevs DB for testing.
It's still unfinished but i'm already kinda unhappy with the design of the window. If someone has an idea of how i could change it to be more user friendly or something like that, please tell me.
Ignore the 2 boxes and the button on the black rectangle (aka model viewer).
How about taking some inspiration from Blizzard's gangster?
(http://i.imgur.com/tEnZtL5.png)
I'm actually pretty surprised, that UI isn't very good at all... perhaps worse than the WCIII editor. It wouldn't be difficult to design something better.
-
I added the creature editor to the debug menu.
Before you can open it, you need to connect to a 3.3.5 database. I used the newest EmuDevs DB for testing.
It's still unfinished but i'm already kinda unhappy with the design of the window. If someone has an idea of how i could change it to be more user friendly or something like that, please tell me.
Ignore the 2 boxes and the button on the black rectangle (aka model viewer).
How about taking some inspiration from Blizzard's gangster?
(http://i.imgur.com/tEnZtL5.png)
I'm actually pretty surprised, that UI isn't very good at all... perhaps worse than the WCIII editor. It wouldn't be difficult to design something better.
I liked the WC3 editor UI.. :P
I actually had an idea yesterday, i think i'll implement it this weekend.
EDIT: Just tested my idea at work. Easier and faster than expected, works like a charm. I think i'll implement already today. :P
-
I've implemented my idea of the creature editor GUI.
To make it easier for you, i've recorded a small video. :)
[media:3c88pi1h]https://www.youtube.com/watch?v=Nqni8Gz-BRs&feature=youtu.be[/media:3c88pi1h]
-
I've implemented my idea of the creature editor GUI.
To make it easier for you, i've recorded a small video. :)
[media:27nx078q]https://www.youtube.com/watch?v=Nqni8Gz-BRs&feature=youtu.be[/media:27nx078q]
Oh sweet lord... that's amazing. Nice to see some progression! Always refreshing. A question: Did Cromon make progress with the moving and placing objects into the world?
-
I've implemented my idea of the creature editor GUI.
To make it easier for you, i've recorded a small video. :)
[media:2r4pgaj2]https://www.youtube.com/watch?v=Nqni8Gz-BRs&feature=youtu.be[/media:2r4pgaj2]
Oh sweet lord... that's amazing. Nice to see some progression! Always refreshing. A question: Did Cromon make progress with the moving and placing objects into the world?
Not yet, still busy with moving and some other rl stuff.
EDIT: Just got an idea. I can make the Flag tab even easier for people. No need for looking up random numbers anymore. :3
After i fixed all the GUI stuff i'll make the creature editor completely working, isn't much to do anymore. Wrote most of the code already. Then i'll do the same with the GO editor. And if i get the idea of rendering m2 models in the world, i try to get show the creatures and GOs in the map editor window. Pretty sure that i will need some help from Cromon there. :P
EDIT2: There it is. Small change, but waaay more user friendly and less time consuming than the old Flags-window. :)
(http://i.imgur.com/IOQhS7K.png)
-
...
This is cool, I feel like jumping between all the tabs would be a bit annoying though. Would it be possible to put all the essential stuff in one tab? E.g. info, combat and stats. Maybe even merge model with info?
I think you could save a lot of space by placing several items along the horizontal axis.
-
...
This is cool, I feel like jumping between all the tabs would be a bit annoying though. Would it be possible to put all the essential stuff in one tab? E.g. info, combat and stats. Maybe even merge model with info?
I think you could save a lot of space by placing several items along the horizontal axis.
I had everything in one window before and it was aweful.
Many creature editors that i found are using tab system like this, because it's faster to click on a tab and have everything i need instead of searching the correct tab and look through all items that are inside of it.
I'll probably change a bit here and there but the system will kinda stay like this. I already thought of removing the model tab completely and just put it at the right side of everything, so you can always see ur creature.
tl;dr: The search for so much informations in a single tab is more time consuming then clicking on the correct tab.
-
Forgive me, but 17 pages is a lot to look through. What's the current status of using this on Cata+ maps?
-
Forgive me, but 17 pages is a lot to look through. What's the current status of using this on Cata+ maps?
As i know this is developed for 3.3.5 and 6.x maps no other
-
Forgive me, but 17 pages is a lot to look through. What's the current status of using this on Cata+ maps?
As i know this is developed for 3.3.5 and 6.x maps no other
Cromon said that it will support every version. I just tested WotLk and WoD, so i can't guarantee it for Cata or MoP yet. Neo isn't big, you can test it and tell us. :)
-
I don't know if this has been suggested, but might I suggest moving the Asset Browser to the sidebar, or possibly combining (at least a m2/wmo portion of it) with the models section for imports? That way you can either import the models with a direct path, or you can browse models and decide which one to import on the fly.
It would make things such as building walls much simpler. For example, building a generic human wall has 23 different WMO options. It'd be nice to see them in the asset browser preview section before placing them.
On a related note, when you update the asset browser to support WMOs (which as of right now, it doesn't (?)), can we have an option to hide the _000.wmos?
-
Any updates?
-
On a related note, when you update the asset browser to support WMOs (which as of right now, it doesn't (?)), can we have an option to hide the _000.wmos?
I'm pretty sure, that hiding the _0xx.wmo isn't hard to do. I'll write it on the wishlist. :)
@andrej: Cromon made some small changes few days ago. Haven't read through them yet.
-
Haven't checked on my favorite modding tool since a coon's age! Anything new? Any updates? How far are you from releasing this monster?
-
Well https://gitlab.cromon.ch/Cromon/woweditor (https://gitlab.cromon.ch/Cromon/woweditor" onclick="window.open(this.href);return false;) seems to be down...
Anyone else getting this as well or is it only me?
-
Well https://gitlab.cromon.ch/Cromon/woweditor (https://gitlab.cromon.ch/Cromon/woweditor" onclick="window.open(this.href);return false;) seems to be down...
Anyone else getting this as well or is it only me?
No it's not only you..:)
-
Well https://gitlab.cromon.ch/Cromon/woweditor (https://gitlab.cromon.ch/Cromon/woweditor" onclick="window.open(this.href);return false;) seems to be down...
Anyone else getting this as well or is it only me?
Thanks for reporting, will be online again soon. :)
-
"Support for every version. Classic to WoD!"
I hope you'll soon make it available on other expacs as well, from what I've tried it works on WoTLK and WoD only
-
Git is now online again, sorry for the downtime. :)
Support for other versions than WotLk and WoD will be implemented, when the stuff for the most important versions will work.
-
And it's down again
-
Everytime I start neo (self compiled or the full download) the programm crashed and closed after I select my wow version...thats...strange..:)
-
Do you select a WoW or WotLk version?
If yes, we would like to have the crash log. :)
-
Want to ask this but will this patch be able to fully restore Lordareon? and help rebuild Capital City to?
-
WoW, i cant wait to test it. Looks awesome man! :o
-
Want to ask this but will this patch be able to fully restore Lordareon? and help rebuild Capital City to?
It isn't a patch, but you could rebuild Capital City. You can also do this with Noggit while Neo is in development. :P
-
Oops my bad didnt check the wording there so it seems like this Program will be able to restore lordaeron fully and distribute patches for use when the program is completed.
-
I've got a suggestion about the ground effect, it'd be awesome to put it on the ground just like textures (if you know what do I mean). I'm pretty sure that Blizz does it this way
-
I've got a suggestion about the ground effect, it'd be awesome to put it on the ground just like textures (if you know what do I mean). I'm pretty sure that Blizz does it this way
No, that's not how it works. Detail doodads are bound to the texture. The way it would work would be right next to the texture selection being a selection for model and parameters.
-
The set is bound to texture but what texture counts on what subchunk is stored seperated.
But they get generated trough textures. we could add a tool to adjust the groundeffects data a bit. So you dont have grass clutter on road becaus the subchunk has much gras on it.
-
I tested it. It is rly stable. but if i look into the sky with a high view distance, the frames brake. I dont know if its my pc or the programm^^ but its rly nice :) good work !
-
Hi! New to the site thanks to google and finding a WoW Editor!
Im having issues with the Neo.exe since my Realmlist.wtf is missing in WoD i guess?
Any solutions to this problem?
E: The launcher crashes once i've selected the appropriate folder as destination and clicking Load.
~Best regards Glivee
-
Hi! New to the site thanks to google and finding a WoW Editor!
Im having issues with the Neo.exe since my Realmlist.wtf is missing in WoD i guess?
Any solutions to this problem?
E: The launcher crashes once i've selected the appropriate folder as destination and clicking Load.
~Best regards Glivee
Afaik WoD doesn't even have a realmlist.wtf. :P
We need the error log to give support.
-
Hi! New to the site thanks to google and finding a WoW Editor!
Im having issues with the Neo.exe since my Realmlist.wtf is missing in WoD i guess?
Any solutions to this problem?
E: The launcher crashes once i've selected the appropriate folder as destination and clicking Load.
~Best regards Glivee
Afaik WoD doesn't even have a realmlist.wtf. :P
We need the error log to give support.
No it does'nt :P
I can paste it here once im home from Work!:D
~Best regards Glivee
-
RIP Neo
-
Why RIP ?
-
Why RIP ?
We haven't heard any updates... :(
-
that dont mean noone works on it.
but we babe vacation tim and i bave to do also many other stuff ;)
-
that dont mean noone works on it.
but we babe vacation tim and i bave to do also many other stuff ;)
Always happy to see even the smallest signs of life with this project, but there's one thing that's puzzling me and that is why do you make so many typos?
-
laziness and strange tablet corrections.
-
Hi! New to the site thanks to google and finding a WoW Editor!
Im having issues with the Neo.exe since my Realmlist.wtf is missing in WoD i guess?
Any solutions to this problem?
E: The launcher crashes once i've selected the appropriate folder as destination and clicking Load.
~Best regards Glivee
Afaik WoD doesn't even have a realmlist.wtf. :P
We need the error log to give support.
Im not able to paste the Log-file here since it's containing spam or something like that:P
-
Hi! New to the site thanks to google and finding a WoW Editor!
Im having issues with the Neo.exe since my Realmlist.wtf is missing in WoD i guess?
Any solutions to this problem?
E: The launcher crashes once i've selected the appropriate folder as destination and clicking Load.
~Best regards Glivee
Afaik WoD doesn't even have a realmlist.wtf. :P
We need the error log to give support.
Im not able to paste the Log-file here since it's containing spam or something like that:P
Put it on Pastebin and then post the link to it here.
-
If you're trying to use a current 6.2 client, you need to extract CreatureExtraInfo.db2, and convert it to dbc, then put it in the Output folder in the proper dbc sub-folder. Neo needs to have db2 support going forward, so there's that. I might take a stab at it, despite the fact that I'm not a coder - there's c++-based converters for db2 to csv, and csv to dbc, so it can't be that hard, can it? (sarcasm)
-
WDL Generation Hype!
https://gitlab.cromon.ch/Cromon/wowedit ... 41868f3956 (https://gitlab.cromon.ch/Cromon/woweditor/commit/5dbfcfd22a3d147d6f91c5cd4f849c41868f3956" onclick="window.open(this.href);return false;)
o/
-
The project is not dead?
-
The project is not dead?
It never was! :)
-
@Kaev
You will made a wdt and map adder into neo?
-
The project is not dead?
It's a hobby project, people have jobs, sometimes it'll be on hold, but not dead.
-
Is this only for WotLK, or is it gonna work for Cata? *fingers crossed*
-
Its in main post - this tool is supposed to be for all versions.
-
Is this only for WotLK, or is it gonna work for Cata? *fingers crossed*
but atm it's only for WotLk and WoD
-
Is this only for WotLK, or is it gonna work for Cata? *fingers crossed*
but atm it's only for WotLk and WoD
But there is no difference between WoD and Cata dbcs, is there?
-
Is this only for WotLK, or is it gonna work for Cata? *fingers crossed*
but atm it's only for WotLk and WoD
But there is no difference between WoD and Cata dbcs, is there?
There is a lot of differences in dbcs.
-
About the versions:
Design allows adding new versions easily. Mostly you just have to do the parsing and implement some abstract classes to get it rendered. But right now i could only implement Lichking and Warlords.
About WDL:
WDL generation is fully done now. Theres even a progress dialog and the generation is done asynchronously. Theres one minor issue tho. For WoD the ADTs that are in the deep ocean for some reason come with a height of 0 in the WDL but have a different height in the terrain. I cannot fix this right now as i dont parse liquids but i guess its a very minor issue. For Lichking you wont notice any difference between the generated and the original WDL.
Map Generator:
Im currently working on a interface that automatically generates terrain with filters like perlin noise, voronoi noise, midpoint displacement, etc. The idea is that you can define "biomes" like in minecraft and connect generators for each biome and then create huge continents within seconds. Then all you have to do is like have a look at it and change the things you dont like.
Images for WDL:
This was the edit:
(http://i.imgur.com/U9Pj008.jpg)
In the editor (after saving):
(http://i.imgur.com/IIpoX46.jpg)
Ingame (after saving):
(http://i.imgur.com/OhLtqEU.jpg)
-
Map Generator:
Im currently working on a interface that automatically generates terrain with filters like perlin noise, voronoi noise, midpoint displacement, etc. The idea is that you can define "biomes" like in minecraft and connect generators for each biome and then create huge continents within seconds. Then all you have to do is like have a look at it and change the things you dont like.
Haha once you annouce something it gets implemented elsewhere. xD
Neat. Looking forward to that. Especially the voronoi noise, I was looking at that too. :)
-
Cromon, you should use the wimg tag.
-
Haha once you annouce something it gets implemented elsewhere. xD
Neat. Looking forward to that. Especially the voronoi noise, I was looking at that too. :)
Actually i did this before for another project and wanted to integrate it into the editor a long time ago ;)
Sadly all i have left from the old project are screenshots, code got lost when i erased a backup a few years ago :(
These are the screenshots i have left from back then:
(http://i.imgur.com/RKrqKuB.jpg)
(http://i.imgur.com/Scf569Q.jpg)
@kojak488: Thanks for the tip! :)
-
Wasn't meant as a reproach. ;)
I'm pretty happy that you do that.
If you are at it anyway, maybe you could make it either configurable. Maybe via xml files etc.
Or allow plugins via dlls to allow people to write their own methods for generation. :D
Either way, looks and sounds very promising!
-
Me neither, just thought its funny how it came together at the same time :D
The plugin stuff is actually the first thing i did yesterday:
(http://i.imgur.com/qaR2HYR.png)
-
Alright I officially love you now. xD
-
Ah, btw, since you mentioned XML. You can save a generator "plot" and then share it or use it in another project again. This will be done in an xml config file :)
-
Can i in this program delete objects or wmo ?
-
Hmm, the Gitlab doesn't seem to be working? :[
-
Can i in this program delete objects or wmo ?
Not yet
Hmm, the Gitlab doesn't seem to be working? :[
Cromon has to restart it then.. damn Gitlab! :P
-
As I've seen, Neo is a open-source right? Cuz I can't access gitlab or I haven't found any other resourses for Neo. I'm really interested in Neo since I really like modding especially map editing and I've been working for a long time with noggit, and would like to see what are the capabilities of Neo especially vertex shading or scale-able textures.
-
As I've seen, Neo is a open-source right? Cuz I can't access gitlab or I haven't found any other resourses for Neo. I'm really interested in Neo since I really like modding especially map editing and I've been working for a long time with noggit, and would like to see what are the capabilities of Neo especially vertex shading or scale-able textures.
I'll tell Cromon to restart the Gitlab when i'm back from work
-
Could anybody post compiled file please ?
-
Any Progress or information if this is on pause or just stopped being developed.
-
Link To download does not work:(
-
can anyone update the link
-
Download Visual Studio 2013 (http://go.microsoft.com/fwlink/?LinkId=517284) and a zip from repository (https://gitlab.cromon.ch/Cromon/woweditor/repository/archive.zip).
Then you Open -> Project/Solution (http://i.imgur.com/X9ESDCL.png) and select the file from the archive (http://i.imgur.com/GvBkfuG.png). After it loads, press F5.
-
Thanks kreha1, i added this to the main post. :)
-
when I click place the program stop working and how I delete an object ?
-
Hm... When i try to debug it with a visual studio i get this error:
"An unhandled exception of type 'SharpDX.SharpDXException' occurred in SharpDX.dll
Additional information: HRESULT: [0x887A002D], Module: [Unknown], ApiCode: [Unknown/Unknown]"
How i can fix if?)
-
For me this is on pause becaus of exam.
Will continue at the end of December.
-
Hm... When i try to debug it with a visual studio i get this error:
"An unhandled exception of type 'SharpDX.SharpDXException' occurred in SharpDX.dll
Additional information: HRESULT: [0x887A002D], Module: [Unknown], ApiCode: [Unknown/Unknown]"
How i can fix if?)
Do you have Windows 10? If so, try upgrading SDK (https://dev.windows.com/en-us/downloads/windows-10-sdk).
I've just updated to Windows 10 and couldn't compile it. I completely forgot, that with Win 10 comes DirectX 12 making SharpDX useless.
-
Hm... When i try to debug it with a visual studio i get this error:
"An unhandled exception of type 'SharpDX.SharpDXException' occurred in SharpDX.dll
Additional information: HRESULT: [0x887A002D], Module: [Unknown], ApiCode: [Unknown/Unknown]"
How i can fix if?)
Do you have Windows 10? If so, try upgrading SDK (https://dev.windows.com/en-us/downloads/windows-10-sdk).
I've just updated to Windows 10 and couldn't compile it. I completely forgot, that with Win 10 comes DirectX 12 making SharpDX useless.
Yeah, it works! Thanks :)
By the way, is it possible to work with wmo and m2 on that version (move them, delete and create new objects) or not?
-
It is still very alpha in the moment. I even dont know if you can use it already for productiv.
I work now again for 2 days on code... perhaps we soon see some progress here.
Current state.
(http://imagr.eu/3cDi7)
-
Decent.
The second it's good enough to start building, without losing a bunch of work or huge bugs, I'll be dropping Noggit. :D
-
Really awesome. My favorite part is the interface. Modern look ^^
-
Thanks. Just a very early start. I integrated the avalon dark theme that is now also available and cleand some structure stuff. Next step is to isolate the editor into own files and setup MVVM for it.
-
Amazing work on interface. Keep it going. Neo seems to be our only hope to move modding to cata+ xpacs. I mean in a proper way. I like the dark style, more pleasant for eyes than the white one.
I would personally ask to implement hotkeys for brushes and other stuff. That's what it really lacks now. ;)
-
Can we expect any update on gitlab then?
-
I only commit working stuff :) And not functional icons are nothing working ;)
-
I only commit working stuff :) And not functional icons are nothing working ;)
This is terribly wrong from a software development. Commit stuff while you're building it. While it is still a small thing, not a 5 file mess. Yes, do not commit 20 icons you added that do nothing, but do commit the framework for it. In fact, as you're using git, do commit 20 icons that do nothing, but just don't push and rebase them to do things before pushing. But please do not have one huge commit adding 20 icons at once after two weeks of working on them. And when you're working on a branch -- which you should -- even push them. There is nothing lost, as instead when you keep them uncommitted and local, nobody can help you, review it, suggest things, not do the same thing at the same time. "But it isn't working yet" is a reason for not doing a merge request, not for not pushing.
Please.
-
There is no function to test. So no review needed. As long you can not read many UI elements because the theme is not fixed 100% no testing is needed. It is only the look I rework. Nothing big technical. But this also takes time. An Ill commit everything step by step local during work.
-
It is still very alpha in the moment. I even dont know if you can use it already for productiv.
I work now again for 2 days on code... perhaps we soon see some progress here.
Current state.
(http://imagr.eu/3cDi7)
Looks awesome.
I have vacation next week and not much to do, i think i'll finish at least the basic functions of the NPC and GO editor, that i've started, then. :)
EDIT: Oh, we have a own section now. Nice!
I'll overhaul the first post in the next days. It got a bit messy with all the news. :P
-
It's nice to see that project is moving ahead :)
-
Thanks.
-
Very nice... i cant wait for it! :o
This look ist very Nice and i Liked
-
*drools*
Holy Moses! Man, you are one damn fine purveyor of dreams!
Keep up with the good work! :)
-
I am just curious as I have no computer skills what so ever :D I am wondering if it is possible to use this type of editor to create a greyscale heightmap from the maps in WOW or does anyone know if this is even possible?
-
Neo dont support it now. I plan this feature but it is not so easy becaus wow hase such an big height range.
An normal grayscale dont helpt there much. I need to add an importer that makes it possible to define the range links between the loaded grayscale and the destination wow map.
And import and exact export into grayscale is not possible. Futa has an option to do export and import but it just use a binary data file to store the height informations.
First I have to get the basic edit stuff working and a bit more clean up.
Also cromon needs to update his certificate to make pushs again possible.
-
To sate our appetites Steff while we wait for the certificate, mind telling us what you've got coming?
-
During the last 3 weeks I had no time to do stuff.
Done is the full swap to a dark theme. Next will be the implementation of saved settings for the user and the depending UI dialogs. Then I will start to move the settings for the different edit modes from the fling tabs over to the editor window and bound shortcut keys to them. I all existing features are moved over the implementation of new one can start.
-
During the last 3 weeks I had no time to do stuff.
Done is the full swap to a dark theme. Next will be the implementation of saved settings for the user and the depending UI dialogs. Then I will start to move the settings for the different edit modes from the fling tabs over to the editor window and bound shortcut keys to them. I all existing features are moved over the implementation of new one can start.
so one simple question:
you will add a function to setup movement paths for npc?
-
I know there will be scalable texture, but can you add the "painting inside the other texture" tool showed in the MoP Art Panel at 34:08 ?=>
[media:k8jer7pu]https://youtu.be/B7SL8mscXA8?t=34m8s[/media:k8jer7pu]
And I don't know if someone already asked, but it's possible to add multi-selection for objects ?
-
i will try but i think i will need help for this.
also serverside editing is planed. like nocs, quests and also pathes.
-
i will try but i think i will need help for this.
also serverside editing is planed. like nocs, quests and also pathes.
but it will be a client to if you have to add the animations and rendering of it own paths of npc it's very difficult, like to ad a good dbc parser and editor
-
Link with repository not work
-
Link with repository not work
Cromon created a new repository on Bitbucket, so the shouldn't be any downtine anymore in the future.
I will insert the link to the new repository after i get home from work. :)
-
#Kaev Okay, nice :)
-
I searched a bit on Bibucket, and found this one (https://bitbucket.org/mugadr_m/neo/commits/all). It seems to be the right repo, but I would wait for Kaev's link to be sure ^^
-
I searched a bit on Bibucket, and found this one (https://bitbucket.org/mugadr_m/neo/commits/all). It seems to be the right repo, but I would wait for Kaev's link to be sure ^^
That's the right repository :)
-
Who knows, where I can download WoD client? (622 or 623)
-
Sorry guys, i forgot to insert the link. D:
The repository that you found is the correct one. I replaced the old link in the start post. :)
-
One thing that always bugged me about Noggit, and something I would like to see here, is the lack of ability to search/filter your model selection. I usually know, for example, that the object I want to insert is a dock. I would like to be able to filter my options to only display paths with "dock" in the name, that way I can test them out ingame and see what they look like where I am.
So, can we get a search option for the asset browser and/or filters?
-
Can be done by WMV and models can be imported from WMV in Noggit as well by simple shortcut, but having that (working flawlessly) and implemented directly in app would surely be nice, too.
-
Having to go outside the tool to do something is a bad way of having to do it. Plus, WMV is just as likely to crash when you try to load a WMO as it is to actually load it.
-
(working flawlessly) and implemented directly in app would surely be nice, too.
-
Wasn't disagreeing or arguing with you mate, just expanding on why I think its necessary :P
-
I really hope you guys finish production on this application. Anything is better than buggy Noggit. So tired of having to go back and fix holes that I didn't create in Noggit.
-
if anyone is interested in tablet support i.e pen pressure check out my branch
this is a unstable branch it has not been tested alot and might easily crash. also it only supports texture editing no sculpting
https://bitbucket.org/mugadr_m/neo/src/ ... et-drawing (https://bitbucket.org/mugadr_m/neo/src/9a42fd8c53c7a721901ec4b73965a33c806d3b00?at=feature/tablet-drawing" onclick="window.open(this.href);return false;)
-
It is not a branch. It is a fork. Why not just join insted of fork?
-
It is not a branch. It is a fork. Why not just join insted of fork?
how do i join?
-
Ask Cromon to get push access. Creat branch there. Develop feature till it works without bugs and then merge your branch.
-
Ask Cromon to get push access. Creat branch there. Develop feature till it works without bugs and then merge your branch.
New Branch
https://bitbucket.org/mugadr_m/neo/src/ ... et-drawing (https://bitbucket.org/mugadr_m/neo/src/9a42fd8c53c7a721901ec4b73965a33c806d3b00?at=feature/tablet-drawing" onclick="window.open(this.href);return false;)
-
So has Cromon not been around anymore?
And is bitbucket the offical repository now? His gitlab seems to have been down for a bit..
-
And is bitbucket the offical repository now? His gitlab seems to have been down for a bit..
Yes, the repository on Bitbucket is the official repository now.
-
If anyone got a drawing tablet with pressure sensor please test the tablet branch, i want to know if it works on your type
-
If anyone got a drawing tablet with pressure sensor please test the tablet branch, i want to know if it works on your type
I won't have my wacom tablet for another month or i would test. :P
-
When I am at home I will try it with my Wacom tablet
-
When I am at home I will try it with my Wycombe tablet
Ok, you will have to compile the source yourself, as i currently have some uncommitted changes which would break it
-
Here's a video to show you the pressure gestion in action. I used a Wacom Cintiq 13 HD.
(shame on me, I did bullshit. Next time I'll try to do REAL things)
[media:2819bmqn]https://youtu.be/TSVmSzrXVWo[/media:2819bmqn]
-
Here's a video to show you the pressure gestion in action. I used a Wacom Cintiq 13 HD.
(shame on me, I did bullshit. Next time I'll try to do REAL things)
[media:3a8nkcvd]https://youtu.be/TSVmSzrXVWo[/media:3a8nkcvd]
That is a nice tablet :) is there anything you wish that the tablet support should include?
-
I don't really see what you can add. Maybe a possibility to change the size of the radius with a shortcut like in Noggit, with ALT+Left clic on the ground we can ajust the size (not only for the "tablet section"). It's hard to choose the good size in the windows I can only have 0.10 or 1.28, but not between it, like 0.30, 0.40,...
By the way, you did a good job (all of you)
(http://nsm08.casimages.com/img/2016/01/31//16013106372014339113937189.gif)
-
I don't really see what you can add. Maybe a possibility to change the size of the radius with a shortcut like in Noggit, with ALT+Left clic on the ground we can ajust the size (not only for the "tablet section"). It's hard to choose the good size in the windows I can only have 0.10 or 1.28, but not between it, like 0.30, 0.40,...
By the way, you did a good job (all of you)
(http://nsm08.casimages.com/img/2016/01/31//16013106372014339113937189.gif)
Might add that in as a feature but not in tablet support
-
Is Neo more stable then noggit, does world editing cause crashes in game?
-
Is Neo more stable then noggit, does world editing cause crashes in game?
I find it very stable, done some small testing, and i never had one crash except a few out of memory if you compile it as 64bit and got a good amount of ram (never capped above 5gb) you should be stable, and fast
if you plan to edit 3.3.5 content 64bit will not work, but it is not required, so just use 32 bit on 3.3.5 and 64bit on Warlords of dreanor
Also if you are wondering, even though water is not showing in the editor, it will be saved when exporting
-
If anyone got a drawing tablet with pressure sensor please test the tablet branch, i want to know if it works on your type
Will try it.
If you think about working on 3D editor speek to me firts. Becaus I work on it in the moment.
-
If anyone got a drawing tablet with pressure sensor please test the tablet branch, i want to know if it works on your type
Will try it.
If you think about working on 3D editor speek to me firts. Becaus I work on it in the moment.
What are you working on?
-
Move the UI stuff out of the pans.
Also devide into different edit modes with more options.
And add many shortcuts to make work faster.
-
Ok
-
Hi there !
Would you have a recent binary somewhere for testing ? I don't feel like reinstalling a whole msvc suite just for trying the program.
Thanks :)
-
Will upload an compile. But dont expect to much. It is fare away from using it productiv.
Bad handling and still stuff missing. Like water render.
-
Cool thanks !
Yeah I understand it's in development, and that stuff are still missing/bugged.
-
Added a current compile to the main post.
-
Thanks a lot ! :)
-
This comes as no surprise to anyone, considering how much of a noob I am. Anyhow, I can't seem to find any way of deleting objects, nor can I find a way to spawn any, either.
I am much more used to Noggit's keybinds and controls, and I haven't even used that for over a year so... I am worse than rusty. >_>
One last thing, it's not possible to change 'Camera Up' from Q to spacebar, atleast not through the program's configuration. I have yet to try the config file for keybinds, so I might give that a shot. And that is about all.
P.s: Lots of friends are hyped for this! ^^
Update: Tried to change the keybind through the .XML file, worked splendidly.
-
the editor misses many edit functionality. like move or delete objects. add is in as fare i know. haved tested.
in the moment i try to clean up code and create structures for the editor. for keybindings there is a section in the settings.
-
Oh, I see. Makes sense since well, it's early. I'll keep being patient then!
And I know about the keybind configuration, it's just that you can not change any keys to 'Space' through Neo.exe, must be through the Neo folder > Config > Bindings.
-
Ok thanks fpr that hint. I will test this.
-
Steff, do you have a repository where i can see all your changes?
-
It is great it is still being worked on. Meta, amazing tablet you've got there.
-
Yeah, an amazing tablet, but I did bullshit with it, I have to practice more.
-
This tool looks really neat. I can't wait to try it out. The current compile listed at the bottom of the OP crashes upon trying to load a 3.3.5a wow directory.
-
This tool looks really neat. I can't wait to try it out. The current compile listed at the bottom of the OP crashes upon trying to load a 3.3.5a wow directory.
wow 3.3.5 only works if you compile 32 bit
-
I honestly can't wait, as soon as .m2 placing and deleting is in, I'm going to town on WoD
-
I honestly can't wait, as soon as .m2 placing and deleting is in, I'm going to town on WoD
Cannot wait for this either!
-
I'm so hyped for this!!!
Will it support other versions of WoW than 3.3.5a?
-
- Support for every version. Classic to WoD!
-
Seems there is no update since 2016-01-30 according to bitbucket, what happened or am I missing something? Just asking.
-
Seems there is no update since 2016-01-30 according to bitbucket, what happened or am I missing something? Just asking.
This project seems half dead.
-
Seems there is no update since 2016-01-30 according to bitbucket, what happened or am I missing something? Just asking.
Cromon lost interest in working, and there is noone else that works activly on it. I might soon but there is alot of work to be done
-
where can we have the manual ?
-
There is none. Also it is not useable because nearly everything is missing.
-
Hopefully this Project will continue because a Map Editor for WoD is seriously needed as noggit wont work with it.
-
Hopefully this Project will continue because a Map Editor for WoD is seriously needed as noggit wont work with it.
I think that Steff said something about Noggit intergration for WoD coming soon
-
Oh cmon Cromon atleast put the wmo insert function, come backk :arrow:
-
I'm trying add it to wow 3.3.5a, but when i load it crash, how fix?
-
If you downloaded the alpha build Steff put then try compiling it yourself (it's explained in the OP how to compile). But I guess you'd be better off with Noggit since it works with 3.3.5a and Neo is not even stable.
-
This is actually being worked on now again.
-
If you downloaded the alpha build Steff put then try compiling it yourself (it's explained in the OP how to compile). But I guess you'd be better off with Noggit since it works with 3.3.5a and Neo is not even stable.
i was using noggit, but i got some bugs with water editing, and didn't find how to fix it, thats why i'm tryin' a new editor :S
and for crash debug : "throw new InvalidOperationException("Encoding file not found");"
:cry:
-
So is NEO dead? I hope it isnt because I really want to have a working wow editor for legion.
-
It is too bad this project died :(
-
Yes. But for this Noggit development is really going forward the last time.