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Author Topic: [Developer Diary 2] Na´Uhri development  (Read 11024 times)

spik96

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Re: [Developer Diary 2] Watertrolls development
« Reply #15 on: April 05, 2016, 03:42:27 pm »
Looks good, I mean a bit empty and wild but I like isles without overgrown trees! I can't help but wonder, what is holding you back on the WotLK client at the moment, what is not ready in your project to move on ? Or you just want to finish it before the change ?
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Steff

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Re: [Developer Diary 2] Watertrolls development
« Reply #16 on: April 05, 2016, 07:04:11 pm »
have you an editor to edit direct in wotlk and a fast converter ;)

I try to review ingame all I build at the end of the session . And also from time to time during edit.

So 335a is just for prototyping. project is in wod.  screens next days.  hope to get noggit save to wod done fast.
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ODST

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Re: [Developer Diary 2] Watertrolls development
« Reply #17 on: April 11, 2016, 12:35:47 am »
Quote from: "Steff"
have you an editor to edit direct in wotlk and a fast converter ;)

I try to review ingame all I build at the end of the session . And also from time to time during edit.

So 335a is just for prototyping. project is in wod.  screens next days.  hope to get noggit save to wod done fast.

with noggit to wod does that mean it could read wod adts and models stuff without having to import it down to 3.3.5?
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Steff

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Re: [Developer Diary 2] Watertrolls development
« Reply #18 on: April 11, 2016, 05:22:28 am »
Not in the moment. It is an idea to let noggit save your wotlk work also in wod format. So you dont have to convert it afterwards.
This would mean you need all wod models converted to use them in noggit and an additional 335a client.
But lets see what future brings ;)
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ODST

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Re: [Developer Diary 2] Watertrolls development
« Reply #19 on: April 11, 2016, 02:31:17 pm »
Quote from: "Steff"
Not in the moment. It is an idea to let noggit save your wotlk work also in wod format. So you dont have to convert it afterwards.
This would mean you need all wod models converted to use them in noggit and an additional 335a client.
But lets see what future brings ;)
Still sounds super cool, lets hope Neo gets further too
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Steff

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Re: [Developer Diary 2] Watertrolls development
« Reply #20 on: April 21, 2016, 12:36:42 pm »
After some days of server testing I converted now the current version of our startisland to wod and made some tests ingame. Nice how much the look changed :)







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Kaev

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Re: [Developer Diary 2] Watertrolls development
« Reply #21 on: April 23, 2016, 12:20:57 pm »
Looks awesome :)
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Steff

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Re: [Developer Diary 2] Watertrolls development
« Reply #22 on: April 24, 2016, 02:32:37 pm »
Thanks :) Some evening screens



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monsune

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Re: [Developer Diary 2] Watertrolls development
« Reply #23 on: June 19, 2016, 01:34:48 pm »
Breathless. Good job man!
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Simple_Spectr

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Re: [Developer Diary 2] Watertrolls development
« Reply #24 on: July 01, 2016, 11:13:16 pm »
On WoD it looks really awesome.  :)
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blkht

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Re: [Developer Diary 2] Watertrolls development
« Reply #25 on: February 07, 2017, 09:19:34 pm »
Is this still under development? Looks epic.
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Steff

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Re: [Developer Diary 2] Watertrolls development
« Reply #26 on: February 17, 2017, 10:36:27 am »
Yes. still work on this.
In the moment I work on the Modcraft board to get it updated and running again.

Then we will go on with maruum.
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Steff

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Re: [Developer Diary 2] Watertrolls development
« Reply #27 on: April 21, 2017, 10:57:06 pm »
Did some ground effects tests.
Sadly the subchunk at the left bottom corner keeps the effects. I filled it fully with the sand texture without effects and also tried the old ground effects fix on this. Did not work. I think we need an ge editor in noggit ;)
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Uthil

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Re: [Developer Diary 2] Watertrolls development
« Reply #28 on: April 21, 2017, 11:25:24 pm »
Its really beautiful mate. I really like the detail you add. Nice one.
Like my project and you like to support me, you can do it here!

Steff

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Re: [Developer Diary 2] Watertrolls development
« Reply #29 on: April 21, 2017, 11:37:36 pm »
Thanks. I got the problem fixed. Just swaped the texture on this chunk in order fixed the problem. Also tested around with ground height to get some fome on the beach.


« Last Edit: April 22, 2017, 12:17:30 am by Steff »
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