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Featured => Noggit => Topic started by: Steff on October 21, 2013, 07:52:35 am
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Here the new version of Noggit.
[!!Importand. This version has a bug that delete or duplicates models IF you save 2 times in one work session.
To avoid this CLOSE noggit after every save and reload tillit is fixed.!!!
Herethelatest CI81 version:
http://www.file-upload.net/download-9372073/NoggitCI81.zip.html
First of all a big thanks to all coders, special to Hanfer who did a huge amount of work for 1.3.
Also to Bekete and Cromon for helping.
And thanks to our test team for data checks and much 010 work :)
DK, Fallen Angel, Kagul, Luzifix, Sergey and Stone Harry.
Open source
Also noggit3 SDL is again open source. So if you are able contact us and help to make it better :)
Here you can clone the source and have a look at it.
https://bitbucket.org/berndloerwald/noggit3 (https://bitbucket.org/berndloerwald/noggit3" onclick="window.open(this.href);return false;)
Bugtraker
As many people seams to not know it.
WE HAVE A BUGTRAKER
bugtracker/index.php (http://modcraft.io/bugtracker/index.php" onclick="window.open(this.href);return false;)
And if you find bugs in noggit, search it and add the bug if not still exist!
Thanks :)
AND GIVE US FEEDBACK IN THE BUGTRAKER
We try to get all fixed but we need you feedback. Testfiles. How did the problem happen and so on.
Most wanted feature is now in. Noggit can load and save water.
Also some basic functions to add and edit water ADT based are included.
More will come in next version(s).
Also UID problem is now fixed. This caused the disappearing of models on the map with the same UID.
You just have to edit and re save every tile of your custom map.
I improofed the texture pallet a bit and added a function to load alltextures at once.
Flatten/Blur have now also speed and speeds up work with this tool allot :)
Also add some new shortcuts to make work faster.
So we hope you willl have fun with this version.
DOWNLOAD:
SDL 1.3 CI - 81
http://ci.hanfer.org/job/NoggitSDL/81/a ... Noggit.zip (http://ci.hanfer.org/job/NoggitSDL/81/artifact/build/Noggit.zip" onclick="window.open(this.href);return false;)
Noggit SDL 1.3 changelog
- Add application Icon
- You can now load BGs in menu
- Basic water editing
o Load and save water layers now
o Menu > Assist > delete and create water
o Basic ADT based water editor for type, opercity and height.
o Opercity auto callculation with transition pendingon water depth
- Rework texture pallet
o Add load all tileset function to texture pallet
o Change rows and cols direction and count
o Add big preview of selected texture
o Discard the old current texture window
o Fix texture pallet size to fit names
- Do release with debug now
- New keys and mouse functions
o ALT + 1 till 5 set now the texture paint opercety to 100,75,50,25 and 0 %
o Space + Maus = Speed and Pressure
- During load noggit test the config file and report common problems into the logfile. So perhaps users can fix this problems alone
in the future.
- Link to Manual in modcraft wiki
- Load MPQs now in read only. This prevent noggit fron not running if folder rights or read only dont fit on wow folder.
- Better wmo culling that the moldes dont hide all the time.
- Add ground flatten/blur speed.
- UID Fix. On save of an adt all UIDs get recalced now and saged in this and all surrounding adts.
- Clean out test and deprecated menu functions
- Auto size,tile and rotation works now also if you have copy model size and rotation activated.
- In Holes mode you can now alos edit the full chunk if you hold down the ALT key during edit.
- better Vertics Rendering ( Hanfer )
- After you have saved the selection works not. Fixed.
- Maptile display on minimap
- Add the ALT Key to texture delete from chunk function. You have to hold all 3 keys. This often cause problems of unwanted deleting
- VMAPs fix for WMOs. M2 problem seams to come from new extractor version.
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Please publish the source/changesets.
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It will.
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Here we go! Finally! Great work as usual :D
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Please publish the source/changesets.
i will upload the src as soon as i get home.....
....also i would like to talk to u schlumpf about how we organize the repo further......
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All we need now is northrend support :3
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For what :) Creat own stuff and do not always use existing :)
Big alpha is on the list.
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Nice work!
To clarify,
Vmaps4 = no working m2 and Wmo data
Vmaps3 = working m2 data, Wmo does not
Pathfinding works fine but since pathfinding will not work without vector maps by default a lot of people confuse the issue. It is just vmap data playing up.
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Yes and now the WMOs are changed and should work with V3 wher m2s still work?
Give it a try. If not give as the infos back :) That we can have another look and testing session for 1.3.1 :)
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Yes and now the WMOs are changed and should work with V3 wher m2s still work?
Give it a try. If not give as the infos back :) That we can have another look and testing session for 1.3.1 :)
I will test with vmaps3 later in the week. :)
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Nice .. Thanks !
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Nupper, just convert big alpha to normal one. Save adt in noggit than export the alphamap, import again. After this it will work.
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It works Wounders thanks. but when i leave a set adt with added water i get a message "Old Water style noggit will not save it."
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It works Wounders thanks. but when i leave a set adt with added water i get a message "Old Water style noggit will not save it."
besure that u are actually over a chunk!
if under u is emptiness it will show that warning....
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THX :o :o :o :o :o
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It works Wounders thanks. but when i leave a set adt with added water i get a message "Old Water style noggit will not save it."
No problem ;)
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Excellent! I will be testing it :)
To clarify,
Vmaps4 = no working m2 and Wmo data
Vmaps3 = working m2 data, Wmo does not
Try to use vmaps3 with this noggit version to see if wmo works now.
And to clarify, we are talking about trinity core vmaps.
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Yes about what else :)
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Yes about what else :)
until now no bugs only thing it dont support MOP adt or CATA
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hehe works as always,
"awesome"
if ppl want to see what i did with it,
just pm me.
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good work guys ^.^
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Wow great news ! :)
Huge work guys, and re-opening source is also really really cool.
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Love it guys, great work with this. Lot's of improvements.
Is it still possible to use the AllWater app on these saved ADT's.. In case I wanted to add a waterfall? (2 different bodies of water, 2 different heights)
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Love it guys, great work with this. Lot's of improvements.
Is it still possible to use the AllWater app on these saved ADT's.. In case I wanted to add a waterfall? (2 different bodies of water, 2 different heights)
yep you can, and now noggit wont delete the water. Keep in mind that any modification of water in noggit (opacity, type, etc.) would affect the whole adt.
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ITs amazing a huge leap and with the styling and everything its much easyer to texture too great work
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- better Vertics Rendering ( Hanfer )
I'll say. I stopped making my map because of this particular bug. Now it works wonderfully. Thanks a million guys.
Any way to add new water?
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yes the assist menu....
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It still doesn't handle outland ADT files correctly either. Still breaks the camera (see http://www.modcraft.io/vi ... 1853=12095 (http://www.modcraft.io/viewtopic.php?t=1853=12095" onclick="window.open(this.href);return false;)) and it still breaks the green slime in Shadowmoon Valley. That is rather disappointing.....
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Then start coding and fix it. :)
Also this was not listed in the changelog. Bugs are all in Bugtraker.
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Any chance support for Mjollna's ADT converter-converted ADT's? Texture mode works, but once you try to view the terrain, all you get are stacks of ADT's piled on top of one another. The game engine renders everything properly, though.
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Any chance support for Mjollna's ADT converter-converted ADT's? Texture mode works, but once you try to view the terrain, all you get are stacks of ADT's piled on top of one another. The game engine renders everything properly, though.
Requires the converter to be checked.
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That's actually a bug in the converter: mcnk.pos seems to not be set.
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Yea once not a noggit bug ;)
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(@Steff: yes kill me im blind)
wmo works for vmaps3 !
Some crash sometimes, trying to understand where do they come from.
Great job, thanks so much !
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Thank hanfer.
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When I open noggit.exe nothing happens and log says this:
3 - (Noggit.cpp:443): Noggit Studio - SDL 1.3
4 - (Noggit.cpp:250): Using config file.
4 - (errorHandling.h:64): [Error] There was an exception of type "SIGABRT"
"Abnormal termination, such as instigated by the abort function. (Abort.)".
Please excuse the inconvenience. You may want to report this error including the log to the developers.
6 - (StackWalker.cpp:1133): [Error] OS-Version: 6.1.7600 () 0x100-0x1
211 - (StackWalker.cpp:1133): [Error] f:developmentnoggit3_sdlincludewinstackwalker .cpp (853): StackWalker::ShowCallstack
213 - (StackWalker.cpp:1133): [Error] f:developmentnoggit3_sdlsrcerrorhandling.h (114): printStacktrace
213 - (StackWalker.cpp:1133): [Error] f:developmentnoggit3_sdlsrcerrorhandling.h (73): leave
214 - (StackWalker.cpp:1133): [Error] 7260B4EE (MSVCR100): (filename not available): raise
214 - (StackWalker.cpp:1133): [Error] 7260D6E5 (MSVCR100): (filename not available): abort
215 - (StackWalker.cpp:1133): [Error] f:ddvctoolscrt_bldself_x86crtprebuildehunh andld.cpp (72): __CxxUnhandledExceptionFilter
215 - (StackWalker.cpp:1133): [Error] 76722C2A (kernel32): (filename not available): UnhandledExceptionFilter
215 - (StackWalker.cpp:1133): [Error] 77195A74 (ntdll): (filename not available): RtlGetThreadErrorMode
215 - (StackWalker.cpp:1133): [Error] 7717B3C8 (ntdll): (filename not available): RtlInitializeExceptionChain
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config file?
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config is fine, looking like:
#This is a config file template. To use it rename into noggit.conf and set your options
#Edit this to your WoWFile!!!
#Path = E:World of Warcraft 3.3.5a (no install)
#Edit this to your Project-Directory and uncomment if you want to use it!
#ProjectPath = E:project01
#Set this to the file where you will import models from (the model viewer log for example :) )
#ImportFile = C:UsersDanielDesktopmysql-connector-odbc-noinstall-5.1.11-winx64WMV 0.7.0.4 MoP Testbuild 2 32-bitlog.txt
#The far clipping value. Set to 2048, 3072, 4096 etc. for a further look. Higher values need more 3d power.
#1024 is the standard value and will be taken if you do not set this value.
FarZ=2048
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Hey, Hello, everyone. I am a Chinese World of Warcraft players. Have the opportunity to come to this forum, I am glad.
My English is poor, you can see these are Google translated. Perhaps you do not understand what I mean, but I really no other way.
I play wow1.12.x version, using noggit1.x, now I want to edit wmo file, but could not find a way to edit. So I would like to ask you, is there any software to edit wmo file?
Or you can add some specific elements of regional topography? For example, Diremaul?
Thank you.
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Read the manual.
You simple don't setup the file right.
Have a close look at the # character.
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K we can creat Water now but only for the complete ADT I see?!
Will we in the next Version an Option to add Water in the chunks or better in the Hole square like Blizzard did?
That´s would be nice.
Otherwise the Create Water option is not usefull to me and I take the allwater tool with the chunksfiles temporary.
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No as we think chunk based water is simple useless and stupid ;)
Clearly do we think about better ways to edit water. And it will come some day.
But we can not say in which version.
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No as we think chunk based water is simple useless and stupid ;)
Clearly do we think about better ways to edit water. And it will come some day.
But we can not say in which version.
are you saying there will be another ver :o :o :o :o :o :o :o
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Normaly there will be new software versions from time to time. And as I now dont work anymore alone on it.
There will properly be more and often new versions.
Also noggit is open source now, so perhaps we will find some more talented coders helping to add stuff.
So if you think you are able and interested, just contact me for more infos.
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mhm... Chunk Whater is way better to flood the complete ADT, when you building a Town with a Like and an Cellar in that Town, than you are under water. which Chunk Water its very very better for this.
But... when there comes a better Water option than it´s ok but ADT flooding only is not really the best wy
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So when Noggit 1.3 saves Water, the Groundeffect Fix wont work right? So its better to work with Noggit 1.2 make groundeffect and after that begin with Noggit 1.3??
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We jsut don´t want to wait again weeks till this is all done. We release so
1. People can use it
2. People can test it
You have not same function as AllWaterWotlk cmd tool and pluss the opercity auto stuff
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The water does not work ingame for me. Interface is gone. Thre are holes in the water and i got nearly no opacity. A video and more information on that will follow.
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mhm... Chunk Whater is way better to flood the complete ADT, when you building a Town with a Like and an Cellar in that Town, than you are under water. which Chunk Water its very very better for this.
But... when there comes a better Water option than it´s ok but ADT flooding only is not really the best wy
Yeah I am running into this issue now. I have a lake and a cave on the same ADT so my cave is doing weird shit now. Going to have to use AllWater on that ADT and do it by chucks. If anything could a system be put in place to create holes in the water by chunk? Similar to the holes tool we have now?
I am also having issue with the water making custom maps crash. If I add it with AllWater it is fine, if I do it with Noggit I get a memory read error. Loading it back into Noggit the water is screwed up(some chuncks are raised or dropped in the ADT) and the water type is listed a a random string of numbers and unknown. If I clear the water from the ADTs they will work ingame again. Just adding water(doing no edits to it via the tool) also causes the adt to crash in game.
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Water is bugged right now and is getting fixed next patch.
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Water is bugged right now and is getting fixed next patch.
till now there is not a single reproducible bug report and i cant (and wont) fix things i can not safely reproduce.
there are shit loads of people complaining, but non really acting.
so if u guys want to have things fixed:
first of make sure that its not u causing the bug. thats also why i dont really act on things posted here. most people dont really try to get things working, they just expect things to be working and if they do not its a "bug".
then find a solid way to produce the bug and then report it on the bugtracker.
when reporting try to give es much info as possible:
what did u exactly do to make it appear?
what os are u running?
what graphicscard?
the log?
the config?
what version are u using?
concerning features: there is a huge list of things that could be done.
but since we are limited in time which we want to spend on sdl not everything will be done.
usually i tackle things which the maruum team tells me about.....but i really dont know what the "mass" wants
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Water is bugged right now and is getting fixed next patch.
till now there is not a single reproducible bug report and i cant (and wont) fix things i can not safely reproduce.
there are shit loads of people complaining, but non really acting.
so if u guys want to have things fixed:
first of make sure that its not u causing the bug. thats also why i dont really act on things posted here. most people dont really try to get things working, they just expect things to be working and if they do not its a "bug".
then find a solid way to produce the bug and then report it on the bugtracker.
when reporting try to give es much info as possible:
what did u exactly do to make it appear?
what os are u running?
what graphicscard?
the log?
the config?
what version are u using?
concerning features: there is a huge list of things that could be done.
but since we are limited in time which we want to spend on sdl not everything will be done.
usually i tackle things which the maruum team tells me about.....but i really dont know what the "mass" wants
Easy there friend. You know as much as I do that we are on the same side here. Fact is, I went though that with... you I think, that right now liquids are not properly added data-wise which result in faulty data post-save if allwater was used before.
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Bounding Box Coords for the WMO are not 100% properly calculated.
SDL 1.3 nows save the min and mox coords that get from the wmo, but in game the vmaps doenst properly work: There are parts of the wmo that you can still traspass using a traslation spell.
We still can fix this problem by increasing the box range with an hex editor.
I think that the problem is that when noggit calculates the box coord of the wmo, it doenst cosiderer the rotation of the wmo. (Either that or vmaps4 is crap)
I added this feedback in the bugtracker.
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I noticed that in the OP, you mentioned 010 work - any chance you'll release the templates you are using, or are these the same templates that have been available for a while?
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I noticed that in the OP, you mentioned 010 work - any chance you'll release the templates you are using, or are these the same templates that have been available for a while?
I am using the same templates of the resource and tools section.
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AWESOME!!! Going to start working right away with it :D
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I have been working on my custom map for the last few days with 1.3 and I am getting a really annoying issue. It seems to be having trouble saving M2s or something like that. I am opening Noggit to find that random M2s in the ADTs I work on get totally deleted. This is happening on parts of my map that have been finished for a long time and I am just simply fixing a texture or changing the ground height a little. I save, port it in game and bam half the M2s in that ADT are gone. Open it back up in Noggit and they are gone in there as well. I noticed this when I was messing with the water feature but thought it was related to the water bugging the ADT, but after the last 2 days I have come to realize it is a problem with Noggit 1.3. I have went back to 1.2 for now and not had this happen once since I did.
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I have been working on my custom map for the last few days with 1.3 and I am getting a really annoying issue. It seems to be having trouble saving M2s or something like that. I am opening Noggit to find that random M2s in the ADTs I work on get totally deleted. This is happening on parts of my map that have been finished for a long time and I am just simply fixing a texture or changing the ground height a little. I save, port it in game and bam half the M2s in that ADT are gone. Open it back up in Noggit and they are gone in there as well. I noticed this when I was messing with the water feature but thought it was related to the water bugging the ADT, but after the last 2 days I have come to realize it is a problem with Noggit 1.3. I have went back to 1.2 for now and not had this happen once since I did.
that really looks like u observed to issue. thanks.
most people arent capable of that. u also created an bugtracker entry which is usable. thats how stuff should work. i will look into it as soon as i get home.
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I have been working on my custom map for the last few days with 1.3 and I am getting a really annoying issue. It seems to be having trouble saving M2s or something like that. I am opening Noggit to find that random M2s in the ADTs I work on get totally deleted. This is happening on parts of my map that have been finished for a long time and I am just simply fixing a texture or changing the ground height a little. I save, port it in game and bam half the M2s in that ADT are gone. Open it back up in Noggit and they are gone in there as well. I noticed this when I was messing with the water feature but thought it was related to the water bugging the ADT, but after the last 2 days I have come to realize it is a problem with Noggit 1.3. I have went back to 1.2 for now and not had this happen once since I did.
that really looks like u observed to issue. thanks.
most people arent capable of that. u also created an bugtracker entry which is usable. thats how stuff should work. i will look into it as soon as i get home.
Well I am testing the 'unstable releases' and you guys seem to have fixed the water in them, which is why I have not posted anymore about it. This M2 bug has gotten me quite frustrated though. Ill fix the missing model back, save and load in game and M2s beside the ones I just fixed have been deleted. Happens every time. I fix one, others get deleted. This is happening in both the current release and the most recent unstable version.
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Well I am testing the 'unstable releases' and you guys seem to have fixed the water in them, which is why I have not posted anymore about it. This M2 bug has gotten me quite frustrated though. Ill fix the missing model back, save and load in game and M2s beside the ones I just fixed have been deleted. Happens every time. I fix one, others get deleted. This is happening in both the current release and the most recent unstable version.
yeah there were some fixes concerning water.....but since i got close to zero feedback on unstable i didnt dig more into it....
have u compared the adts to versions saved with 1.2? atleast i didnt change anything on models for 1.3 so thats kinda curious
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I have not taken them into 010 editor if that is what you mean.
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Hey, everyone
I have just a little request.
I'm actually doing Model changing and other stuff on a Cataclysm 4.3.4, I use Noggit and Mjollna's ADT Converter
Yeah sometimes it crash, but sometimes it work
So this isn't my request.
My request is about the MCRF chunk,
When noggit saves ADT, sometimes some MCRF chunk are broken, with cataclysm, if a chunk doesn't have a MCRF chunk, there is no collision inside the chunk.
So, it's possible to fix it with Noggit, or with another tool ?
Thanks,
(Ps : Sorry, English is not my first language ^^)
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010Editor :) The hexeditor can do all modding, you can even use it to make your worlds but it takes time :)
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Yeah i know it ^^
My method is placing a wmo under each chunk (Orc burrow)
Open 010 editor adt template, and switch WMO value by my WMO.
But this method kinda suck xD
You had to do this every time you save your ADT
With 1-2 Wmo there is no problem, but with 50 large wmo, it's very very long :/
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Hey, everyone
I have just a little request.
I'm actually doing Model changing and other stuff on a Cataclysm 4.3.4, I use Noggit and Mjollna's ADT Converter
Yeah sometimes it crash, but sometimes it work
So this isn't my request.
My request is about the MCRF chunk,
When noggit saves ADT, sometimes some MCRF chunk are broken, with cataclysm, if a chunk doesn't have a MCRF chunk, there is no collision inside the chunk.
So, it's possible to fix it with Noggit, or with another tool ?
Thanks,
(Ps : Sorry, English is not my first language ^^)
if mcrf is broken collision is also broken in 3.3.5a,,,,,,thats what that chunk does...
however: i worked on mcrf/uid/collision problems last days.....just grab the latest unstable version and give it a try.
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I have forgot to say something important
There is no problem with m2, only problem with wmo collision
I will try the unstable version, thank you !
Edit : The unstable version work perfeclty ! Many thanks Hanfer :D
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I am not sure if it's fixed yet, but can you make it possible for the user to edit each terrain polygon individually without glitches.
I use the 1.2 NoggIt at the moment (my computer is god awful but updating soon) I've had this bug where, if I raise/lower 1 polygon on the map, the in-game render turns it into a spike or a hole.
This makes it difficult to create complex terrains (which I love playing around with).
If it's not fixed, (assuming you knew about it) is there something preventing you from doing so?
regards, Elinora.
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In SDL 1.3 they worked on the rendering and made it "wow like".
As far as i kniw this should not apear in 1.3.
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I am not sure if it's fixed yet, but can you make it possible for the user to edit each terrain polygon individually without glitches.
I use the 1.2 NoggIt at the moment (my computer is god awful but updating soon) I've had this bug where, if I raise/lower 1 polygon on the map, the in-game render turns it into a spike or a hole.
This makes it difficult to create complex terrains (which I love playing around with).
If it's not fixed, (assuming you knew about it) is there something preventing you from doing so?
regards, Elinora.
WoW uses triangle fan to render the polygons
in 1.2 triangle lists were used which means that the same vertices formed to different polygons in noggit and ingame.
in 1.3 we changed the rendering to fans. now such problems should not appear.
so u should be fine with 1.3 but u may want to test unstable or wait for 1.3.1 since we already fixed a lot of other things there
edit: just had to lol a bit.....was clicking your "check my ACTIVE blog" link...one post there :D
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I am not sure if it's fixed yet, but can you make it possible for the user to edit each terrain polygon individually without glitches.
I use the 1.2 NoggIt at the moment (my computer is god awful but updating soon) I've had this bug where, if I raise/lower 1 polygon on the map, the in-game render turns it into a spike or a hole.
This makes it difficult to create complex terrains (which I love playing around with).
If it's not fixed, (assuming you knew about it) is there something preventing you from doing so?
regards, Elinora.
WoW uses triangle fan to render the polygons
in 1.2 triangle lists were used which means that the same vertices formed to different polygons in noggit and ingame.
in 1.3 we changed the rendering to fans. now such problems should not appear.
so u should be fine with 1.3 but u may want to test unstable or wait for 1.3.1 since we already fixed a lot of other things there
edit: just had to lol a bit.....was clicking your "check my ACTIVE blog" link...one post there :D
''
Pff! I started the blog last night!
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Pff! I started the blog last night!
yeah i know but i was like "Yay! a new blog filled shitloads of neat things!" - then yeah...
however i gonna follow it for sure.
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Pff! I started the blog last night!
yeah i know but i was like "Yay! a new blog filled shitloads of neat things!" - then yeah...
however i gonna follow it for sure.
Yeah I also started digitalizing the concepts last night, going to try and post every day or every second day :) And when I get my new computer i'll be starting up noggit etc.
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:)
that messages made me happy again ppl.
well done.
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Oh and it doesn't seem to work with windows 8.
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Works for me. Elinora, if you want I can help you installing it with teamviewer.
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What version of W8 are you using? Because it literally tells me that the program is not compatible, and doesn't allow me to run with any service packs like I use to (note: It worked on the old windows 8, but the new update broke it)
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The latest one. Eveything works. As I said - I can help you on teamviewer.
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The latest one. Eveything works. As I said - I can help you on teamviewer.
I found out that I forgot to rename the config file -.-
*retard alert* XD
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:D
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Is it possible to restore the functionality to save only one adt?
When I make an edit on a single ADT it sometimes saves like 10.
not to mention when you're making holes, the hole tool tends to turn the entire map into swiss cheese.
In the old version you could limit that to only one ADT and patch the holes there, now you may be forced to patch holes on like 20 ADTs.
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No as the UID and model has to be on all adts it is located force the needs to save all adts that are around.
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Except that the mechanism is broken, because just slightly rotating an M2 in the center of an ADT, saves like 9 of them.
Which is very annoying when you are making small edits, it should definitely be an option for those who knows what they're doing.
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That is wanted and needed. Uid simple get recalculated on every save to clean existing uid glitches.
So in minimum 9 adts get always saved.
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That is wanted and needed.
It shouldn't be. Easiest would be a global atomic counter for uids.
Upon first start, one may scan all maps, finding the highest id, store that to a file. Then, on every new model, read and modify that file.
For collaborative projects, one may want to have a remote file.
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Will not work with distributed development.
-
Will not work with distributed development.
For collaborative projects, one may want to have a remote file.
-
No thanks.
-
No thanks.
Too bad. It would improve a lot and is dead simple:
<?php
$file = "PATH_TO_COUNTER";
$fh = fopen($file, 'w+');
$count = (int)fgets($fh);
echo $count;
fwrite($fh, ++$count);
fclose($fh);
?>
(Especially, it would actually fix the problem, not hack around it.)
-
Yes and will work perfect without internet connection. I often nogged on the road with my laptop. And there often was no internet. The current solution just works everywhere and why spend time in something that works.
Btw you was the one brought me in this direction. You once said i should save just all loaded adts now i only save changed and all surrounded. Lets fix other problems.
-
What was wrong with the 1.2 method?
It could save a single ADT without causing any issues, but it also allowed you to save everything.
You basically has the option. Right now I am forced to alternate between 1.2 and 1.3.
-
Wouldn't problems like this be nonexistent if Noggit had its own custom ADT-based file format to optionally save projects in? It would allow for things like change tracking amongst other neat features. Just rename the current ADT save function to "Export" or "Publish" or some such and then have Save/Save As write to the noggit format.
-
This has nothing to do with file formats. If you edit and ADT you MUST always save the surrounded. Because models are ALWAYS linked in all ADTs they hit with bounding box.
And what situation would you need where you HAVE to save asingel ADT?
I build much and use noggit since 3 years nearly every week for houres. And never had the need for this.
For the future the next gen noggit will ahve a projectfile to store not file related stuff like model layers or groups.
-
is there a proper way to extract maps for servers so mobs dont fall thru WMO objects pr go thru trees?
-
Recode extractor. As fare I know in latest CI the data for vmaps get created right.
-
This has nothing to do with file formats. If you edit and ADT you MUST always save the surrounded. Because models are ALWAYS linked in all ADTs they hit with bounding box.
And what situation would you need where you HAVE to save asingel ADT?
I build much and use noggit since 3 years nearly every week for houres. And never had the need for this.
For the future the next gen noggit will ahve a projectfile to store not file related stuff like model layers or groups.
A good example is stuff like...Making holes. (Which tends to make a shitton of holes all over the map for some reason)
Rotating a single model and not wanting to bloat up your patch with half of Kalimdor and so on.
I never had a problem with the 1.2 system, unless you modified a wmo intersecting two ADTs, or added models inbetween two adts. Otherwise it always worked fine, no matter what I removed and added.
-
A good example is stuff like...Making holes. (Which tends to make a shitton of holes all over the map for some reason)
- THis is known. (still not listet by anybody in the bugtraker) And depends on the way of selection. New selection i implemented in 1.1 works fine but can only select existing renderd triangles. Nad holes dont exist So we use there the OLD noggit selection that cause this effect. So if you are a openGl pro and read this, feel free to help.
Rotating a single model and not wanting to bloat up your patch with half of Kalimdor and so on.
- Again it is needed. And not half Kalimdor but only 9 adts.
I never had a problem with the 1.2 system, unless you modified a wmo intersecting two ADTs, or added models inbetween two adts. Otherwise it always worked fine, no matter what I removed and added.
- NIce to here. And the boarder problem should also be fixed in latest CI version.
-
Rotating a single model and not wanting to bloat up your patch with half of Kalimdor and so on.
- Again it is needed. And not half Kalimdor but only 9 adts.
That's wrong and may result in broken ADTs: you need to probably rewrite uids of the while map, as models may overlap on the secondary-saved ADTs as well.
And this assumes that you assign ids that are not present in the surrounding tiles of the 9 surrounding tiles, as well.
You can't generate globally or even locally unique ids without touching all ADTs, in the end, unless you generated them in the first place.
-
A good example is stuff like...Making holes. (Which tends to make a shitton of holes all over the map for some reason)
- THis is known. (still not listet by anybody in the bugtraker) And depends on the way of selection. New selection i implemented in 1.1 works fine but can only select existing renderd triangles. Nad holes dont exist So we use there the OLD noggit selection that cause this effect. So if you are a openGl pro and read this, feel free to help.
Rotating a single model and not wanting to bloat up your patch with half of Kalimdor and so on.
- Again it is needed. And not half Kalimdor but only 9 adts.
I never had a problem with the 1.2 system, unless you modified a wmo intersecting two ADTs, or added models inbetween two adts. Otherwise it always worked fine, no matter what I removed and added.
- NIce to here. And the boarder problem should also be fixed in latest CI version.
Yes but...As I said, in 1.2 I rarely saved everything and never had a problem except for the afforementioned border thingy, in which I'd have used save all instead of save current.
I still don't see why it is needed to save 9 adts when it was definitely not needed in 1.2 and save current worked fine.
-
I still don't see why it is needed to save 9 adts when it was definitely not needed in 1.2 and save current worked fine.
We call that luck.
As said: To actually work without errors, one would have to save _all_ ADTs of a continent or have a global unique counter. Everything else just works by luck.
-
How I do it now and how it works fine:
1. If you change a ADT it gets marked to save type 1.
2. All surrounded adts get marked to save type 2
3. If one of the needed ADTs in still not loaded it gets loaded and marked.
On save I
1. Recalculate all UIDs of all type 1 ADTS with the pattern XXYY0000001 where XX and YY are the cords of the adt. So never duplicated ids on one map. The rest is simple a counter over all m2s and wmos.
2. The marked as 2 get NOT recalculated. But models that are with origin on marked 1 and with bounding box on marked 2 will have new UID in this adts.
3. Save all ADTs marked to save
So you will
1. Never have duplicated UIDs on one map
2. Get existing problems fixed during work
3. Don´t have to care about it and don´t need an extra server for UIDs
And Gurluas if you get duplicated UIDs (and you will with 1.2 and earlyer) you will get dissaperaing models ingame. You login at one point. Walk to other with same UID and there models are missing. Relog and this models are there again. Wlak back to first spot and then there are models missing.
-
It will break with existing ADTs or as soon as you move them without resaving them all.
-
No uid recalcation in surrounded not edited adts. So no problem with the adts next to them because nothing changed.
-
But the surrounding ADTs or an ADT one further your "mode 2" range may contain the same ID. If not all ids are generated by the same algorithm -- and they are not --, you can't guarantee anything. And having tile coordinates in the UIDs is not prone to moving, as said.
-
Whenever I launch noggit it shows up and it's closing by itself ??
Help :/
-
Whenever I launch noggit it shows up and it's closing by itself ??
Help :/
Did you read the setup manual? Sounds like you didnt do the first step....making the config file.
-
The new version also give hints in logfile for the most. Problems.
And here we are again at the point that you dont read the how to post thread.
-
Updated the download link to CI 81 version.
As it first releas contains some bug 81 dont have and many people I know use 81 nowfor some weeks and had no problems.
Original release sometimes doubles the models and caus because of this heavy laks in noggit and ingame.
To clean this use loadinfo and fileinfo.
1. Export the list
2. Copy the 2 model placement parts in seperated txt files and rename themto CSV
3. Use excel import for CSV to get them in and sort by model ID
4. Delete the unneeded models
5. Export again as CSV and copy the list overto your fileinfo txt file.
6. Reimport the file to ADT
Dont forget the backups :)
-
Hello, who download the latest version I have a problem of compatibility (0xc00007b) I have the latest version of NET Framework, vcredist too, so knowing how to solve the problem that I run on Windows 7 Profesional 64-bit :)
Sorry for my bad english.
-
Missing dlls probably. I cannot name them exactly right now, but as far as I remember they were MSVCP100.dll and MSVCR100.dll (or the same with 110).
Edit: Oh, I realised what the problem is. Download this file: http://xgm.ru/files/725/99671/comments/ ... Noggit.zip (http://xgm.ru/files/725/99671/comments/209894/Noggit.zip" onclick="window.open(this.href);return false;)
It will help you.
-
You dont need. Net for nofgit.
Ci is compiled with newer visual studio version then old release. So you need to install new vcpp runtime.
-
There also some missing files besides runtime dlls. I packed a fully working noggit in my archive.
-
The installer adds more diles then only one dll.
I only have installed it and it works fine.
-
Is there gonna be a 1.3.1 fixing the most major bugs?
-
Is WORKED !!!
Thanks all !!! :D :D
-
My package or runtime installation? :D
-
Yes :) your package
-
:x
[attachment=0:2x8nv9e8]Untitled.png[/attachment:2x8nv9e8]
-
You dont need. Net for nofgit.
Ci is compiled with newer visual studio version then old release. So you need to install new vcpp runtime.
can you give me the link
-
Download my package from the post above. It fixes this error.
-
Is it with included noggit 1.3 exe rev 81
-
Yes.
-
Download my package from the post above. It fixes this error.
the picture is from your package man I use 64 windows 7 but anybody can give me the link to the new visual studio vcc
-
http://www.microsoft.com/en-us/download ... x?id=30679 (http://www.microsoft.com/en-us/download/details.aspx?id=30679" onclick="window.open(this.href);return false;)
You need the 32 bit version, as noggit is not 64 bit.
-
http://www.microsoft.com/en-us/download/details.aspx?id=30679
You need the 32 bit version, as noggit is not 64 bit.
still did not work only the first 1.3 noggit work maybe because mysystem is 64 even if I dawnload the 32 vcc it will not work
-
Add me in skype so we can have a teamviewer session.
-
is it possible that noggit doesnt work correctly with Windows 8.1?
cause ive a Problem that my models disappear if i spawn them with noggit. before i had Windows Vista and it was working
-
Most likely you have bugged ADTs. I use Noggit on windows 8.1 as well.
-
ive created 2-3 new adt files and dbcs but nothing work. yesterday ive tried noggit 1.2 and it works. if i want to use noggitSDL 3.1 i have Problems with saving
-
Add me in skype so we can have a teamviewer session.
)
-
It tells you the error in line 5.
-
Wrong path or folder rights.
-
Wrong path or folder rights.
thx very much steff and schlumpf ver.1.66 worked fine my mistake I tried to use skarm package srry for your time mates its weird that many people that use skarm package worked for them but not me thx any way friends
-
Edited, I decided to make a topic in a more proper area instead of listing my problem here.
Hi! Nice to meet everyone.
-
After doing some fixes to the source (cmake file for producing a mac bundle was broken), I’ve compiled a Mac binary which should be redistributable. It can be downloaded here:
(http://cl.ly/image/2U2y0R131c0M/download_small.png) Noggit SDL 1.3 for OS X (2.2MB) (https://bitbucket.org/iindigo/noggit3/downloads/noggit3-sdl.dmg)
(http://cl.ly/image/1u1E1h0R2A270R2H2N0E/AlertNoteIcon.png) Please note that this release looks for noggit.conf (and by default, import.txt) in /Users/<username>/Library/Application Support/Noggit SDL/. Log files can be viewed by opening the Console application and selecting NoggitSDL.log from the sidebar. These changes follow mac conventions and allow you to place the Noggit application anywhere without a containing folder.
Changes, which are still ongoing, can be seen here: https://bitbucket.org/iindigo/noggit3/overview (https://bitbucket.org/iindigo/noggit3/overview" onclick="window.open(this.href);return false;)
This build was compiled on OS X 10.9, so it may not run on anything older. Give it a try, see if it works, and post your results.
-
Nice release ! It works for me I'm on (10.9.2), now I need to understand how edit the import.txt file, thank !!!!!
-
Tried to download noggit through the link on the first page, but I have been getting 'Bad Gateway Error' each time I've tried with multiple browsers. The link I was trying, as shown on the first post of this topic is http://ci.hanfer.org/job/NoggitSDL/81/a ... Noggit.zip (http://ci.hanfer.org/job/NoggitSDL/81/artifact/build/Noggit.zip" onclick="window.open(this.href);return false;)
-
Seams that our build server that provide the link. Is down. You have to wait till hanfer fix this, or perhaps someone provide a mirror link.
-
I happened to have grabbed the 1.3 windows version just a week or so ago. Here you go:
(http://f.cl.ly/items/0H0133232Y2s151x0B3X/download_small.png) Noggit SDL 1.3 for Windows (1.8MB) (http://cl.ly/0g2m1K3x3o2u/Noggit.zip)
-
I happened to have grabbed the 1.3 windows version just a week or so ago. Here you go:
(http://f.cl.ly/items/0H0133232Y2s151x0B3X/download_small.png) Noggit SDL 1.3 for Windows (1.8MB) (http://cl.ly/0g2m1K3x3o2u/Noggit.zip)
Thanks a lot, really appreciate it ^_^
And Steff, thanks for looking into the issue as well.
-
No problem.
-
I have an issue when trying to start noggit. I double click the exe but only thing that happens is and hourglass appears for sec then nothing. Please help if possible i would really love to start map editing
Here is the log file
1 - (Noggit.cpp:444): Noggit Studio - 3.166
19 - (Noggit.cpp:250): Using config file.
20 - (errorHandling.h:64): [Error] There was an exception of type "SIGABRT"
"Abnormal termination, such as instigated by the abort function. (Abort.)".
Please excuse the inconvenience. You may want to report this error including the log to the developers.
31 - (StackWalker.cpp:1133): [Error] OS-Version: 6.1.7600 () 0x300-0x1
130 - (StackWalker.cpp:1133): [Error] 0111FA3C (noggit): (filename not available): (function-name not available)
130 - (StackWalker.cpp:1133): [Error] 010C009C (noggit): (filename not available): (function-name not available)
130 - (StackWalker.cpp:1133): [Error] 674E3254 (MSVCR110): (filename not available): abort
131 - (StackWalker.cpp:1133): [Error] 011346C0 (noggit): (filename not available): (function-name not available)
131 - (StackWalker.cpp:1133): [Error] 76CD9D77 (kernel32): (filename not available): CheckForReadOnlyResource
131 - (StackWalker.cpp:1133): [Error] 77EC73E7 (ntdll): (filename not available): RtlKnownExceptionFilter
131 - (StackWalker.cpp:1133): [Error] 77E89F15 (ntdll): (filename not available): RtlInitializeExceptionChain
-
Read the how to post thread please and make extra post.
-
Hi!!!
I'm new on the forum, and I'd like to make a few changes on my private wow cataclysm server, I'd like to have black hair for night elves, fo exemple or tattoos for all races.... Anyway! This is not the point of this post.
I'd like to know if this version of Noggit is compatible with wow cataclysm, I've heard that Noggit wasn't, but It's what one only person says so... I ask here!
Thanks in advance!
-
Currently Noggit is not able to edit anything higher than 3.3.5. Despite the fact that the maps of a certain Cataclysm alpha build are editable.
And also you cou convert 3.3.5 maps afaik.
-
Ctrl+Shift+Left mouse don't work on 1.3 how to remove the texture plz
-
- Add the ALT Key to texture delete from chunk function. You have to hold all 3 keys. This often cause problems of unwanted deleting
Here you go. It is written in the first post.
-
- Add the ALT Key to texture delete from chunk function. You have to hold all 3 keys. This often cause problems of unwanted deleting
Here you go. It is written in the first post.
thx I find it before in Noggit texture delete Post and is there a way to make the square bigger more faster to remove texture
-
The square is defined in the adt/ of wow. It is a chunk out of 16*16. No way to make it bigger afaik
-
Download Not found
SDL 1.3 CI - 81
HTTP ERROR 404
Problem accessing /job/NoggitSDL/81/artifact/build/Noggit.zip. Reason:
Not Found
Powered by Jetty://
-
Download Not found
SDL 1.3 CI - 81
HTTP ERROR 404
Problem accessing /job/NoggitSDL/81/artifact/build/Noggit.zip. Reason:
Not Found
Powered by Jetty://
http://www43.zippyshare.com/v/44124841/file.html (http://www43.zippyshare.com/v/44124841/file.html" onclick="window.open(this.href);return false;)
-
Thx fo the post but i need the newer version because i get an texture paint bug i hope it works in the new version.
-
I happened to have grabbed the 1.3 windows version just a week or so ago. Here you go:
(http://f.cl.ly/items/0H0133232Y2s151x0B3X/download_small.png) Noggit SDL 1.3 for Windows (1.8MB) (http://cl.ly/0g2m1K3x3o2u/Noggit.zip)
-
I happened to have grabbed the 1.3 windows version just a week or so ago. Here you go:
(http://f.cl.ly/items/0H0133232Y2s151x0B3X/download_small.png) Noggit SDL 1.3 for Windows (1.8MB) (http://cl.ly/0g2m1K3x3o2u/Noggit.zip)
You're using an old version of Noggit. Try the SDL 1.3 version. (http://modcraft.io/viewtopic.php?f=48&t=7712)
(http://i.imgur.com/0qVk87U.png)
thats the same version.
-
There is an option to. Clear full adt in the assist menu. But nenember
Always add a minimum of 2 layers again befor you save. Best all 4.
Try to add same texture on same layer.
-
World of error... Error Error and again Error i don´t know what i can do -.- Tried without Texturing only place m2 and wmos for first but now there comes too the error on every wmo or m2 placing i save my map and restart noggit.
(http://i.imgur.com/HTVnTtr.png)
Is there a possibility to circumvent the Errors in wow like debug mode or something... i can´t resume my work :(
-
Normaly the debug text is in the window right behind the error wimdow in your image.
-
World of error... Error Error and again Error i don´t know what i can do -.- Tried without Texturing only place m2 and wmos for first but now there comes too the error on every wmo or m2 placing i save my map and restart noggit.
(http://i.imgur.com/HTVnTtr.png)
Is there a possibility to circumvent the Errors in wow like debug mode or something... i can´t resume my work :(
0x004057FB read 0x00000004
The server sent you to an invalid map id. The client just finished transfering you there and failed getting the internal name of the map in order to load the ADTs, as the map DBC entry does not exist in your client.
So, have a look at the DBCs. There is a Wrong entry in it or its completly missing.
For More Error#132, just look at this:
viewtopic.php?f=12&t=2971 (http://modcraft.io/viewtopic.php?f=12&t=2971" onclick="window.open(this.href);return false;)
Here is the Tutorial Part for new Maps DBC work:
viewtopic.php?f=78&t=3611 (http://modcraft.io/viewtopic.php?f=78&t=3611" onclick="window.open(this.href);return false;)
-
World of error... Error Error and again Error i don´t know what i can do -.- Tried without Texturing only place m2 and wmos for first but now there comes too the error on every wmo or m2 placing i save my map and restart noggit.
(http://i.imgur.com/HTVnTtr.png)
Is there a possibility to circumvent the Errors in wow like debug mode or something... i can´t resume my work :(
0x004057FB read 0x00000004
The server sent you to an invalid map id. The client just finished transfering you there and failed getting the internal name of the map in order to load the ADTs, as the map DBC entry does not exist in your client.
So, have a look at the DBCs. There is a Wrong entry in it or its completly missing.
For More Error#132, just look at this:
viewtopic.php?f=12&t=2971 (http://modcraft.io/viewtopic.php?f=12&t=2971" onclick="window.open(this.href);return false;)
Here is the Tutorial Part for new Maps DBC work:
viewtopic.php?f=78&t=3611 (http://modcraft.io/viewtopic.php?f=78&t=3611" onclick="window.open(this.href);return false;)
0x007B31F8 read 0x00000010
Thanks for the post this help me alot :) someone got this? for this ground effect error ?
"The last one is to completely change the groundeffects according to needs. Either by hex, or getting a tool (post it once you have it.)"
-
World of error... Error Error and again Error i don´t know what i can do -.- Tried without Texturing only place m2 and wmos for first but now there comes too the error on every wmo or m2 placing i save my map and restart noggit.
(http://i.imgur.com/HTVnTtr.png)
Is there a possibility to circumvent the Errors in wow like debug mode or something... i can´t resume my work :(
0x004057FB read 0x00000004
The server sent you to an invalid map id. The client just finished transfering you there and failed getting the internal name of the map in order to load the ADTs, as the map DBC entry does not exist in your client.
So, have a look at the DBCs. There is a Wrong entry in it or its completly missing.
For More Error#132, just look at this:
viewtopic.php?f=12&t=2971 (http://modcraft.io/viewtopic.php?f=12&t=2971" onclick="window.open(this.href);return false;)
Here is the Tutorial Part for new Maps DBC work:
viewtopic.php?f=78&t=3611 (http://modcraft.io/viewtopic.php?f=78&t=3611" onclick="window.open(this.href);return false;)
0x007B31F8 read 0x00000010
Thanks for the post this help me alot :) someone got this? for this ground effect error ?
"The last one is to completely change the groundeffects according to needs. Either by hex, or getting a tool (post it once you have it.)"
This Error appears when u put only 3 Texture Layers on a Chunk.
Look at all of your Chunks if there are only 3 Textures on it.
-
Download link seems to be dead.
-
Would greatly appreciate if someone could supply a working mirror, the above seems to be down :(
-
World of error... Error Error and again Error i don´t know what i can do -.- Tried without Texturing only place m2 and wmos for first but now there comes too the error on every wmo or m2 placing i save my map and restart noggit.
(http://i.imgur.com/HTVnTtr.png)
Is there a possibility to circumvent the Errors in wow like debug mode or something... i can´t resume my work :(
0x004057FB read 0x00000004
The server sent you to an invalid map id. The client just finished transfering you there and failed getting the internal name of the map in order to load the ADTs, as the map DBC entry does not exist in your client.
So, have a look at the DBCs. There is a Wrong entry in it or its completly missing.
For More Error#132, just look at this:
viewtopic.php?f=12&t=2971 (http://modcraft.io/viewtopic.php?f=12&t=2971" onclick="window.open(this.href);return false;)
Here is the Tutorial Part for new Maps DBC work:
viewtopic.php?f=78&t=3611 (http://modcraft.io/viewtopic.php?f=78&t=3611" onclick="window.open(this.href);return false;)
0x007B31F8 read 0x00000010
Thanks for the post this help me alot :) someone got this? for this ground effect error ?
"The last one is to completely change the groundeffects according to needs. Either by hex, or getting a tool (post it once you have it.)"
This Error appears when u put only 3 Texture Layers on a Chunk.
Look at all of your Chunks if there are only 3 Textures on it.
Why did I even bother adding it to the error thread if no one bothers to read it ?
viewtopic.php?f=12&t=2971 (http://modcraft.io/viewtopic.php?f=12&t=2971" onclick="window.open(this.href);return false;)
-
The same reason why many people do not read the noggit manual or the tutorial.
-
Do you think that it will be possible in the future to make water like place new not just edit the current
-
Do you think that it will be possible in the future to make water like place new not just edit the current
In noggit >Assist>Adt>Create water
Read the tutorial please it is there for a reason constantly updated
-
Can someone please mirror Noggit SDL 1.3... i have so far only been able to get my hands on 1.2.. and i have looked all over for SDL 1.3 but just keep finding a bunch of really old versions of Noggit.
-
http://cl.ly/0g2m1K3x3o2u/Noggit.zip (http://cl.ly/0g2m1K3x3o2u/Noggit.zip" onclick="window.open(this.href);return false;)
-
can someone add a new download side with Noggit SDL 1.3? The side of the Main post is offline.
Greeting HazeFace
-
can someone add a new download side with Noggit SDL 1.3? The side of the Main post is offline.
Greeting HazeFace
Read the thread, mirrors have been posted 3-5 times in the last few pages.
-
Download link does not work for me :( can u maybe make new 1? please
-
Far too many annoying bugs in 1.3 that don't justify the new features. Just use 1.2 IMO.
-
Update the main post with working dl link.
-
Update the main post with working dl link.
thanks updating of this legendary tool
-
Any news on 1.4?
-
Update the main post with working dl link.
thanks updating of this legendary tool
There has been no update..
-
Update the main post with working dl link.
thanks updating of this legendary tool
There has been no update..
I was using noggit 3.0 so now I download NoggitCI81 3.166 so its an update for my noggit and its great tool really great work :)
-
Hey guys i wanted to know if there is a version for 32bites of this.
-
Hey guys i wanted to know if there is a version for 32bites of this.
Not that I'm aware of but you could compile a 32bit version.
-
Noggit was, is and sdl will always be 32 bit.
Ther is no sdl 64 bit version :)
-
Hi Everyone,
About this
[!!Importand. This version has a bug that delete or duplicates models IF you save 2 times in one work session.
To avoid this CLOSE noggit after every save and reload tillit is fixed.!!!
I've a problem, when i save just one time, Noggit duplicates models ...
Someone can help me plz ?
Cya
-
This version is just extremely bugged. Nothing can fix the issue unless someone fixes it in the code.
-
Yes, i have been facing many bugs with it as well.
-
And you postet the. All in the bug search thread?
-
Any ETA on when the duplicating bug might be fixed? I'm working on a large map and trees are constantly getting doubled from being on the border of adts (yes I save once then close)
-
Well not everything, but i will try to post as much as possible/
-
Help me plz Noggit crash at start :(
Log:
3 - (Noggit.cpp:444): Noggit Studio - 3.166
4 - (Noggit.cpp:250): Using config file.
4 - (Noggit.cpp:453): Game path: F:WorkClient335aNoggit
4 - (Noggit.cpp:457): Project path: F:WorkClient335aNoggit
5 - (Noggit.cpp:301): [Error] Could not find locale directory. Be sure, that there is one containing the file "realmlist.wtf".
6 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientAreaTable.dbc" could not be opened. This application may crash soon as the file is most likely needed.
6 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientMap.dbc" could not be opened. This application may crash soon as the file is most likely needed.
6 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientLoadingScreens.dbc" could not be opened. This application may crash soon as the file is most likely needed.
6 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientLight.dbc" could not be opened. This application may crash soon as the file is most likely needed.
6 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientLightParams.dbc" could not be opened. This application may crash soon as the file is most likely needed.
6 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientLightSkybox.dbc" could not be opened. This application may crash soon as the file is most likely needed.
6 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientLightIntBand.dbc" could not be opened. This application may crash soon as the file is most likely needed.
6 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientLightFloatBand.dbc" could not be opened. This application may crash soon as the file is most likely needed.
6 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientGroundEffectDoodad.dbc" could not be opened. This application may crash soon as the file is most likely needed.
6 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientGroundEffectTexture.dbc" could not be opened. This application may crash soon as the file is most likely needed.
6 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientLiquidType.dbc" could not be opened. This application may crash soon as the file is most likely needed.
870 - (Video.cpp:202): [Debug] GL: Version: 3.3.0 - Build 8.15.10.2653
870 - (Video.cpp:203): [Debug] GL: Vendor: Intel
870 - (Video.cpp:204): [Debug] GL: Renderer: Intel(R) HD Graphics 4000
871 - (FreeType.cpp:133): [Error] FT_New_Face failed (there is probably a problem with your font file)
871 - (errorHandling.h:64): [Error] There was an exception of type "SIGABRT"
"Abnormal termination, such as instigated by the abort function. (Abort.)".
Please excuse the inconvenience. You may want to report this error including the log to the developers.
877 - (StackWalker.cpp:1133): [Error] OS-Version: 5.2.3790 (Service Pack 1) 0x300-0x1
1095 - (StackWalker.cpp:1133): [Error] 0090FA3C (noggit): (filename not available): (function-name not available)
1099 - (StackWalker.cpp:1133): [Error] 008B009C (noggit): (filename not available): (function-name not available)
1100 - (StackWalker.cpp:1133): [Error] f:ddvctoolscrt_bldself_x86crtsrcabort.c (75): abort
1100 - (StackWalker.cpp:1133): [Error] f:ddvctoolscrt_bldself_x86crtprebuildehhooks.cpp (96): terminate
1100 - (StackWalker.cpp:1133): [Error] 009246C0 (noggit): (filename not available): (function-name not available)
1101 - (StackWalker.cpp:1133): [Error] 75C00313 (kernel32): (filename not available): GetProfileStringW
1101 - (StackWalker.cpp:1133): [Error] 77711CA7 (ntdll): (filename not available): RtlKnownExceptionFilter
1101 - (StackWalker.cpp:1133): [Error] 776D9285 (ntdll): (filename not available): RtlInitializeExceptionChain
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4 - (Noggit.cpp:453): Game path: F:WorkClient335aNoggit
4 - (Noggit.cpp:457): Project path: F:WorkClient335aNoggit
If you don't actually have a **WORKING** Wow 3.3.5a Install at this location, I really don't get why you would set the path as that?
It's asking you where the hell is your 335a Wow.exe file, not some random path you want to use because it sounds nice.
If it's truly there, show me a picture of the folder with the 335 contents, including the data folder.
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Also this is an outdated Noggit thread and obviously an outdated Noggit version.
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Why i see this error after i overwriting an existing content ?
(http://i.imgur.com/R81S0hK.jpg)
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Weed. There reason is weed. The solution was described so many times on Modcraft, so it can probably be easily googled.
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If i google this error i only find 2 perfect results
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Why i see this error after i overwriting an existing content ?
(http://i.imgur.com/R81S0hK.jpg)
viewtopic.php?f=12&t=2971 (http://modcraft.io/viewtopic.php?f=12&t=2971" onclick="window.open(this.href);return false;)