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Author Topic:  [RELEASE] [BETA] Noggit SDL 1.4  (Read 39275 times)

Lawes

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #30 on: February 03, 2015, 11:27:50 pm »
I want to remove only 1 texture in a chunk, not all

Quote from: "Steff"
Replace textures is in since sdl 1.1

I dont want to replace
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Skarn

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #31 on: February 04, 2015, 07:54:17 am »
I don't want bother adding features no one except you really needs. I am not trying to be a prick but this feature is completely useless.
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Lawes

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #32 on: February 04, 2015, 02:27:44 pm »
water auto opacity option is fucked in 1.4
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larrylaffer

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #33 on: February 04, 2015, 04:16:58 pm »
Can you consider the following features?:

-Multiple m2/wmo selection for editing (moving/rotating multiple objects at the same time).
-Import/Export alpha maps (Futa currently do this)
-Kill shadows (taliis did this, dont remember if there's another cmd app for this)
-Filter textures by both type and zone. Currently you can use just one filter at the time (a very minor feature but may be useful sometimes and i dont think is hard to implement).
-Add different brushs for texture painting
-doodad sets adder (this is something i saw on Crysys map editor): it means to add multiple decorative doodad sets (trees, bushes, flowers, etc.) in a area, instead of adding them one by one.

Keep up the good work!!

Quote from: "Lawes"
water auto opacity option is fucked in 1.4

True, sometimes it works... sometimes not...
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Petisoo

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #34 on: February 05, 2015, 12:14:38 am »
I can map with it now or it is still in beta and able to destroy my adts?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skarn

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #35 on: February 05, 2015, 08:11:07 am »
Quote from: "larrylaffer"
Can you consider the following features?:

-Multiple m2/wmo selection for editing (moving/rotating multiple objects at the same time). No.
-Import/Export alpha maps (Futa currently do this) Yes.
-Kill shadows (taliis did this, dont remember if there's another cmd app for this) Yes.
-Filter textures by both type and zone. Currently you can use just one filter at the time (a very minor feature but may be useful sometimes and i dont think is hard to implement). Maybe, but no a proprity.
-Add different brushs for texture painting. Most likely no but I want it too.
-doodad sets adder (this is something i saw on Crysys map editor): it means to add multiple decorative doodad sets (trees, bushes, flowers, etc.) in a area, instead of adding them one by one. Maybe.

Keep up the good work!!

Quote from: "Lawes"
water auto opacity option is fucked in 1.4

True, sometimes it works... sometimes not...
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skarn

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #36 on: February 05, 2015, 08:12:39 am »
Quote from: "Lawes"
water auto opacity option is fucked in 1.4
works fine for me but Hanfer's algorythm is a bit wrong. We will look into it.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

larrylaffer

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #37 on: February 05, 2015, 03:23:24 pm »
Quote from: "Skarn"
Quote from: "larrylaffer"
Can you consider the following features?:

-Multiple m2/wmo selection for editing (moving/rotating multiple objects at the same time). No.
-Import/Export alpha maps (Futa currently do this) Yes.
-Kill shadows (taliis did this, dont remember if there's another cmd app for this) Yes.
-Filter textures by both type and zone. Currently you can use just one filter at the time (a very minor feature but may be useful sometimes and i dont think is hard to implement). Maybe, but no a proprity.
-Add different brushs for texture painting. Most likely no but I want it too.
-doodad sets adder (this is something i saw on Crysys map editor): it means to add multiple decorative doodad sets (trees, bushes, flowers, etc.) in a area, instead of adding them one by one. Maybe.

Keep up the good work!!

Quote from: "Lawes"
water auto opacity option is fucked in 1.4

True, sometimes it works... sometimes not...

Too bad about not doing the multiple objects selection, it would be a great feature, but i understand that it may be a little to hard to implement...

Some other features i forgot:

-Edit textures ground effects (both animation and objects). Futa and Taliis do this (but Taliis dont get right the ground objects for textures..., just works for the first texture level). The edition should have the option to either edit the whole ADT textures or by chunk. You should consider also the option to render the ground effects (texture animations are rendered but no the ground doodads).

-Increase/decrease ADT height: This means to modifiy the whole height map level (and their objects too). It would be useful when you import/export ADTs from others maps, but the level is not quite right with the rest of the map. Or when you are working on a map and you  realize that you wanted some ADTs be a little more higher/lower in order to match with the rest of the map.

-Hide/Unhide single objects: Sometimes you have so many objects in a map that is hard to select and edit one without selecting other by accident. (Specially with some doodads like fog...), so i was thinking if it is possible to have the option to hide single objects. The object hided it would have a "flag" in noggit that indicate that it should not be rendered (however it would still exists in the ADT), and ergo, you cant select it.
Then there would be a "unhide all" option (that in facts already exists) to show all the hidden objects.
I think that this would be useful sometimes.

-Minimap generator: Dont know if it is possible, but would be good that noggit can automatically export the minimap files of the map.


And please... if you can fix the holes bug (it makes random holes everywhere) would be great, i think is currently the most annoying bug right now since there's no workaround for it (unlike others map features that have others apps for them in case the one in noggit is bugged).

Regards and keeup up the excelent work!!
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skarn

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #38 on: February 05, 2015, 04:12:41 pm »
Quote from: "larrylaffer"
Quote from: "Skarn"
Quote from: "larrylaffer"
Can you consider the following features?:

-Multiple m2/wmo selection for editing (moving/rotating multiple objects at the same time). No.
-Import/Export alpha maps (Futa currently do this) Yes.
-Kill shadows (taliis did this, dont remember if there's another cmd app for this) Yes.
-Filter textures by both type and zone. Currently you can use just one filter at the time (a very minor feature but may be useful sometimes and i dont think is hard to implement). Maybe, but no a proprity.
-Add different brushs for texture painting. Most likely no but I want it too.
-doodad sets adder (this is something i saw on Crysys map editor): it means to add multiple decorative doodad sets (trees, bushes, flowers, etc.) in a area, instead of adding them one by one. Maybe.

Keep up the good work!!

Quote from: "Lawes"
water auto opacity option is fucked in 1.4

True, sometimes it works... sometimes not...

Too bad about not doing the multiple objects selection, it would be a great feature, but i understand that it may be a little to hard to implement...

Some other features i forgot:

-Edit textures ground effects (both animation and objects). Futa and Taliis do this (but Taliis dont get right the ground objects for textures..., just works for the first texture level). The edition should have the option to either edit the whole ADT textures or by chunk. You should consider also the option to render the ground effects (texture animations are rendered but no the ground doodads).

-Increase/decrease ADT height: This means to modifiy the whole height map level (and their objects too). It would be useful when you import/export ADTs from others maps, but the level is not quite right with the rest of the map. Or when you are working on a map and you  realize that you wanted some ADTs be a little more higher/lower in order to match with the rest of the map.

-Hide/Unhide single objects: Sometimes you have so many objects in a map that is hard to select and edit one without selecting other by accident. (Specially with some doodads like fog...), so i was thinking if it is possible to have the option to hide single objects. The object hided it would have a "flag" in noggit that indicate that it should not be rendered (however it would still exists in the ADT), and ergo, you cant select it.
Then there would be a "unhide all" option (that in facts already exists) to show all the hidden objects.
I think that this would be useful sometimes.

-Minimap generator: Dont know if it is possible, but would be good that noggit can automatically export the minimap files of the map.


And please... if you can fix the holes bug (it makes random holes everywhere) would be great, i think is currently the most annoying bug right now since there's no workaround for it (unlike others map features that have others apps for them in case the one in noggit is bugged).

Regards and keeup up the excelent work!!

Thanks for feature requests.

1) No rendering for sure. It was a huge pain in the ass to make a stupid MCCV rendered which is more simple in its sturcture, and even now it is not properly rendered in noggit. Editing - yes, maybe. By the way, you shoud not use either FuTa or Taliis for making grass because there is a nice tools called groundeffectadder.

2) Yes.

3) No.

4) Most likely no, for the same reason. We're not going to touch opengl anymore. If you have some experience in opengl or know someone who has, we can implement it.

5) There is no random holes bug. You're just using this feature improperly. You need to be careful with it.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

larrylaffer

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #39 on: February 05, 2015, 06:10:50 pm »
Quote from: "Skarn"

1) No rendering for sure. It was a huge pain in the ass to make a stupid MCCV rendered which is more simple in its sturcture, and even now it is not properly rendered in noggit. Editing - yes, maybe. By the way, you shoud not use either FuTa or Taliis for making grass because there is a nice tools called groundeffectadder.

That tool it is very very nice, however it has some issues:

1-It is a cmd app with no visual interface
2-It asks the effect ID for every texture in the map (if you have like 20 textures in the map and just want to edit 2, is annoying), also if you screw up the ID for a single texture, you need to run it again for the 20 of them
3-It can only add effects for a single ADT at the time. If you have a map with 40 ADTs.... with several textures in every one of them... is a annoying.
4-It add the same effect on all the chunks of the ADT. You cant have differents chunks with the same texture using differents effects (with taliis at least you can do that).

However, it is a great tool anyway cause the effects are properly added regarding all the textures levels of a chunk.
But it would be great that noggit can add this feature, so it would be easy and faster to adding/modifing the effects, and you wont need another app.

Quote from: "Skarn"

5) There is no random holes bug. You're just using this feature improperly. You need to be careful with it.

Mmm then how's the way to using it properly? Cause i tried to set the camera above the hole, looking directly over it, and then create the hole with a single mouse click... and that sometimes creates a random hole anyway in some place of the map...

I think that problem is that when you create the hole, the mouse cursor end up being over nothing...
So what happens when you edit terrain when the cursor is not over terrain? The editing happens randomly in other part of the map. For instance, when you are editing either textures... or terrain level (making mountains of stuff...) and you suddenly pass the mouse over one of those damn cracks, you end up with some terrain pool or a texture stain in other part of the map (is not exactly random, is just when the cursor "was" when you pass it over a map crack).

So i think that the same thins is happening with holes. You create a hole, but now the cursor is no longer over terrain. And since you can maintaing pressing the mouse click in order to create multiple holes at the same time... since you are constantly passing the mouse cursor over nothing, you end up generating holes everywhere, even when you use just a single mouse click.

Try it, it happens and is annoying.
However as you just said, maybe i am using the tool wrong. If you know a way to properly use the tool without screwing up like me, please tell me.


Anyway, im anxious over future versions of noggit with new features.
Keep up with the great work.

Regards!
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skarn

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #40 on: February 05, 2015, 06:39:27 pm »
Can you please join our group on skype? I will explain you there. The link is in the first post here.
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Magnus

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #41 on: February 05, 2015, 06:44:49 pm »
Thank you for working on Noggit. Thumbs up.

However after some tests I can report as follows:

1.
Water (Ocean) is saved but not in Blizzard style with semi-transparent coast line (don't know to describe it better). After saving it's a flat layer of ocean water.

2.
The client crashs immediately. I made a completely new project, only flatten some small chunks or place an object. Couldn't open that in the client.

Now I'm using Noggit 1.2 without any problems in this part of the map. For the water issues I use stuff like exportMh2o.exe  / importMh2o.exe / AllWater_wotlk.exe
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Skarn

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #42 on: February 05, 2015, 06:50:07 pm »
Magnus, can you please try it once more because I am not getting your errors on my pc.
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larrylaffer

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #43 on: February 05, 2015, 06:57:49 pm »
Quote from: "Skarn"
Can you please join our group on skype? I will explain you there. The link is in the first post here.

Im not currently at home, and i dont know how to add contacts or join a chat in the hotmail web chat...

I send you a private message with my hotmail so you can add me to skype and invite me to the chat group

Regards
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Magnus

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #44 on: February 05, 2015, 07:15:32 pm »
@skarn
Tried it several times in different variations. With existing project, than the same location but as a new project. Tried to reload the 1.4 project in 1.2 and saved it new. But still crash of client.

Edit:
A pict of the ocean. Left the original blizz coast. Right the ocean after saving and reloading in 1.4
[attachment=0:2xy9j9bi]ocean.png[/attachment:2xy9j9bi]
« Last Edit: January 01, 1970, 01:00:00 am by Admin »