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Topics - Cromon

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Resources and Tools / [TOOL] MinimapCreate - Minimap creation for ADT
« on: October 30, 2013, 07:05:48 pm »
Hello

As the title describes the tool i have created allows you to create minimap images for ADT tiles. So far this is just terrain with lighting, wmo and water are to come.

The tool ships with a DLL and a .lib (with header files) so you can use it in your tools as well. Usage is pretty simple ill show that in the end.

So how does it work? You open the GUI, select the path of your 3.3.5a data (!) folder and you are ready to go. You can load a continent (e.g. Kalimdor) and select the tiles youd like. Then you click build and the files are created in the path you've selected as output path.

Images:



To use the DLL:
1. Make sure you have all the header files and the .lib in your code directory
2. #include "MinimapCreate.h"
3. Add MinimapCreate.lib to your linker dependencies
4. To get a std::shared_ptr<IMinimapCreate> you use minimapCreateInit()
5. In the thread you want to create the minimaps (important: Using it in another thread will fail!) call IMinimapCreate::initGraphics
6. Use IMinimapCreate::initFileSystem to give it a IFileHandler.
6.1 You can implement IFileHandler yourself if you have already implemented some sort of file handling OR you can use minimapCreateNewMpqHandler which will instantiate a handler that loads all MPQs in a given path and then returns files from there
7. Use IMinimapCreate::fromHandler to get a HBITMAP with the image

[Important]
First try the exe in the debug folder. If it does not work (dll errors) try the one in the release folder.

Download:
http://www.file-upload.net/download-823 ... 7.rar.html

Greetings
Cromon

2
Resources and Tools / [TOOL] Wmo Editor - All versions
« on: April 24, 2013, 03:11:10 pm »
Hi everybody

As the tile says I'm working on a WMO editor, It is still in the development progress but as one of the most requested features is already finished: Adding M2-models to the doodad sets. Though everything is quite experimental and sometimes unstable. Also certain user interface things might be useless or unintuitive but thats because its still under development.

Quick explanation how it works so you can test it:
1. Open the editor, it loads from the path in the registry and opens up a default WMO

2. Go to WMO List and select the WMO you'd like to edit (double click)

3. Explore, hide groups or switch between doodad sets

4. Enter a path to a m2-model in the box (you can press the ... button and a window pops up with all models (may take a few seconds to load, its not yet finished) and when you double click on a model its pasted in the box.

5. Select the doodad set (bottom list box) where you'd like to add the m2-model

6. Press Place and move the mouse to the spot where the model should be place.

7. Use the keys x, y, c to rotate along the axis (+ shift to rotate in the other direction) and numpad + or numpad - to scale the model.

8. Press the left mouse button to place the model or the middle mouse button to discard the current model

9. File -> Save and you are good to go

Viewing works from 1.0 to 5.2, editing is tested for 3.3.5 but should work from 1.0 to 5.2 as well.

Download:
V4 (Current):
http://www.file-upload.net/download-753 ... 2.rar.html

V3:
http://www.file-upload.net/download-753 ... 3.rar.html

V2:
http://www.file-upload.net/download-751 ... 2.rar.html

V1:
http://www.file-upload.net/download-751 ... 3.rar.html

Images:




Stay tuned for more infos and updates.

Greetings
Cromon

3
Development and Presentation / SharpWoW - An editor for WoW
« on: February 26, 2012, 07:32:01 pm »
Good news everyone

After a long struggle on YiasDX with unstable and improper code i decided two weeks ago that i will start all over again with a clean and well organized base of code which will allow a better and more flexible way of extensibility in the future. And besides that the new product aims to provide you an All-In-One solution for all your needs. You no longer need to use a dozen of programs to change all that you wanna change like DBC files, terrain files or light parameters you do that all in the same application with editors specialized for that specific task.

During the last two weekends a lot of code already evolved (around 3500 lines) and the most basic features are now implemented. Of course a lot of things that are implemented are though still WIP and not finished (like captions in windows, placements of menus, ...). With this post id like to give you a first preview of the features and the possibility to intervene if you think something is going in a wrong direction (or of course confirmation if its what you absolutely wanna have ;)).

Well, talked enough, here is a playlist where all the videos concerning SharpWoW will end up:
SharpWoW - YouTube

Greetings
Cromon

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