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Messages - Cromon

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1
Showoff - what you are working on / Re: [SHOWOFF] What Are You Working On
« on: September 16, 2015, 12:29:32 am »
Implementing the core UI stuff for the generators for terrain automation:
https://www.dropbox.com/s/zgzldutldsao3 ... 3.mp4?dl=0

The RidgedMulti would be a plugin you can add as you like and for this simple example just:

2
Neo / Re: Neo - A WoW Development Suite
« on: September 13, 2015, 10:43:51 pm »
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 :)

3
Neo / Re: Neo - A WoW Development Suite
« on: September 13, 2015, 10:03:18 pm »
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:

4
Neo / Re: Neo - A WoW Development Suite
« on: September 13, 2015, 09:50:46 pm »
Quote from: "Morfium"
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:




@kojak488: Thanks for the tip! :)

5
Neo / Re: Neo - A WoW Development Suite
« on: September 13, 2015, 12:49:24 am »
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:


In the editor (after saving):


Ingame (after saving):

6
Neo / Re: Neo - A WoW Development Suite
« on: May 08, 2015, 11:19:44 pm »
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

7
Neo / Re: Neo - A WoW Development Suite
« on: February 24, 2015, 01:33:00 am »
Quote from: "majorcyto"
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.

Quote from: "majorcyto"
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

8
Neo / Re: Neo - A WoW Development Suite
« on: February 24, 2015, 12:32:50 am »
@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

9
Neo / Re: Neo - A WoW Development Suite
« on: February 22, 2015, 12:54:04 am »
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:



When you are done its imported:


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.

10
Neo / Re: Neo - A WoW Development Suite
« on: February 17, 2015, 07:35:01 pm »
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.

11
Neo / Re: Neo - A WoW Development Suite
« on: February 17, 2015, 04:49:13 pm »
Quote from: "Supora"
Quote from: "Cromon"
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.

12
Neo / Re: Neo - A WoW Development Suite
« on: February 16, 2015, 12:37:57 am »
And im currently working on getting rid of all Direct2D related stuff so that Direct3D 10.1 problem will no longer be a problem.

13
Neo / Re: Neo - A WoW Development Suite
« on: February 15, 2015, 12:14:42 am »
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.

14
Neo / Re: Neo - A WoW Development Suite
« on: February 14, 2015, 12:04:27 am »
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/

You find the latest build here:
http://ci.cromon.ch/job/Neo%20-%20WoWEditor/lastBuild/

You find the download to the latest build here:
http://ci.cromon.ch/job/Neo%20-%20WoWEd ... /artifact/ (you can select "download all files as zip-archive")

15
Neo / Re: Neo - A WoW Development Suite
« on: February 12, 2015, 01:47:23 am »
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.

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